Tokens or Nahiri? Not to be cliché, but....why...not...both? I actually run both, (link for reference http://tappedout.net/mtg-decks/29-12-16-kill-all-the-things/ ) and I like the way it plays so far. Both angles (Nahiri/Lily and Tokens/Anthem) are resilient to midrange spot removal, and require very different answers to deal with.
Tokens or Nahiri? Not to be cliché, but....why...not...both? I actually run both, (link for reference http://tappedout.net/mtg-decks/29-12-16-kill-all-the-things/ ) and I like the way it plays so far. Both angles (Nahiri/Lily and Tokens/Anthem) are resilient to midrange spot removal, and require very different answers to deal with.
The problem is you're using these 5-slots for something that can synergize better with the whole deck. There's going to be a lot of situations where having a different 4-mana planeswalker - Gideon/ Sorin - will put up a much faster clock with the tokens than with Nahiri. Also 3 cards (Virtue) that works well with only 6 cards (tokens) is going to produce a lot of awkward hands.
The nice thing about Nahiri is that she is versatile and can serve as both removals or as a form of win-conditions. But personally, I find you can get enough control elements with just removals/ disruption / Liliana and focus the rest on a proactive strategy.
Oh and I would recommend you add more Anger of the Gods.
Do you think heart of kiran (due to the presence of many PW) could be a nice choice? turn 2: Heart of Kiran Turn 3: Liliana of the veil discard then fight removing the counter, seems nice.
The only problem about that is in those match-ups Liliana of the Veil needs to hit her ultimate as fast as possible, also any control deck with red is going to bolt her hard after you activate the Heart of Kiran. If you want a proactive vehicle I'd start by testing smugglers copter for early game damage and loot.
The nice thing about Nahiri is that she is versatile and can serve as both removals or as a form of win-conditions. But personally, I find you can get enough control elements with just removals/ disruption / Liliana and focus the rest on a proactive strategy.
I don't understand this, Nahiri is queen of a proactive/disruptive strategy, why would you not include her? Most likely you are just going to be replacing her with a different kind of threat - but Nahiri already fits so well. I agree she doesn't belong in token version of Mardu but if your key idea is disrupting while putting yourself into a better position Nahiri is fantastic.
Beyond that curving into Liliana of the Veil on turn three and then Nahiri on turn four is back breaking.
I' ve played a lot mardu before the ban, and now more than ever I think it could be the time for this deck.
Main problem of this deck is the lack of real threats to our opponent until we resolve a Nahiri, despite Jund and Abzan that have Tarmo.
But now with the recent print of chandra and fatal push we have more protection against creatures and a solid plan B against control and midrange decks.
Playing this deck i've noticed that our worst MU are Tron, RG scape/scape, nausea and secondary full control deck (Because the lack of early pressure, but is still 50 % depends on our hand disptrution) that's why I' ve added 3 blood moon in the SB.
Affinity, infect, BG based merfolk, zoo and burn should be favorable MU for us.
Now my question is: do You think we still need a TRUE 2 mana drop? like tarmo? Do you think heart of kiran (due to the presence of many PW) could be a nice choice? turn 2: Heart of Kiran Turn 3: Liliana of the veil discard then fight removing the counter, seems nice.
Here below my list, do you have any suggestion to improve it? I recently run it in a FNM in my local store and went 4 - 0 ( 2 0 vs affinity 2 -1 vs BW token 2- 0 vs burn 2 - 0 vs Jund)
what do you think about it?
When I play Mardu Nahiri I play similar list to yours. My thoughts on some of the cards and your questions:
I don't get a good feel from playing Wall of Omens it really only shines I've found against a few of the more aggro matchups, for which I prefer to have Lightning Helix on hand instead. When I play against decks that want to win in the later game Wall feels like a do nothing cantrip and every time I play it in those situations I'm asking myself why don't I just play more of the cards I'm digging for instead. All the decks you list as being bad matchups for Mardu Wall is worthless against.
Chandra, Torch of Defiance is a great card but I've found using her in combination w/ the Nahiri/Emrakul package is sketchy, b/c I've all too often used Chandra's first ability and ended up exiling my main win con in the deck when that card turns out to be Emrakul. When this happens I've now nerfed Nahiri also b/c there is nothing of any consequence for her to tutor up when she goes ultimate. Chandra's second ability also doesn't have good synergy with this three-color deck if you use it the turn she comes into play, especially if you cast her w/ only four mana on the board, b/c there aren't many cards in the deck that you can instantly cast off the two red mana. I suppose here is a situation where Heart of Kiran could be cast, but then that's not really an aggro play waiting for turn four to do so. I like the new Chandra and I like playing her but my experience w/ her in this deck and w/ Nahiri/Emrakul is mixed at best.
