has anyone tried Oketra's last mercy to deal with burn? Perhaps Bontu's last reckoning as a cheap wrath?
I run two copies of Oketra's Last Mercy in my sideboard. Originally I ran Timely Reinforcements, but I like Mercy better. I think Burn is the only match-up where I bring in Mercy, but that match-up is bad enough to warrant two dedicated SB slots, imo.
Hi all!. I saw that someone did day2 in the Starcitygames during this past weekend with a restore balance deck. I couldn't find the list or pairings. Has anyone some information about it?
after some testing id have to say metalwork colossus is strictly better than Greater Gargadon.
Played FNM with the colossus list that had been posted on here with some slight changes i played 3 leyline's main opposed to 4 (played 3 blood moon main) even when i didnt draw the cascader to balance turn 3 metalwork colossus did work.
Played FNM went 3-1 my only loss to counters company not because the deck was bad but my draws didn't line up well game 1 turn 2 blood moon game 2 turn 2 nahari.
Deck felt great mainboard i think the side could use some work feels like its missing something but main deck seems solid still not set on chandra torch of defiance great card don't know how much we want it i'm scared of hitting a balance off it.
You have a good point, Treasure Mage is a good card to consider. However I've thought about potentially maindecking an ensnaring bridge or having it in the SB as it is very much in line with our strategy (and successful nahiri decks have run the bridges as a staple). If it's just colossus, I will probably just test the treasure mage (thanks for suggesting!). Then if I intend to also use ensnaring bridge, then maybe fabricate will be better.
Not sure about inventors fair in a high borderpost colossus version though; I cant imagine running any lands apart from fetches and basics
First match against Abzan was abysmal. They did Abzan things and I just couldn't get any good draws. Beat them game 1, but that was it.
Second match against control. Mulligan to 6 on the play. Keep a no land hand or Nahiri, the Harbinger, Firewild Borderpost, Violent Outburst, Fieldmist Borderpost, Restore Balance, and As Foretold. Scry'd Mistveil Plains to the bottom. Look at my opponent and say "pass" to which everyone around me started cracking up. Drew a Beast Within on turn 2, passed again. Dropped a plains into my Fieldmist on turn 3. Dropped my Firewild turn 4 and my opponent taps out for Jace, Architect of Thought and negs him, getting a snapcaster and a land from the exchange (bad play on my part, as the third was a Torrential Gearhulk and I should have put the two creatures in the same pile). My turn comes, drop the land, the As Foretold, and Restore Balance. Nahiri hits next turn and he's out of the game.
Second game was uneventful. I've gotten so used to playing against control, I consider it a 90% win matchup at this point. Half the time, they don't even counter the correct Restore Balance (like when I go to 2 lands instead of 0 off a gargodon sac, balance at the end of their turn, they counter it, then I balance again on my turn going to 0 lands). Honestly, this is the type of deck you have to play as to be able to play against.
Third match was the most uneventful. Scapeshift. Speaks for itself, 100% win rate in both matches and games. Easy win.
Final match was against, what I want to say, proactive UW tempo. I really don't know how to describe the deck I faced, but felt the match was favorable. Second game he just out tempo'd me and dropped a Stony Silence. I had plenty of answers and a Nahiri out. All I needed was to draw a land and 4 turns of Nahiri pluses didn't get me there. Game three was the most straightforward of them all. He Meddling Mage's turn 2 naming Restore Balance. I drop Nahiri turn 3. He attacks Nahiri so I pop his Mage with her and drop a second, plusing that one. After that, he just didn't have an answer. He drops a Sun Titan before I ult her, pulling back a land, but I balance it away, pop an Emrakul in his face, drop another Nahiri, then do the same two turns later.
Overall fun night. My second Fatal Push promo because last week I was on vacation and the week before the shop was closed because cat 5 hurricanes are a thing that exist.
First match against Abzan was abysmal. They did Abzan things and I just couldn't get any good draws. Beat them game 1, but that was it.
Second match against control. Mulligan to 6 on the play. Keep a no land hand or Nahiri, the Harbinger, Firewild Borderpost, Violent Outburst, Fieldmist Borderpost, Restore Balance, and As Foretold. Scry'd Mistveil Plains to the bottom. Look at my opponent and say "pass" to which everyone around me started cracking up. Drew a Beast Within on turn 2, passed again. Dropped a plains into my Fieldmist on turn 3. Dropped my Firewild turn 4 and my opponent taps out for Jace, Architect of Thought and negs him, getting a snapcaster and a land from the exchange (bad play on my part, as the third was a Torrential Gearhulk and I should have put the two creatures in the same pile). My turn comes, drop the land, the As Foretold, and Restore Balance. Nahiri hits next turn and he's out of the game.
