This deck is finally ticking all the boxes I wanted out of the previous revisions of the deck, which is a focus on permanent destruction and resource denial, where Liquimetal Coating isn't just an afterthought and can actually enable some pretty strong turns.
I took a lot of inspiration from Colorless Eldrazi Stompy, R/G Eldrazi, and Ponza, as well as my Izzet variation. This is my second pass at an Eldrazi/Ponza variant after trying 10+ versions and just as many color combinations over the last year and a half.
Let me know what you think, and if you have any ideas or critiques!
This deck is very close to what I was brewing up in my mind when I saw Karn. Liquimetal Coating is just the more mana efficient way to use the Karn +1. Its faster, more consistant and oppressive than the dreams about tutoring up Mycosynth Latticeafter a Karn-2 while still allowing that exact interaction to happen later on in the game.
The deck has to be in Green simply because Ancient Stirrings is there. Ancient Grudge is the reason why we should be in R/G. Huh, Karn is ancient too I guess... I am not sure what purpose the eldrazi have exept TKS maybe. Kozilek's Return makes some sense with Worldbreaker, but this is too far up the curve in my opinion.
From there it is to decide if you want to run Tron lands or not. I'd personally also say no to that, but it also could be nice to have some amount of extra unfairness and it also fits into the colourless theme. The other way would be to play the more Ponza- and anti-land version with Bloodmoon, Darksteel Citadel+Boom // Bust and Mind Stone for Thought-Knot Seer.
Be_lakor, how is Liquimetal Coating more oppressive than Mycosynth Lattice? If you don't have artifact (or creature I guess) destruction spells or burn, all Liquimetal Coating does with Karn, the Great Creator is temporarily turn off activated abilities of stuff and be a partially operating Rishadan Port when it comes to hitting their lands. In contrast, Mycosynth Lattice Armageddons them for the rest of the game (or until the combo is dealt with) with Karn GC, and it still turns off activated abilities of opposing stuff such as planeswalkers to boot. A partially operating Rishadan Port/switchable Pithing Needle doesn't sound that scary to me in comparison.
A lot of the effectiveness of LMC with Karn hinges on how the game leading up to the Karn has gone, and if LMC is already on the field.
In situations where LMC is already out:
How many lands is the opponent at? More than 4? Tapping LMC each turn to kill a land is going to be too slow for us to catch back up, unless we happen to have another LMC and more removal in hand. Less than 4 lands? LMC LD is probably enough to start wearing them down and keep them off their higher CMC spells, depending on the deck.
In situations where LMC isn't already out:
I can't see where I wouldn't try to silver bullet with Karn, most likely for Lattice if I have the mana the next turn to play it, or enough pressure otherwise that it can wait. A few people had the idea of running 3 LMC main and 1 in the side so it is easier to get to and so you don't topdeck them when you don't want to as often, with the only drawback being you draw into it naturally more slowly. I'm not sure how I feel about that. Presuming we were running that though, there are instances where I would tutor for LMC, but that's only if I have artifact removal in hand and I need something gone ASAP.
All of this doesn't matter though because the Lattice is a 1-of in the side that doesn't have to be built around, so it is just a hard lock that we can grab when we want. If you Simian'd to get 4 mana to cast Karn and now you're back down to just the 3 lands, you wouldn't grab a 6 mana spell from the side that you can't cast for 3 more turns at best, you'd grab the next best thing that can help you next turn, or now.
If I had to choose between turning off all an opponents lands, including new ones that come in after that point, or being able to consistently destroy them each turn, I would pick turning them all off every single time. But I don't have to choose, so it's a moot point.
On to the rest of the deck...
So this is my...14thish... build of an LMC deck, and the thing I noticed is that in order to make running a playset of LMC not a liability (and it is a liability) is that you have to be able out value your opponents with mana investment, because you can't outvalue them by trading a card for a card. This is why I have Abrades instead of bolts. Without I would say at least 10 pieces of artifact removal, not including Karn, LMC is a dead card too often. Abrade alongside Ancient Grudge is the most removal package in the fewest amount of cards that I think is possible for a deck like this. 3 of each is 9 pieces of artifact removal and 3 creature bolts in 6 cards. Add to that a Splinter, Shrapnel Blast (another way to reduce the LMC liability), and the Phyrexian Metamorph that works both with or without LMC, and suddenly we have a bit of value.
I've tried Tron lands, but even in Monogreen it requires sixteen (not including Stirrings!) fetch effects to be consistent and generate all that infamous Tron value. This leaves far too few slots for removal to reduce the LMC liability.