Personally I'm cautious about running too many Anger of the Gods mainboard in concert w/ Lili b/c of the potential for mana conflict on turn three. This deck has a lot of ways to mitigate that by running so many fetches and Cliffs, but those situations still arise more times than you want to see them, I've found. Anger and Blessed Alliance mainboard are also very meta-dependant cards. If the meta demands it run them main but they tend to be sideboard cards for me.
Lastly if you are looking for some early pressure in this deck let me submit: Pack Rat. Imho until we get a better card this is a close as black gets to having its own Goyf. Pack Rat is great b/c it goes big and wide all at once. Pair it w/ Mutavault and its power increases even more. Mutavault sketchy in a 3-color build you say? Sure, that's why I run 26-27 lands in Mardu when I use Rat and I don't count the Mutavaults as "mana" sources. Running that many lands though means I tend to hit my 3rd and 4th land drops on curve virtually every time I play the deck. It lets me keep 2-land hands w/o question or worry that I won't hit my third land on time, which I've found often means a loss when playing against faster decks. This lets me shave down on Shambling Vent to a 1-of and I don't miss the life gain b/c I run Helix also. Now I have a mana base that has only 5 cards w/ any CITP restriction and Cliffs only has that turn 4 or later if I'm hitting lands on curve. Having to play a land that CITP on turn 3 is often the same as missing a land drop against aggro if it means I can't play a Lili or Anger on curve. Same thing applies when I want to throw down Nahiri on turn four and take advantage of the clock she provides as early as I possibly can.
Take it FWIW worth but that's been my experience playing Mardu Nahiri and where I've come with tweaking the deck to something that feels all around good to play.
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I play Magic: the Gathering, not Magic: the Commandering.
I like pack rat more in dark confidant builds than without. Rat functions a bit like Lily in that he gives to a discard outlet to get value out of those late game lands and discard.
A difference is that Lili worKS better with an empty hand and pack rat wants you to hold cards, especially if you want to bluff removal. The two can work together well but I wouldn't recommend adding rats to nahiri decks. I've tested it and often I found that I was being stretched too thin in my decisions.
Perhaps two in the side to bring in against matchups where we need a fast clock
But now with the recent print of chandra and fatal push we have more protection against creatures and a solid plan B against control and midrange decks.
To be honest, this deck didn't need Chandra or push to have more protection against creatures, it had plenty enough. Creatures and midrange decks were always good matchup.
I don't get a good feel from playing Wall of Omens it really only shines I've found against a few of the more aggro matchups, for which I prefer to have Lightning Helix on hand instead. When I play against decks that want to win in the later game Wall feels like a do nothing cantrip and every time I play it in those situations I'm asking myself why don't I just play more of the cards I'm digging for instead. All the decks you list as being bad matchups for Mardu Wall is worthless against.
Wall of Omens is relevant against jund, Bant eldrazi, Infect burn and dredge in T1 only. It's a great card that does exactly what you want, protect your planeswalker and cantrip. Late game if you topdeck it you probably have enough mana to cast this and anything you draw anyway, while being a great T2. It's true it's bad against control and Combo but at least it cantrips and get sided out, it's not like lightning helix is great against those anyway.
what do you think about Bedlam Reveler in a Nahiri/Lily build?
it's often a 3/4 Prowess body for 3-4 mana and you get 3 cards..
I guess it would be good as a 1of, personally like Gurmag Angler in that spot. It's rarely disapointing and can sometime steal games where you opponent sided out removal and you cast it T3. Alittle extra is that it can also exile fetchs so there are a little less when you shuffle emmy.
The only problem I keep having is mana issues. It feels like I never manage to get the colors I need to cast all the cards in my hand (first 3-4 turns). Other than trading the 4 Clifftop retreat vs 2 Arid Mesa and 2 Marsh flats, does anyone have a suggestion on how I can improve the consistency of the mana base until these fetches finally get reprinted?