Second game was uneventful. I've gotten so used to playing against control, I consider it a 90% win matchup at this point. Half the time, they don't even counter the correct Restore Balance (like when I go to 2 lands instead of 0 off a gargodon sac, balance at the end of their turn, they counter it, then I balance again on my turn going to 0 lands). Honestly, this is the type of deck you have to play as to be able to play against.
Third match was the most uneventful. Scapeshift. Speaks for itself, 100% win rate in both matches and games. Easy win.
Final match was against, what I want to say, proactive UW tempo. I really don't know how to describe the deck I faced, but felt the match was favorable. Second game he just out tempo'd me and dropped a Stony Silence. I had plenty of answers and a Nahiri out. All I needed was to draw a land and 4 turns of Nahiri pluses didn't get me there. Game three was the most straightforward of them all. He Meddling Mage's turn 2 naming Restore Balance. I drop Nahiri turn 3. He attacks Nahiri so I pop his Mage with her and drop a second, plusing that one. After that, he just didn't have an answer. He drops a Sun Titan before I ult her, pulling back a land, but I balance it away, pop an Emrakul in his face, drop another Nahiri, then do the same two turns later.
Overall fun night. My second Fatal Push promo because last week I was on vacation and the week before the shop was closed because cat 5 hurricanes are a thing that exist.
Have u got an updated decklist? What does your SB look like?
This is the list. No updates to it yet. My side oard is still highly in flux because I'm testing different things. The only static cards are 3Ricochet Trap, 3 wear//tear, and 1 Beast Within.
Maybe I was getting poor draws, but I'm finding that I need at a MINIMUM 4 restore balance in order to wrath of god/armageddon the board and stall enough so I don't die before sticking a threat. Do we just play posts and balance most of the game? My deck list is very similar to the above list by @epoa. What's a typical game look like for the first bunch of turns? It seems I end up facing control a lot, so I have to play around counters all the time, which means I take a lot of beats before my opponent goes shields down or I jam spells through the counters.
I havent tested much with a 4 colossus version but I imagine it could be good againat control because with 4 borderposts it is easy to cast multiple spells including free colossi. Apart from that there’s recursion too.
Its been a while since been on this forum, and maybe its been discussed already but what are yalls take on Supreme Will? I think its pretty cool tech for the deck!
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern:
Restore Balance
Gifts Ungiven
EDH:
Doran Tempo
Alesha Combo
5 color treasure Combo
4 color Astral Slide
It's a pretty cool card and I may test run it this Friday. I think people discussed it briefly, but more of a what if. My biggest deal with it is it's blue, which, at least in my deck, is the least used color I run, only using it with As Foretold and Ardent Plea and also it is one of the colors of which there is only one post for.
Run it and tell us what you think. I'll run two, replacing my bow and Mistveil Plains (been meaning to get rid of that land), and see how it performs. I think only having two counterspells in the deck is awkward, but maybe the dig is strong enough to combat that.
Early lists that are U-based used Thieves' Fortune and get contented with its effect. Given that Supreme Will has an additional utility attached to it, I can see it being viable as a 4-of, because it is not a dead card at any point in the game. Early game, we can use it to dig for our cascade cards or reduce pressure when we're behind by countering some of the opponent's threats. Mid to late game, we can use it to dig for our win conditions or protect our win conditions. Take note that this will only be effective in the borderpost list, where we take advantage of the land destruction side of Restore Balance, making it a hard counter late in the game.
4 RB feels bad because you draw them more often. I'd only run 4 in the non-cascade variation.
I also do not recommend 4 colossus for the same reason. It's not that great when you only have two borderposts out.
With a deck where you want to minimize the the opponent's resources with RB, dead cards are very bad for us.
I would personally run 4 Metalwork Colossuses, if and only if I run at least 14 borderposts. The deck as it is right now have a hard time digging for its threats. I would say the ideal number is 3 (that's the number I currently use).
I also agree with your point regarding RB. Even if you run recursion or not (Mistveil Plains, Bow of Nylea), run just 3. If someone is not comfortable running only 3, just put the other one on the board and side it in when you feel like having more is better. But IMO, having RB on hand and suspending it gives the opponent time to plan for his plays, reducing the efficiency and efficacy of RB.
The idea here is that, pre-balance, the enchantments are immune to Restore Balance. And these enchantments are all control enchantments. Cast Out is very crucial for having Flash and Cycling. Detention Sphere serves as the pseudo-Anger of the Gods against token decks. And the deck has plenty of answers to nonland, noncreature permananents (especially Planeswalkers) which is one of the problems of a Balance list. This deck also takes advantage of Supreme Will as more of card selection rather than hard counter.