I did an Eldrazi shell because not only does it allow a lot of ramp, it brings early game disruption to a deck that doesn't otherwise have it. T2 LMC into T3 Ancient Grudge isn't a strong enough play, even if you can repeat it every turn after. T1/T2 TKS into T3 Karn/LMC+removal is a much better start.
The reason for Kozilek's Return is to fight aggro, and the people that have the ability to create better boardstates before we can. Because of Devoid it can be grabbed with Stirrings. The fact that World Breaker can recast it for free feels like flipping a Thing in the Ice prior to attacking. It's great. Because of the number of Kozilek's (2-3 depending on the number of All is Dust), I also wanted some T1 ramp that wouldn't die to it, and in comes the Blisterpods. I'm still not sure if that is the correct way to go over the same amount of Birds, but in my limited playtesting of it the pace of the deck was much improved.'
Blight Herder I'm not completely sold on yet, but it has playtested pretty well. The deck exiles a lot of cards, and some decks naturally exile their own cards, so bringing two back in to get 3 extra mana is great, and it being a 4/5 at worst isn't that bad either. I've cast these on T3 pretty consistently. He may require a Relic or two in the main, but that wouldn't be too bad given the number of GY based decks I run into.
Oblivion Sower has been great, although I'm not sure what the right number of them is. Let's say I cast Crumble to Dust (can also hit with Stirrings) once, prior to casting Sower, and Sower only hits 1 land with his cast trigger. That means I can grab that land, and all the lands exiled with Crumble to Dust and put them into play untapped. I could immediately cast a Karn for that! Sower has just been great, it's just a matter of smoothing out the curve a little more.
World Breaker has been great as well, and the fact that it can hit artifacts naturally, or even kill say a potential blocker with the help of LMC, it is just all around a fun thing to play. The fact that it is cast triggers as well, and I can sac one of my (fairly) numerous lands to get it back from the GY is just icing on the cake.
I tried the idea of Darksteel Citadels and Boom/Bust's, and I think it's cool that I could put a Citadel in the side and being able to grab it with Karn for guaranteed land drops, but I am just not feeling the impact of Blood Moon at the moment, at least in my meta. This is coming off of 6 months with my Izzet LMC deck in a Blue Moon shell where I ended up moving all 3 Blood Moons to the side because the G1 impact had been so low, and I only brought the moons in every 10 games or so. I think if G/R had access to their own Flagstones of Trokair, I would be much more apt to run Boom/Bust, but if I did it now it would honestly be a 1-of for the sake of the Bust, which I think Karn/Lattice just does the job of better since it isn't symmetrical.
All in all I think LMC is something fun that lets me do cheeky sh*t while I set up for a Karn lock or a stompy beatdown, and that's exactly what I want out of it.
This is still the first week or so in the development of this version of the deck, so it could still change quite a bit as I playtest, find new cards, and with the release of Modern Horizons, but as far as my many LMC decks have gone, this Eldrazi one is the first one that I feel like could actually hang with the big boys, instead of crapping all over Affinity and then rolling over and playing dead on G2 for every other deck.
I see the points against Boom/Bust and for Abrade instead of Bolt as valid. Also the current problem with Bloodmoon I can agree. I didn't think about Ancient Stirrings when I first saw Kozilek's Return in the deck. Still, I specifically don't like Blisterpod and Oblivion Sower in your Eldrazi suite.
Have you thought about the "normal" Stompy cards like Utopia Sprawl? I think at least this card (without the killable elf) might lead to a good start with T1 Sprawl into T2 LMC with 1 cmc Land destruction into T3 Karn. I think its important to deny as much lands as possible to steal fluid plays from our opponent. I never liked Trinisphere, therefore I would never put it in the Main, but it might be a powerful weapon for the sideboard.
Edit: 2 LMC out with Karn is a perfect way to interact with fetchlands. Therefore I wouldn't mind drawing 2.
Originally I wanted to go Aura based ramp like that, but I haven't been able to find a consistent land base that had enough forests to support it and still make colorless. If I could, I think I would run that and the Temples, and not have any mana dorks, or just Arbor Elf.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card in your hand.
-3: Destroy target permanent that is one or more colors.
Loyalty: 4
This Ugin is very fun with this deck. Reducing the cost of LMC to 0, along with helping ramp to bigger creatures. Definitely going to try out a few builds with two or more of him.