Has anyone given Indomitable Creativity a look to see if we can make it work? It's a bit heavy on the red but I think it could work in a tokens build with big finishers in the deck like Emrakul. Question then is would I run just the one Emrakul or would I add in other threats like Griselbrand or Blightsteel Colossus to have a backup plan in case I lose Emrakul
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It's an interesting idea, basically a red polymorph. The problem is that it's a 4 drop sorcery that doesn't immediately win, they have a whole nuther turn to swing in and win (aggro) or board wipe (control) or just cast ad nauseum. I do understand that you're playing the Mardu grind game up until then, and it's an alternative win con, not a dedicated combo, but it's a bit fragile. The other problem it shares with polymorph is that removing the token with Creativity on the stack fizzles the spell, and that removal has been collecting in there hand the whole game due to you playing tokens. Don't let me nay say you out of it, I love spicy tech, just warning you about likely pitfalls. Particularly once they figure you out. Try it as a one or two of, and whenever you draw/cast it, ask yourself "would I rather just have Nahiri right now?" and report back. Keep brewing bud, love the innovation.
Has anyone given Indomitable Creativity a look to see if we can make it work? It's a bit heavy on the red but I think it could work in a tokens build with big finishers in the deck like Emrakul. Question then is would I run just the one Emrakul or would I add in other threats like Griselbrand or Blightsteel Colossus to have a backup plan in case I lose Emrakul
I'm trying this build for a while now. Looks fun but very vulnerable though.
I don't recommend creativity as a 4-of. Maybe two.
And highly recommend use Emmy AND kolaghan. If you hit both, you have a haste emrakul. Plus kolaghan is not that hard to cast and can help your tokens.
Hey, I liked your deck a lot @JonasDash !
I decided to have a play around with some card choices.
What do you think about Bloodsoaked Champion? Seems like an all-star with Butcher and Copter.
Got to try out Indomitable Creativity at the Modern FNM last night. I ran 2 copies and I was pleased with how it performed. Now I just need to work on figuring out when its ideal to go for the combo or to hold off another turn in favor of other spells. This is the list I ran:
I ended up going 3-1 in matches due to misplays on my part with Kolaghan's Command and going for the risky Indomitable Creativity play instead of a safer play in one game. I played against Junk (2-0), Puresteel Storm (2-1), Mono Black (2-0), and Scapeshift (0-2). I feel that if I'm going to side in Kambal or Canonist then I'm going to side out Indomitable Creativity. Something that came up that I didn't think of before was how Indomitable Creativity interacted with Grafdigger's Cage, it was ruled that IC would get around Cage because the creature was entering from exile instead of the library.
Puresteel was an interesting matchup, it came down to do I have removal in hand for when Puresteel or Sram showed up on the field. Scapeshift I was always within 1 turn of killing him and he was always down to 5 or less life when he fired off. Highlight of the night was getting to play Creativity on turn 4 for Emrakul. Lowlight of the night was walking into a Cryptic Command before combat and losing because of it.
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I don't find them necessary, but if you did -1 helix -1 path for 2 pushes seems balanced. Your list seems to line up well against most creature decks that aren't burn (more on that in a minute), most creature based combo decks, and have a fair shot against midrange and control. Creatureless combo is an issue without counterspells anyway, without Lily it's going to be even worse. Scapeshift, storm, RG valakut, eggs to name a few. Surgical is OK against them, Slaughter Games is better. My Mardu build runs Nahiri and tokens, but even without Bob I punch myself in the face more than the average tri colored deck. Burn is going to be a tough matchup. The helixes help, and a single (un-skullcracked) swing with sorins +1 is usually enough, but you HAVE to play tight. Peace of mind is a BEAST against burn, but even then, their nut draw is basically unbeatable with your (and my) main deck.
And Tron is a wash, but I'm sure you knew that. Best of luck bud, report back with results
Hi everybody this is my current list and I went 4 - 0 in my local store.
Regarding my worst MU, RG Scape do You think that Blood moon or Fulminator would be better? Not consider the drawback from the use of blood moon in a 3 color deck, just comparing the two cards, which on is better against scape?
Any suggestion for the deck?
Sounds like a solid list. But if you want to denial lands to RG Scape and/or Valakut, you must have another way to remove the Primeval Titan or any other big threats rather than Path.
Regarding Mage vs Blood Moon: Fulminator seems better if you have access to Kolaghan's Command. You can attack, sac, return to your hand, sac again.
I am trying the Boom//Bust route with Dark Dwellers.
To stop combos, enchantments and artifacts I using Hide // Seek. It's too much flexible to not be used.
Hi everybody this is my current list and I went 4 - 0 in my local store.
