Yeah I understand the reason for Flats, my reason for running no basic swamps is entirely an availability and budget call. The deck has been proven competitive without Marsh Flats and basic swamps, so if I can save $150 by not running them I will.
I ran 4 x white fetches + 2 x black fetches from the get go with 4 x Isolated Chapels and never had mana problems ever. Even if I had Marsh Flats (which i do not) I will still be running +/- 2 more fetches just to thin the land out. I also run basic Plains and Swamps because they are a good option to have when your own stuff gets PoE or you run into a situation that you cannot pay 2 life for a Shock.
Hmm hadn't even though of running a couple Bx Fetches, Mire and Delta I have. Could run 4 Heath, 2 Strand, 2 Delta/Mire. They all can pull Godless Shrine, and give me a source for fetching both basics. From what I've seen White is the color you really want early, except for T1 where you want Godless Shrine the make IoK/TS/PoE all active.
Yeah I understand the reason for Flats, my reason for running no basic swamps is entirely an availability and budget call. The deck has been proven competitive without Marsh Flats and basic swamps, so if I can save $150 by not running them I will.
I ran 4 x white fetches + 2 x black fetches from the get go with 4 x Isolated Chapels and never had mana problems ever. Even if I had Marsh Flats (which i do not) I will still be running +/- 2 more fetches just to thin the land out. I also run basic Plains and Swamps because they are a good option to have when your own stuff gets PoE or you run into a situation that you cannot pay 2 life for a Shock.
Hmm hadn't even though of running a couple Bx Fetches, Mire and Delta I have. Could run 4 Heath, 2 Strand, 2 Delta/Mire. They all can pull Godless Shrine, and give me a source for fetching both basics. From what I've seen White is the color you really want early, except for T1 where you want Godless Shrine the make IoK/TS/PoE all active.
I always fetch for Godless Shrine on T1. This is so I can turn on the 1 drop and Isolated Chapel subsequently.
Yeah I understand the reason for Flats, my reason for running no basic swamps is entirely an availability and budget call. The deck has been proven competitive without Marsh Flats and basic swamps, so if I can save $150 by not running them I will.
I ran 4 x white fetches + 2 x black fetches from the get go with 4 x Isolated Chapels and never had mana problems ever. Even if I had Marsh Flats (which i do not) I will still be running +/- 2 more fetches just to thin the land out. I also run basic Plains and Swamps because they are a good option to have when your own stuff gets PoE or you run into a situation that you cannot pay 2 life for a Shock.
Hmm hadn't even though of running a couple Bx Fetches, Mire and Delta I have. Could run 4 Heath, 2 Strand, 2 Delta/Mire. They all can pull Godless Shrine, and give me a source for fetching both basics. From what I've seen White is the color you really want early, except for T1 where you want Godless Shrine the make IoK/TS/PoE all active.
I always fetch for Godless Shrine on T1. This is so I can turn on the 1 drop and Isolated Chapel subsequently.
Yeah this was my original plan. So if that works I'll run 4 Windswept Heath, 4 Flooded Strand, 2-4 Godless Shrine, 4 Isolated Chapel.
So I am running 6 non swamp/plains lands, which even makes running the 2 chapels a bit of a reliablity, and I would prefer to play 2 Fetid Heaths instead (just don't want to buy them right now). I also really like all of the utility lands, and dont feel like taking 2 less some games is a good tradeoff for the number of games you can win by the power of all the utility lands.
For me it is super important to run the full four Godless Shrine, have played with two for a while and with four Chapels instead, but the way it is right now seems way better. (However I am also running a Charge across the Araba - I know it isnt good, but I love this card so much, and it can win games out of nowhere at the cost of dead some % of games)
Yes. I run 4 Godless Shrines from the get go also. I put Isolated Chapels as a priority over basic lands too. I run a very aggressive mana base (23 lands max, usually 22 lands) and also MB 2 Windbrisk Heights. Vault of the Archangel and Ghost Quarters are definitely useful cards but I work with Ghost Quarter as a SB choice (sub out Windbrisk Heights in G2) and am undecided for Vault of the Archangel (Which I leave out nowadays as I am playing more aggressive cards like Secure the Wastes).
Long time lurker, I have been having success with my list. So this is pretty similar to some stock lists with a few tweaks, I'm omitting auriok champion in place of a bit more instant speed interaction.