This Ugin looks fun, but I think his true potential lies within combo decks that can reach 6 mana. 6 mana and win sounds better than 6 mana and have cheaper gameplay.
The effect is pretty strong though... I could see it in some sort of eggs shell.
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My decks:
Competetive: Lantern Control, MonoR Phoenix, Dredge
Meta-Dependant: Modern Cheeri0s, Esper Spirits, Wilderness Teachings , Modern Elves, All-in Death's Shadow, Aristocrats, BW Death&Taxes
Fun own projects: Spireside Industries, UB Scrapyard, Thundercat Worship, Dirty Kitten, RB Rock, Eternal Toolbox
After a couple dozen hours of playtest, goldfishing, and adventures into color splashes the last few days, I've developed a new baseline for the deck. I've updated the OP decklist, and here are my comments.
Turns out new Ugin doesn't help the deck all that much, and really only does the ramping the Oblivion Sower can, but a lot more awkwardly since I can't ramp plain colorless as well as I can Eldrazi. Upped the number of new Karns to compensate for this. Not sure what the right number is, but I hardly saw it at 2x, so now to try 3x.
Got the landbase situated pretty nicely, although I miss the inclusion of the ~2 Ghost Quarters. Adding Zhalfirin Void definitely helped clean up the topdecks.
The single of Warping Wail in the MB may end up being an All Is Dust, in which case I would do a 2-of Wail in the side.
Matter Reshaper helped fill the gaps in the curve, as well as provide a little bit of CA.
Cindervines in now in place of a few instants. The fact that I can put this down before it's needed really frees up the mana turn-by-turn. I'll have to see if the split cost ends up hurting too much to run it with the current landbase.
The 1-of Phyrexian Metamorph has been awesome so far! Copying my own Thought-Knot Seer is great, and even the larger Eldrazi (unfortunately you lose the cast triggers) has worked out well. The best part is copying an opponent's key permanents (with the help of LMC), like planeswalkers. Since Metamorph is entering the battlefield as a copy of that planeswalker, it still starts at the appropriate level of loyalty counters. This has been huge when copying a Lili, Karnfather, regular Ugin, etc..
Still have a lot of playtesting and adjustments to do. I would really like to get a little more LD into the deck, even if it's just getting the GC's back (might drop some Voids), but so far it is very fun, and the most I have ever been able to use LMC.
So a lot of the appeal of Grudge is being able to remove two artifacts in a row, but the second cast is almost always a better cast than the first, mostly because of the cost reduction. Seal does this better by being able to offset the cost well before LMC ever comes out. Getting it down before a Blood Moon can be huge for pace, as you just sac it and go on with your business with all your mana up. It has been playtesting VERY well.
I may even up the count on Seal it is working so well. It feels like setting a trap while an opponent is watching, and still making them walk into it.
The deck feels good and is a lot of fun to play, but it also feels like 3-4 control-esque cards are missing. Gonna go out on a limb and test Blood Sun in the mainboard. Going to adjust the landbase a little to compensate (more shocks), but it feels like this niche card could actually find a home here, since I can't run Blood Moon but want more land hate.
Updated OP with the deck I am currently testing. Blood Sun ended up being a dud, but a friend suggested Acidic Slime to help fix the upper end of the curve a bit, and it has been working great. I was finding myself wishing pretty frequently that I had more World Breakers or Oblivion Sowers because of the sheer amount of mana I had available. It turns out filling out the curve a bit more helped a lot.
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So I've been working on a Liquimetal Coating deck for a long time, and I've developed my best version yet thanks to a total revamp and the new..
2 Acidic Slime
4 Matter Reshaper
3 Oblivion Sower
1 Phyrexian Metamorph
4 Thought-Knot Seer
2 World Breaker
Instants (7)
3 Abrade
1 Ancient Grudge
1 Beast Within
2 Kozilek's Return
Sorceries (7)
4 Ancient Stirrings
2 Crumble to Dust
1 Splinter
2 Seal of Primordium
Artifacts (4)
4 Liquimetal Coating
Planeswalker (3)
3 Karn, the Great Creator
Lands (21)
2 Blast Zone
4 Eldrazi Temple
1 Forest
3 Gemstone Caverns
4 Grove of the Burnwillows
4 Karplusan Forest
2 Stomping Ground
1 All Is Dust
1 Chalice of the Void
1 Ensnaring Bridge
1 Guttural Response
1 Mycosynth Lattice
1 Oblivion Stone
1 Orbs of Warding
1 Relic of Progenitus
1 Silent Arbiter
1 Simian Spirit Guide
1 Skysovereign, Consul Flagship
1 Surgical Extraction
1 Warping Wail
1 Wurmcoil Engine
You can also check the deck out on TappedOut if you like: Ponzi Scheme [Eldrazi-Ponza]
This deck is finally ticking all the boxes I wanted out of the previous revisions of the deck, which is a focus on permanent destruction and resource denial, where Liquimetal Coating isn't just an afterthought and can actually enable some pretty strong turns.