Regarding my worst MU, RG Scape do You think that Blood moon or Fulminator would be better? Not consider the drawback from the use of blood moon in a 3 color deck, just comparing the two cards, which on is better against scape?
Any suggestion for the deck?
Sounds like a solid list. But if you want to denial lands to RG Scape and/or Valakut, you must have another way to remove the Primeval Titan or any other big threats rather than Path.
Regarding Mage vs Blood Moon: Fulminator seems better if you have access to Kolaghan's Command. You can attack, sac, return to your hand, sac again.
I am trying the Boom//Bust route with Dark Dwellers.
To stop combos, enchantments and artifacts I using Hide // Seek. It's too much flexible to not be used.
Blood moon feels better than Fulminator. you won't be able to keep with their ramp anyway with fulminator, Blood moon at least stops Valakut and with a plain you can still interact with primeveral through nahiri or path.
Hello Everyone! I took mardu midrange to SCG Indy this weekend and did really well! Here is my tournament report.
I took a slighty modified version of this deck, just with a fatal push in MB.
Game 1: Poison Won 2-1
Probably a favorable matchup, fun altogether. At the beginning when I was shuffling one of my sleeves split and my opponent was kind enough to let me replace it. Game 1 he had a bunch of small critters as well as a flier so I held my removal for a long time baiting him to use all his buffs, and I ended up getting good trades and beating him with tokens. Game 2 I had a slow start and he just stomped me with an elf. When I thoughtsiezed him T1 I should have taken his elf and not his enchantment that buffed his guys, even though I had no way of dealing with it. Game 3 he couldn't keep a critter on the board, I kept bolting his stuff and I beat him down.
Game 2: Elves Won 2-1
I had forgotten to unsideboard from my previous match and noticed right away when drawing my opening hand and got a warning. G1 he had a perfect, unbeatable curve into CoCo and swarmed me. Game 2 a Zealous Persecution absolutely blew him out and I won with tokens. Similarly in game 3 I got my one copy of Zealous Persecution again and waiting for him to play all his guys so I could get the most value. Problem is he was playing around it and managed to Chord of calling in response to get a Elvish champion, but I blew him out by bolting it. Grinded a bit more and it came really close, but a bunch of fliers from lingering souls managed to seal the deal.
Game 3: Tron Lost 1-2
Game 1 was a blowout, he ripped tower of the top and slammed a karn liberated. Game 2 was close, but I managed to end the game when he didn't expect it. He had a karn in play and I had two 1/1 tokens. He was at 7. I played a sorin, solemn visitor, used his +, then used lightning helix on him. Game 3 was another blowout. His draws were crazy.
Game 4: Zoo Won 2-0
Ok this matchup is freaking hilarious. Its as if my deck was single handedly built to destroy zoo. All of our removal and creatures ruined him in their own special way. Ez game ez lyfe
Game 5: Goblins Lost 0-2
This dude was really annoying and he ran goblins. During game 1 I made a mistake and payed for a kolaghan's command that I didn't have, so I got another warning. His goblin grenades really got there.
Game 6: Affinity Won 2-1
The guy I was playing seemed intoxicated and wasn't really trying. Kept saying he wanted to lose so he could go get drunk. Anyways it may have all been an act because he was a good played. Game 1 I two for oned him multiple times with my removal and lingering souls and he scooped. Game 2 he dumped his hand then got met by my stony silence. He kept singing "top deck hero" (to the tune of 'juke box hero') after every draw, and it somehow worked. He ripped a Wear // tear then a steel overseer. Game 3 I just grinded him out with my removal and got there.
Game 7: USA copy cat Won 2-1
Playing USA control with the copy cat combo. Game 1 I never really saw any of the combo pieces. He used spreading seas on my lands which was annoying but I played around his countermagic and resolved a lingering souls. Game 2 he grinded me and got to enough mana were he got the combo and used mana leak on my removal. Game 3 was even more of a grind. My dark confidant was getting me oodles of card advantage and I was holding on to tons of removal. However, I had an Elspeth, knight errant in hand and while he didn't have the combo in hand, he did a fantastic job of bluffing it and really scared me into keeping my mana open. Eventually just swung out and won. Almost got a warning for slow play from how nervous I was he was gonna pull the combo.