The idea here is that, pre-balance, the enchantments are immune to Restore Balance. And these enchantments are all control enchantments. Cast Out is very crucial for having Flash and Cycling. Detention Sphere serves as the pseudo-Anger of the Gods against token decks. And the deck has plenty of answers to nonland, noncreature permananents (especially Planeswalkers) which is one of the problems of a Balance list. This deck also takes advantage of Supreme Will as more of card selection rather than hard counter.
Suggestions and comments are certainly welcome and appreciated. Thanks!
I really like this idea and would love to hear how it ends up working for you. At first glance, I have two comments: 1) this seems like an obvious place for As Foretold. It fits the enchantment theme, and I think the card is too good to pass up. I don't think you need 4 copies, though. I like to run 2. and 2) I think Tezz is probably better off as a single copy, instead of 2. It seems like you really don't want to draw an extra copy and he's really just your fall back win-con.
1. It can be done. I'll try first the list I posted for now. But if ever you would like to try, the flex slot here is Oblivion Ring.
2. Tezzeret the Seeker was just there for the nostalgia due to him being the primary win condition I used when I built my first Restore Balance list. But if you want to lower the curve, March of the Machines is a better fit. Then you may insert Idyllic Tutor to search for it and Starfield of Nyx. Though I like my borderposts attacking by 5/5s rather than 3/3s
I run two copies of Oketra's Last Mercy in my sideboard. Originally I ran Timely Reinforcements, but I like Mercy better. I think Burn is the only match-up where I bring in Mercy, but that match-up is bad enough to warrant two dedicated SB slots, imo.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
Played FNM with the colossus list that had been posted on here with some slight changes i played 3 leyline's main opposed to 4 (played 3 blood moon main) even when i didnt draw the cascader to balance turn 3 metalwork colossus did work.
Played FNM went 3-1 my only loss to counters company not because the deck was bad but my draws didn't line up well game 1 turn 2 blood moon game 2 turn 2 nahari.
Deck felt great mainboard i think the side could use some work feels like its missing something but main deck seems solid still not set on chandra torch of defiance great card don't know how much we want it i'm scared of hitting a balance off it.
For only 3 mana it's not hard to tutor for a colossus and cast it the same turn, Two fabricates means colossus numbers 5 and 6.
Turn 3 cast colossus from hand, turn 4 fabricate a second colossus and cast for free
Inventors' Fair can also find it but is trickier to use in this deck.
You have a good point, Treasure Mage is a good card to consider. However I've thought about potentially maindecking an ensnaring bridge or having it in the SB as it is very much in line with our strategy (and successful nahiri decks have run the bridges as a staple). If it's just colossus, I will probably just test the treasure mage (thanks for suggesting!). Then if I intend to also use ensnaring bridge, then maybe fabricate will be better.
Not sure about inventors fair in a high borderpost colossus version though; I cant imagine running any lands apart from fetches and basics
First match against Abzan was abysmal. They did Abzan things and I just couldn't get any good draws. Beat them game 1, but that was it.
Second match against control. Mulligan to 6 on the play. Keep a no land hand or Nahiri, the Harbinger, Firewild Borderpost, Violent Outburst, Fieldmist Borderpost, Restore Balance, and As Foretold. Scry'd Mistveil Plains to the bottom. Look at my opponent and say "pass" to which everyone around me started cracking up. Drew a Beast Within on turn 2, passed again. Dropped a plains into my Fieldmist on turn 3. Dropped my Firewild turn 4 and my opponent taps out for Jace, Architect of Thought and negs him, getting a snapcaster and a land from the exchange (bad play on my part, as the third was a Torrential Gearhulk and I should have put the two creatures in the same pile). My turn comes, drop the land, the As Foretold, and Restore Balance. Nahiri hits next turn and he's out of the game.
Second game was uneventful. I've gotten so used to playing against control, I consider it a 90% win matchup at this point. Half the time, they don't even counter the correct Restore Balance (like when I go to 2 lands instead of 0 off a gargodon sac, balance at the end of their turn, they counter it, then I balance again on my turn going to 0 lands). Honestly, this is the type of deck you have to play as to be able to play against.
Third match was the most uneventful. Scapeshift. Speaks for itself, 100% win rate in both matches and games. Easy win.
Final match was against, what I want to say, proactive UW tempo. I really don't know how to describe the deck I faced, but felt the match was favorable. Second game he just out tempo'd me and dropped a Stony Silence. I had plenty of answers and a Nahiri out. All I needed was to draw a land and 4 turns of Nahiri pluses didn't get me there. Game three was the most straightforward of them all. He Meddling Mage's turn 2 naming Restore Balance. I drop Nahiri turn 3. He attacks Nahiri so I pop his Mage with her and drop a second, plusing that one. After that, he just didn't have an answer. He drops a Sun Titan before I ult her, pulling back a land, but I balance it away, pop an Emrakul in his face, drop another Nahiri, then do the same two turns later.