I took a lot of inspiration from Colorless Eldrazi Stompy, R/G Eldrazi, and Ponza, as well as my Izzet variation. This is my second pass at an Eldrazi/Ponza variant after trying 10+ versions and just as many color combinations over the last year and a half.
Let me know what you think, and if you have any ideas or critiques!
That's why it's already in the OP's wishboard/sideboard.
The deck has to be in Green simply because Ancient Stirrings is there. Ancient Grudge is the reason why we should be in R/G. Huh, Karn is ancient too I guess... I am not sure what purpose the eldrazi have exept TKS maybe. Kozilek's Return makes some sense with Worldbreaker, but this is too far up the curve in my opinion.
From there it is to decide if you want to run Tron lands or not. I'd personally also say no to that, but it also could be nice to have some amount of extra unfairness and it also fits into the colourless theme. The other way would be to play the more Ponza- and anti-land version with Bloodmoon, Darksteel Citadel+Boom // Bust and Mind Stone for Thought-Knot Seer.
This is the List I envision:
4x Darksteel Citadel
3x Forest
4x Karplusan Forest
2x Mountain
4x Stomping Ground
4x Wooded Foothills
Planeswalker (7)
3x Chandra, Torch of Defiance
4x Karn, the Great Creator
Creature (3)
2x Simian Spirit Guide
3x Thought-Knot Seer
4x Lightning Bolt
2x Nature's Claim
Sorcery (7)
4x Ancient Stirrings
3x Boom // Bust
Artifact (8)
4x Liquimetal Coating
4x Mind Stone
Enchantment (2)
2x Blood Moon
3x Anger of the Gods
3x Cindervines
2x Crumble to Dust
1x Damping Sphere
1x Ensnaring Bridge
1x Grafdigger's Cage
1x Mycosynth Lattice
2x Obstinate Baloth
1x Witchbane Orb
Competetive: Lantern Control, MonoR Phoenix, Dredge
Meta-Dependant: Modern Cheeri0s, Esper Spirits, Wilderness Teachings , Modern Elves, All-in Death's Shadow, Aristocrats, BW Death&Taxes
Fun own projects: Spireside Industries, UB Scrapyard, Thundercat Worship, Dirty Kitten, RB Rock, Eternal Toolbox
Competetive: Lantern Control, MonoR Phoenix, Dredge
Meta-Dependant: Modern Cheeri0s, Esper Spirits, Wilderness Teachings , Modern Elves, All-in Death's Shadow, Aristocrats, BW Death&Taxes
Fun own projects: Spireside Industries, UB Scrapyard, Thundercat Worship, Dirty Kitten, RB Rock, Eternal Toolbox
In situations where LMC is already out:
How many lands is the opponent at? More than 4? Tapping LMC each turn to kill a land is going to be too slow for us to catch back up, unless we happen to have another LMC and more removal in hand. Less than 4 lands? LMC LD is probably enough to start wearing them down and keep them off their higher CMC spells, depending on the deck.
In situations where LMC isn't already out:
I can't see where I wouldn't try to silver bullet with Karn, most likely for Lattice if I have the mana the next turn to play it, or enough pressure otherwise that it can wait. A few people had the idea of running 3 LMC main and 1 in the side so it is easier to get to and so you don't topdeck them when you don't want to as often, with the only drawback being you draw into it naturally more slowly. I'm not sure how I feel about that. Presuming we were running that though, there are instances where I would tutor for LMC, but that's only if I have artifact removal in hand and I need something gone ASAP.
All of this doesn't matter though because the Lattice is a 1-of in the side that doesn't have to be built around, so it is just a hard lock that we can grab when we want. If you Simian'd to get 4 mana to cast Karn and now you're back down to just the 3 lands, you wouldn't grab a 6 mana spell from the side that you can't cast for 3 more turns at best, you'd grab the next best thing that can help you next turn, or now.