Game 8: Affinity Won 2-1
Guy was younger, really nervous. Game 1 he just curved out and I didn't have the removal nor the colors to beat him. Game 2 I had a stony silence that ruined his mana. Game 3 I kept a mediocre hand and RIPPED STONY SILENECE OFF THE TOP TURN 2. He got pretty pissed that his chances we ruined by one card. Oh I love stony silence
Game 9: Burn Lost 0-2
Its all come down to this! Guy was pretty silent but he was clearly skilled so we went right into it. His deck was almost all burn spell and very little creatures other then Eidolon of the Great Revel, so there nothing I could do. Game 2 I think he pulled a switcheroo and sided in creatures while I sided out removal. Got hit by Monastery Swiftspear T1. When I thoughtsiezed T2 I saw 2 Eidolon of the Great Revel so I took one of them and pathed the other one. Still ended up hitting a kolaghan's command with my bob and he bolted me to death.
Best I have ever done at a big tourney! I did play some other games in side event and I can report those results if people are interested.
The problem is you're using these 5-slots for something that can synergize better with the whole deck. There's going to be a lot of situations where having a different 4-mana planeswalker - Gideon/ Sorin - will put up a much faster clock with the tokens than with Nahiri. Also 3 cards (Virtue) that works well with only 6 cards (tokens) is going to produce a lot of awkward hands.
The nice thing about Nahiri is that she is versatile and can serve as both removals or as a form of win-conditions. But personally, I find you can get enough control elements with just removals/ disruption / Liliana and focus the rest on a proactive strategy.
Oh and I would recommend you add more Anger of the Gods.
The only problem about that is in those match-ups Liliana of the Veil needs to hit her ultimate as fast as possible, also any control deck with red is going to bolt her hard after you activate the Heart of Kiran. If you want a proactive vehicle I'd start by testing smugglers copter for early game damage and loot.
I don't understand this, Nahiri is queen of a proactive/disruptive strategy, why would you not include her? Most likely you are just going to be replacing her with a different kind of threat - but Nahiri already fits so well. I agree she doesn't belong in token version of Mardu but if your key idea is disrupting while putting yourself into a better position Nahiri is fantastic.
Beyond that curving into Liliana of the Veil on turn three and then Nahiri on turn four is back breaking.
When I play Mardu Nahiri I play similar list to yours. My thoughts on some of the cards and your questions:
I don't get a good feel from playing Wall of Omens it really only shines I've found against a few of the more aggro matchups, for which I prefer to have Lightning Helix on hand instead. When I play against decks that want to win in the later game Wall feels like a do nothing cantrip and every time I play it in those situations I'm asking myself why don't I just play more of the cards I'm digging for instead. All the decks you list as being bad matchups for Mardu Wall is worthless against.
Chandra, Torch of Defiance is a great card but I've found using her in combination w/ the Nahiri/Emrakul package is sketchy, b/c I've all too often used Chandra's first ability and ended up exiling my main win con in the deck when that card turns out to be Emrakul. When this happens I've now nerfed Nahiri also b/c there is nothing of any consequence for her to tutor up when she goes ultimate. Chandra's second ability also doesn't have good synergy with this three-color deck if you use it the turn she comes into play, especially if you cast her w/ only four mana on the board, b/c there aren't many cards in the deck that you can instantly cast off the two red mana. I suppose here is a situation where Heart of Kiran could be cast, but then that's not really an aggro play waiting for turn four to do so. I like the new Chandra and I like playing her but my experience w/ her in this deck and w/ Nahiri/Emrakul is mixed at best.
Personally I'm cautious about running too many Anger of the Gods mainboard in concert w/ Lili b/c of the potential for mana conflict on turn three. This deck has a lot of ways to mitigate that by running so many fetches and Cliffs, but those situations still arise more times than you want to see them, I've found. Anger and Blessed Alliance mainboard are also very meta-dependant cards. If the meta demands it run them main but they tend to be sideboard cards for me.
Lastly if you are looking for some early pressure in this deck let me submit: Pack Rat. Imho until we get a better card this is a close as black gets to having its own Goyf. Pack Rat is great b/c it goes big and wide all at once. Pair it w/ Mutavault and its power increases even more. Mutavault sketchy in a 3-color build you say? Sure, that's why I run 26-27 lands in Mardu when I use Rat and I don't count the Mutavaults as "mana" sources. Running that many lands though means I tend to hit my 3rd and 4th land drops on curve virtually every time I play the deck. It lets me keep 2-land hands w/o question or worry that I won't hit my third land on time, which I've found often means a loss when playing against faster decks. This lets me shave down on Shambling Vent to a 1-of and I don't miss the life gain b/c I run Helix also. Now I have a mana base that has only 5 cards w/ any CITP restriction and Cliffs only has that turn 4 or later if I'm hitting lands on curve. Having to play a land that CITP on turn 3 is often the same as missing a land drop against aggro if it means I can't play a Lili or Anger on curve. Same thing applies when I want to throw down Nahiri on turn four and take advantage of the clock she provides as early as I possibly can.