Overall fun night. My second Fatal Push promo because last week I was on vacation and the week before the shop was closed because cat 5 hurricanes are a thing that exist.
Have u got an updated decklist? What does your SB look like?
This is the list. No updates to it yet. My side oard is still highly in flux because I'm testing different things. The only static cards are 3Ricochet Trap, 3 wear//tear, and 1 Beast Within.
I also do not recommend 4 colossus for the same reason. It's not that great when you only have two borderposts out.
With a deck where you want to minimize the the opponent's resources with RB, dead cards are very bad for us.
Restore Balance
Gifts Ungiven
EDH:
Doran Tempo
Alesha Combo
5 color treasure Combo
4 color Astral Slide
Run it and tell us what you think. I'll run two, replacing my bow and Mistveil Plains (been meaning to get rid of that land), and see how it performs. I think only having two counterspells in the deck is awkward, but maybe the dig is strong enough to combat that.
RGForest BelcherRG
WUBRGBring to BalanceWUBRG
Commander Decks:
WUBSharuum the HegemonWUB
WUBRGScion of the Ur-DragonWUBRG
UBDralnu, Lich LordUB
UBRNekusar, the MindrazerUBR
I would personally run 4 Metalwork Colossuses, if and only if I run at least 14 borderposts. The deck as it is right now have a hard time digging for its threats. I would say the ideal number is 3 (that's the number I currently use).
I also agree with your point regarding RB. Even if you run recursion or not (Mistveil Plains, Bow of Nylea), run just 3. If someone is not comfortable running only 3, just put the other one on the board and side it in when you feel like having more is better. But IMO, having RB on hand and suspending it gives the opponent time to plan for his plays, reducing the efficiency and efficacy of RB.
RGForest BelcherRG
WUBRGBring to BalanceWUBRG
Commander Decks:
WUBSharuum the HegemonWUB
WUBRGScion of the Ur-DragonWUBRG
UBDralnu, Lich LordUB
UBRNekusar, the MindrazerUBR
4 Evolving Wilds
2 Forest
2 Island
1 Mountain
1 Plains
2 Terramorphic Expanse
Creature: 3
3 Metalwork Colossus
4 Fieldmist Borderpost
2 Mistvein Borderpost
4 Wildfield Borderpost
3 Firewild Borderpost
Enchantment: 19
4 Ardent Plea
3 Ghostly Prison
4 Detention Sphere
2 Oblivion Ring
4 Cast Out
2 Starfield of Nyx
2 Tezzeret the Seeker
Sorcery: 3
3 Restore Balance
Instant: 8
4 Supreme Will
4 Violent Outburst
Sideboard is under construction, but will definitely use 4 Leyline of Sanctity, 3-4 Leyline of the Void, 3-4 Blood Moon, and might consider Mobilization or Sacred Mesa. Any other enchantment suggestions are welcome.
The idea here is that, pre-balance, the enchantments are immune to Restore Balance. And these enchantments are all control enchantments. Cast Out is very crucial for having Flash and Cycling. Detention Sphere serves as the pseudo-Anger of the Gods against token decks. And the deck has plenty of answers to nonland, noncreature permananents (especially Planeswalkers) which is one of the problems of a Balance list. This deck also takes advantage of Supreme Will as more of card selection rather than hard counter.
Post-balance, we cast Starfield of Nyx and attack with our enchantments. Alternate win condition is Tezzeret the Seeker for the Borderpost kill, and Metalwork Colossus.
Suggestions and comments are certainly welcome and appreciated. Thanks!
RGForest BelcherRG
WUBRGBring to BalanceWUBRG
Commander Decks:
WUBSharuum the HegemonWUB
WUBRGScion of the Ur-DragonWUBRG
UBDralnu, Lich LordUB
UBRNekusar, the MindrazerUBR
I really like this idea and would love to hear how it ends up working for you. At first glance, I have two comments: 1) this seems like an obvious place for As Foretold. It fits the enchantment theme, and I think the card is too good to pass up. I don't think you need 4 copies, though. I like to run 2. and 2) I think Tezz is probably better off as a single copy, instead of 2. It seems like you really don't want to draw an extra copy and he's really just your fall back win-con.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
2. Tezzeret the Seeker was just there for the nostalgia due to him being the primary win condition I used when I built my first Restore Balance list. But if you want to lower the curve, March of the Machines is a better fit. Then you may insert Idyllic Tutor to search for it and Starfield of Nyx. Though I like my borderposts attacking by 5/5s rather than 3/3s
RGForest BelcherRG
WUBRGBring to BalanceWUBRG
Commander Decks:
WUBSharuum the HegemonWUB
WUBRGScion of the Ur-DragonWUBRG
UBDralnu, Lich LordUB
UBRNekusar, the MindrazerUBR