If I had to choose between turning off all an opponents lands, including new ones that come in after that point, or being able to consistently destroy them each turn, I would pick turning them all off every single time. But I don't have to choose, so it's a moot point.
On to the rest of the deck...
So this is my...14thish... build of an LMC deck, and the thing I noticed is that in order to make running a playset of LMC not a liability (and it is a liability) is that you have to be able out value your opponents with mana investment, because you can't outvalue them by trading a card for a card. This is why I have Abrades instead of bolts. Without I would say at least 10 pieces of artifact removal, not including Karn, LMC is a dead card too often. Abrade alongside Ancient Grudge is the most removal package in the fewest amount of cards that I think is possible for a deck like this. 3 of each is 9 pieces of artifact removal and 3 creature bolts in 6 cards. Add to that a Splinter, Shrapnel Blast (another way to reduce the LMC liability), and the Phyrexian Metamorph that works both with or without LMC, and suddenly we have a bit of value.
I've tried Tron lands, but even in Monogreen it requires sixteen (not including Stirrings!) fetch effects to be consistent and generate all that infamous Tron value. This leaves far too few slots for removal to reduce the LMC liability.
I did an Eldrazi shell because not only does it allow a lot of ramp, it brings early game disruption to a deck that doesn't otherwise have it. T2 LMC into T3 Ancient Grudge isn't a strong enough play, even if you can repeat it every turn after. T1/T2 TKS into T3 Karn/LMC+removal is a much better start.
The reason for Kozilek's Return is to fight aggro, and the people that have the ability to create better boardstates before we can. Because of Devoid it can be grabbed with Stirrings. The fact that World Breaker can recast it for free feels like flipping a Thing in the Ice prior to attacking. It's great. Because of the number of Kozilek's (2-3 depending on the number of All is Dust), I also wanted some T1 ramp that wouldn't die to it, and in comes the Blisterpods. I'm still not sure if that is the correct way to go over the same amount of Birds, but in my limited playtesting of it the pace of the deck was much improved.'
Blight Herder I'm not completely sold on yet, but it has playtested pretty well. The deck exiles a lot of cards, and some decks naturally exile their own cards, so bringing two back in to get 3 extra mana is great, and it being a 4/5 at worst isn't that bad either. I've cast these on T3 pretty consistently. He may require a Relic or two in the main, but that wouldn't be too bad given the number of GY based decks I run into.
Oblivion Sower has been great, although I'm not sure what the right number of them is. Let's say I cast Crumble to Dust (can also hit with Stirrings) once, prior to casting Sower, and Sower only hits 1 land with his cast trigger. That means I can grab that land, and all the lands exiled with Crumble to Dust and put them into play untapped. I could immediately cast a Karn for that! Sower has just been great, it's just a matter of smoothing out the curve a little more.
World Breaker has been great as well, and the fact that it can hit artifacts naturally, or even kill say a potential blocker with the help of LMC, it is just all around a fun thing to play. The fact that it is cast triggers as well, and I can sac one of my (fairly) numerous lands to get it back from the GY is just icing on the cake.
I tried the idea of Darksteel Citadels and Boom/Bust's, and I think it's cool that I could put a Citadel in the side and being able to grab it with Karn for guaranteed land drops, but I am just not feeling the impact of Blood Moon at the moment, at least in my meta. This is coming off of 6 months with my Izzet LMC deck in a Blue Moon shell where I ended up moving all 3 Blood Moons to the side because the G1 impact had been so low, and I only brought the moons in every 10 games or so. I think if G/R had access to their own Flagstones of Trokair, I would be much more apt to run Boom/Bust, but if I did it now it would honestly be a 1-of for the sake of the Bust, which I think Karn/Lattice just does the job of better since it isn't symmetrical.
All in all I think LMC is something fun that lets me do cheeky sh*t while I set up for a Karn lock or a stompy beatdown, and that's exactly what I want out of it.
This is still the first week or so in the development of this version of the deck, so it could still change quite a bit as I playtest, find new cards, and with the release of Modern Horizons, but as far as my many LMC decks have gone, this Eldrazi one is the first one that I feel like could actually hang with the big boys, instead of crapping all over Affinity and then rolling over and playing dead on G2 for every other deck.
I see the points against Boom/Bust and for Abrade instead of Bolt as valid. Also the current problem with Bloodmoon I can agree. I didn't think about Ancient Stirrings when I first saw Kozilek's Return in the deck. Still, I specifically don't like Blisterpod and Oblivion Sower in your Eldrazi suite.