Take it FWIW worth but that's been my experience playing Mardu Nahiri and where I've come with tweaking the deck to something that feels all around good to play.
I play Magic: the Gathering, not Magic: the Commandering.
Perhaps two in the side to bring in against matchups where we need a fast clock
To be honest, this deck didn't need Chandra or push to have more protection against creatures, it had plenty enough. Creatures and midrange decks were always good matchup.
Wall of Omens is relevant against jund, Bant eldrazi, Infect burn and dredge in T1 only. It's a great card that does exactly what you want, protect your planeswalker and cantrip. Late game if you topdeck it you probably have enough mana to cast this and anything you draw anyway, while being a great T2. It's true it's bad against control and Combo but at least it cantrips and get sided out, it's not like lightning helix is great against those anyway.
I guess it would be good as a 1of, personally like Gurmag Angler in that spot. It's rarely disapointing and can sometime steal games where you opponent sided out removal and you cast it T3. Alittle extra is that it can also exile fetchs so there are a little less when you shuffle emmy.
Highlight of the night was using it to scry emrakul to the bottom... with dark confidant in play and 14 health!
Back at it again with my Reanimator brew. Here's my current list :
1x Anger of the Gods
2x Collective Brutality
3x Inquisition of Kozilek
4x Lingering Souls
2x Thoughtseize
2x Unburial Rites
Creature (7)
1x Elesh Norn, Grand Cenobite
1x Grave Titan
1x Griselbrand
1x Iona, Shield of Emeria
3x Wall of Omens
Planeswalker (7)
2x Liliana of the Veil
4x Nahiri, the Harbinger
Instant (8)
1x Blessed Alliance
4x Lightning Bolt
2x Lightning Helix
2x Path to Exile
2x Blood Crypt
4x Bloodstained Mire
4x Clifftop Retreat
3x Concealed Courtyard
1x Flooded Strand
1x Ghost Quarter
1x Godless Shrine
1x Mountain
1x Plains
1x Sacred Foundry
3x Shambling Vent
1x Swamp
1x Urborg, Tomb of Yawgmoth
1x Blessed Alliance
2x Blood Moon
2x Nihil Spellbomb
1x Shatterstorm
2x Slaughter Games
1x Spellskite
2x Stony Silence
1x Timely Reinforcements
2x Wear / Tear
1x Wrath of God
The only problem I keep having is mana issues. It feels like I never manage to get the colors I need to cast all the cards in my hand (first 3-4 turns). Other than trading the 4 Clifftop retreat vs 2 Arid Mesa and 2 Marsh flats, does anyone have a suggestion on how I can improve the consistency of the mana base until these fetches finally get reprinted?
BGW - Abzan
Legacy
BG - BG Lands
I'm trying this build for a while now. Looks fun but very vulnerable though.
I don't recommend creativity as a 4-of. Maybe two.
And highly recommend use Emmy AND kolaghan. If you hit both, you have a haste emrakul. Plus kolaghan is not that hard to cast and can help your tokens.
I decided to have a play around with some card choices.
What do you think about Bloodsoaked Champion? Seems like an all-star with Butcher and Copter.
2 Smuggler's Copter
//Creature (13)
4 Bloodsoaked Champion
1 Brimaz, King of Oreskos
4 Butcher of the Horde
4 Dark Confidant
//Instant (9)
4 Lightning Bolt
2 Lightning Helix
2 Path to Exile
1 Terminate
//Planeswalker (1)
1 Gideon, Ally of Zendikar
//Sorcery (9)
3 Inquisition of Kozilek
4 Lingering Souls
2 Thoughtseize
3 Bitterblossom
//Land (23)
4 Arid Mesa
2 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Concealed Courtyard
1 Godless Shrine
1 Mountain
1 Plains
1 Sacred Foundry
2 Shambling Vent
2 Swamp
1 Vault of the Archangel
1 Westvale Abbey
I've also been thinking about Abbot of Keral Keep...Seems like a decent 1-2 of, no?
Also, what do we think about Brimaz? I'm going to test him in place of Goblin Rabblemaster. Unsure about the choice.
1 Arid Mesa
1 Marsh Flats
2 Blackcleave Cliffs
2 Inspiring Vantage
2 Concealed Courtyard
3 Shambling Vent
1 Godless Shrine
1 Sacred Foundry
1 Blood Crypt
2 Plains
2 Swamp
1 Mountain
1 Emrakul, the Aeons Torn
2 Nahiri, the Harbinger
4 Bitterblossom
4 Lightning Bolt
4 Inquisition of Kozilek
4 Lingering Souls
3 Path to Exile
2 Indomitable Creativity
2 Painful Truths
1 Slaughter Pact
1 Terminate
1 Dreadbore
1 Fatal Push
1 Blightning
1 Timely Reinforcements
1 Blessed Alliance
1 Lightning Helix
1 Kolaghan's Command
2 Ethersworn Canonist
2 Kambal, Consul of Allocation
2 Anger of the Gods
1 Crackling Doom
1 Stony Silence
1 Wrath of God
1 Engineered Explosives
1 Surgical Extraction
1 Grafdigger's Cage
I ended up going 3-1 in matches due to misplays on my part with Kolaghan's Command and going for the risky Indomitable Creativity play instead of a safer play in one game. I played against Junk (2-0), Puresteel Storm (2-1), Mono Black (2-0), and Scapeshift (0-2). I feel that if I'm going to side in Kambal or Canonist then I'm going to side out Indomitable Creativity. Something that came up that I didn't think of before was how Indomitable Creativity interacted with Grafdigger's Cage, it was ruled that IC would get around Cage because the creature was entering from exile instead of the library.
Puresteel was an interesting matchup, it came down to do I have removal in hand for when Puresteel or Sram showed up on the field. Scapeshift I was always within 1 turn of killing him and he was always down to 5 or less life when he fired off. Highlight of the night was getting to play Creativity on turn 4 for Emrakul. Lowlight of the night was walking into a Cryptic Command before combat and losing because of it.
1 Blood Crypt
4 Bloodstained Mire
2 Concealed Courtyard
2 Godless Shrine
2 Marsh Flats
1 Mountain
1 Plains
2 Sacred Foundry
2 Shambling Vent
1 Swamp
1 Vault of the Archangel
4 Dark Confidant
4 Inquisition of Kozilek
2 Kolaghan's Command
4 Lightning Bolt
4 Lightning Helix
4 Lingering Souls
2 Monastery Mentor
4 Path to Exile
2 Sorin, Solemn Visitor
2 Terminate
1 Thoughtseize
4 Young Pyromancer
2 Crackling Doom
1 Kalitas, Traitor of Ghet
2 Painful Truths
2 Relic of Progenitus
2 Stony Silence
3 Surgical Extraction
2 Zealous Persecution
Should I include fatal push? What would I remove for it?
What are matchups like?
BWModern Black/White Control
WGBOGGLES
Draft My Innistrad Cube!
I don't find them necessary, but if you did -1 helix -1 path for 2 pushes seems balanced. Your list seems to line up well against most creature decks that aren't burn (more on that in a minute), most creature based combo decks, and have a fair shot against midrange and control. Creatureless combo is an issue without counterspells anyway, without Lily it's going to be even worse. Scapeshift, storm, RG valakut, eggs to name a few. Surgical is OK against them, Slaughter Games is better. My Mardu build runs Nahiri and tokens, but even without Bob I punch myself in the face more than the average tri colored deck. Burn is going to be a tough matchup. The helixes help, and a single (un-skullcracked) swing with sorins +1 is usually enough, but you HAVE to play tight. Peace of mind is a BEAST against burn, but even then, their nut draw is basically unbeatable with your (and my) main deck.
And Tron is a wash, but I'm sure you knew that. Best of luck bud, report back with results
Sounds like a solid list. But if you want to denial lands to RG Scape and/or Valakut, you must have another way to remove the Primeval Titan or any other big threats rather than Path.
Regarding Mage vs Blood Moon: Fulminator seems better if you have access to Kolaghan's Command. You can attack, sac, return to your hand, sac again.
I am trying the Boom//Bust route with Dark Dwellers.
To stop combos, enchantments and artifacts I using Hide // Seek. It's too much flexible to not be used.
Blood moon feels better than Fulminator. you won't be able to keep with their ramp anyway with fulminator, Blood moon at least stops Valakut and with a plain you can still interact with primeveral through nahiri or path.
I took a slighty modified version of this deck, just with a fatal push in MB.