Have you thought about the "normal" Stompy cards like Utopia Sprawl? I think at least this card (without the killable elf) might lead to a good start with T1 Sprawl into T2 LMC with 1 cmc Land destruction into T3 Karn. I think its important to deny as much lands as possible to steal fluid plays from our opponent. I never liked Trinisphere, therefore I would never put it in the Main, but it might be a powerful weapon for the sideboard.
Edit: 2 LMC out with Karn is a perfect way to interact with fetchlands. Therefore I wouldn't mind drawing 2.
Competetive: Lantern Control, MonoR Phoenix, Dredge
Meta-Dependant: Modern Cheeri0s, Esper Spirits, Wilderness Teachings , Modern Elves, All-in Death's Shadow, Aristocrats, BW Death&Taxes
Fun own projects: Spireside Industries, UB Scrapyard, Thundercat Worship, Dirty Kitten, RB Rock, Eternal Toolbox
Ugin, the Unspeakable
Colorless spells you cast cost 2 less.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card in your hand.
-3: Destroy target permanent that is one or more colors.
Loyalty: 4
This Ugin is very fun with this deck. Reducing the cost of LMC to 0, along with helping ramp to bigger creatures. Definitely going to try out a few builds with two or more of him.
The effect is pretty strong though... I could see it in some sort of eggs shell.
Competetive: Lantern Control, MonoR Phoenix, Dredge
Meta-Dependant: Modern Cheeri0s, Esper Spirits, Wilderness Teachings , Modern Elves, All-in Death's Shadow, Aristocrats, BW Death&Taxes
Fun own projects: Spireside Industries, UB Scrapyard, Thundercat Worship, Dirty Kitten, RB Rock, Eternal Toolbox
Turns out new Ugin doesn't help the deck all that much, and really only does the ramping the Oblivion Sower can, but a lot more awkwardly since I can't ramp plain colorless as well as I can Eldrazi. Upped the number of new Karns to compensate for this. Not sure what the right number is, but I hardly saw it at 2x, so now to try 3x.
Got the landbase situated pretty nicely, although I miss the inclusion of the ~2 Ghost Quarters. Adding Zhalfirin Void definitely helped clean up the topdecks.
The single of Warping Wail in the MB may end up being an All Is Dust, in which case I would do a 2-of Wail in the side.
Matter Reshaper helped fill the gaps in the curve, as well as provide a little bit of CA.
Cindervines in now in place of a few instants. The fact that I can put this down before it's needed really frees up the mana turn-by-turn. I'll have to see if the split cost ends up hurting too much to run it with the current landbase.
The 1-of Phyrexian Metamorph has been awesome so far! Copying my own Thought-Knot Seer is great, and even the larger Eldrazi (unfortunately you lose the cast triggers) has worked out well. The best part is copying an opponent's key permanents (with the help of LMC), like planeswalkers. Since Metamorph is entering the battlefield as a copy of that planeswalker, it still starts at the appropriate level of loyalty counters. This has been huge when copying a Lili, Karnfather, regular Ugin, etc..
Still have a lot of playtesting and adjustments to do. I would really like to get a little more LD into the deck, even if it's just getting the GC's back (might drop some Voids), but so far it is very fun, and the most I have ever been able to use LMC.
Let me know if you have any thoughts!
So a lot of the appeal of Grudge is being able to remove two artifacts in a row, but the second cast is almost always a better cast than the first, mostly because of the cost reduction. Seal does this better by being able to offset the cost well before LMC ever comes out. Getting it down before a Blood Moon can be huge for pace, as you just sac it and go on with your business with all your mana up. It has been playtesting VERY well.
I may even up the count on Seal it is working so well. It feels like setting a trap while an opponent is watching, and still making them walk into it.
This is the decklist I will be playtesting:
3 Matter Reshaper
2 Oblivion Sower
1 Phyrexian Metamorph
4 Thought-Knot Seer
2 World Breaker
Instants (8)
3 Abrade
2 Ancient Grudge
3 Kozilek's Return
4 Ancient Stirrings
2 Crumble to Dust
2 Splinter
Enchantments (5)
3 Blood Sun
2 Seal of Primordium
Artifacts (4)
4 Liquimetal Coating
Planeswalker (2)
2 Karn, the Great Creator
4 Eldrazi Temple
2 Forest
3 Gemstone Caverns
4 Grove of the Burnwillows
4 Karplusan Forest
4 Stomping Ground