Game 1: Poison
Won 2-1
Probably a favorable matchup, fun altogether. At the beginning when I was shuffling one of my sleeves split and my opponent was kind enough to let me replace it. Game 1 he had a bunch of small critters as well as a flier so I held my removal for a long time baiting him to use all his buffs, and I ended up getting good trades and beating him with tokens. Game 2 I had a slow start and he just stomped me with an elf. When I thoughtsiezed him T1 I should have taken his elf and not his enchantment that buffed his guys, even though I had no way of dealing with it. Game 3 he couldn't keep a critter on the board, I kept bolting his stuff and I beat him down.
Game 2: Elves
Won 2-1
I had forgotten to unsideboard from my previous match and noticed right away when drawing my opening hand and got a warning. G1 he had a perfect, unbeatable curve into CoCo and swarmed me. Game 2 a Zealous Persecution absolutely blew him out and I won with tokens. Similarly in game 3 I got my one copy of Zealous Persecution again and waiting for him to play all his guys so I could get the most value. Problem is he was playing around it and managed to Chord of calling in response to get a Elvish champion, but I blew him out by bolting it. Grinded a bit more and it came really close, but a bunch of fliers from lingering souls managed to seal the deal.
Game 3: Tron
Lost 1-2
Game 1 was a blowout, he ripped tower of the top and slammed a karn liberated. Game 2 was close, but I managed to end the game when he didn't expect it. He had a karn in play and I had two 1/1 tokens. He was at 7. I played a sorin, solemn visitor, used his +, then used lightning helix on him. Game 3 was another blowout. His draws were crazy.
Game 4: Zoo
Won 2-0
Ok this matchup is freaking hilarious. Its as if my deck was single handedly built to destroy zoo. All of our removal and creatures ruined him in their own special way. Ez game ez lyfe
Game 5: Goblins
Lost 0-2
This dude was really annoying and he ran goblins. During game 1 I made a mistake and payed for a kolaghan's command that I didn't have, so I got another warning. His goblin grenades really got there.
Game 6: Affinity
Won 2-1
The guy I was playing seemed intoxicated and wasn't really trying. Kept saying he wanted to lose so he could go get drunk. Anyways it may have all been an act because he was a good played. Game 1 I two for oned him multiple times with my removal and lingering souls and he scooped. Game 2 he dumped his hand then got met by my stony silence. He kept singing "top deck hero" (to the tune of 'juke box hero') after every draw, and it somehow worked. He ripped a Wear // tear then a steel overseer. Game 3 I just grinded him out with my removal and got there.
Game 7: USA copy cat
Won 2-1
Playing USA control with the copy cat combo. Game 1 I never really saw any of the combo pieces. He used spreading seas on my lands which was annoying but I played around his countermagic and resolved a lingering souls. Game 2 he grinded me and got to enough mana were he got the combo and used mana leak on my removal. Game 3 was even more of a grind. My dark confidant was getting me oodles of card advantage and I was holding on to tons of removal. However, I had an Elspeth, knight errant in hand and while he didn't have the combo in hand, he did a fantastic job of bluffing it and really scared me into keeping my mana open. Eventually just swung out and won. Almost got a warning for slow play from how nervous I was he was gonna pull the combo.
Game 8: Affinity
Won 2-1
Guy was younger, really nervous. Game 1 he just curved out and I didn't have the removal nor the colors to beat him. Game 2 I had a stony silence that ruined his mana. Game 3 I kept a mediocre hand and RIPPED STONY SILENECE OFF THE TOP TURN 2. He got pretty pissed that his chances we ruined by one card. Oh I love stony silence
Game 9: Burn
Lost 0-2
Its all come down to this! Guy was pretty silent but he was clearly skilled so we went right into it. His deck was almost all burn spell and very little creatures other then Eidolon of the Great Revel, so there nothing I could do. Game 2 I think he pulled a switcheroo and sided in creatures while I sided out removal. Got hit by Monastery Swiftspear T1. When I thoughtsiezed T2 I saw 2 Eidolon of the Great Revel so I took one of them and pathed the other one. Still ended up hitting a kolaghan's command with my bob and he bolted me to death.
Best I have ever done at a big tourney! I did play some other games in side event and I can report those results if people are interested.
BWModern Black/White Control
WGBOGGLES
Draft My Innistrad Cube!
What are the flex slots?
What to sideboard in what match?
I'm really interested in learning this deck
WBC Eldrazi and Taxes
WCopter and Taxes
CVIAL is layf