Gideon has been good, I am comfortable with him as a 2x, really all of his modes are relevant in either offensive or defensive situations and he provides an indestructible anthem, which you should abuse seeing as anthems and token spam are the main path to victory with this deck. Also his 5/5 indestructible body has been really disruptive in certain boardstates, sure he is still vulnerable to path but it blanks a large portion of other removal, keeping with another theme of the deck. Overall, he is a solid planeswalker and will be a staple 1-of going forward IMO.
I am pretty happy with the SB, there are detailed logical descriptions of card choice on tappedout. Not perfect for every situation but no sideboard will ever be... so it goes.
What are the actual payoff spells you get for playing with red? Bolt is kind of obvious, however imo not really necessary, Path does the job more then fine, and playing one or two-of Dismember or Murderous Cut is working as well, though neither of the options is great in the early game, but I want to cast hand disruption at that point anyway, and not beeing able to do so to cast Bolt will leave the opponent with more options early on, giving them a chance to resolve key spells.
The other card you mentioned was Mardu Charm. Sure, it has quite a lot of flexibiliy, but neither of the modes is worth anything close to 3 mana, and I dont reallt think any of those modes is really needed either. We have Path, Dismember and Cut for removal, Inquisition and Thoughtseize for hand disruption and obvi Lingering Souls and Spectral Procession for Tokens.
My main problem with splashing red is the cost for the mana base. I do already have 1 Vault, 2 Ghost Quarter (**** you Tron) and 1 Swamp, and not beeing able to cast Procession on turn 3 is hurting me already. So splashing Red would basically cost us the ability to play our second best card, which is not really worth it imo.
I would however like to know your experience playing the Deck, mby I am just overvalueing the solid manabase, and small upgrades for some of the cards (mainly Bolt) could be doable.
I only splash red for Crumble to Dust and Wear // Tear. Otherwise it is straight WB. Other than fetches, I only run two Sacred Foundrys to give me access to the little red I need.
Hello, i am new to the forum and following this thread for a long time now. I recently splashed red for sideboard options and would like to see your whole list. After work i will post my list.
What are the actual payoff spells you get for playing with red? Bolt is kind of obvious, however imo not really necessary, Path does the job more then fine, and playing one or two-of Dismember or Murderous Cut is working as well, though neither of the options is great in the early game, but I want to cast hand disruption at that point anyway, and not beeing able to do so to cast Bolt will leave the opponent with more options early on, giving them a chance to resolve key spells.
The other card you mentioned was Mardu Charm. Sure, it has quite a lot of flexibiliy, but neither of the modes is worth anything close to 3 mana, and I dont reallt think any of those modes is really needed either. We have Path, Dismember and Cut for removal, Inquisition and Thoughtseize for hand disruption and obvi Lingering Souls and Spectral Procession for Tokens.
My main problem with splashing red is the cost for the mana base. I do already have 1 Vault, 2 Ghost Quarter (**** you Tron) and 1 Swamp, and not beeing able to cast Procession on turn 3 is hurting me already. So splashing Red would basically cost us the ability to play our second best card, which is not really worth it imo.
I would however like to know your experience playing the Deck, mby I am just overvalueing the solid manabase, and small upgrades for some of the cards (mainly Bolt) could be doable.
I only splash red for Crumble to Dust and Wear // Tear. Otherwise it is straight WB. Other than fetches, I only run two Sacred Foundrys to give me access to the little red I need.
Hello, i am new to the forum and following this thread for a long time now. I recently splashed red for sideboard options and would like to see your whole list. After work i will post my list.
What are the actual payoff spells you get for playing with red? Bolt is kind of obvious, however imo not really necessary, Path does the job more then fine, and playing one or two-of Dismember or Murderous Cut is working as well, though neither of the options is great in the early game, but I want to cast hand disruption at that point anyway, and not beeing able to do so to cast Bolt will leave the opponent with more options early on, giving them a chance to resolve key spells.
The other card you mentioned was Mardu Charm. Sure, it has quite a lot of flexibiliy, but neither of the modes is worth anything close to 3 mana, and I dont reallt think any of those modes is really needed either. We have Path, Dismember and Cut for removal, Inquisition and Thoughtseize for hand disruption and obvi Lingering Souls and Spectral Procession for Tokens.
My main problem with splashing red is the cost for the mana base. I do already have 1 Vault, 2 Ghost Quarter (**** you Tron) and 1 Swamp, and not beeing able to cast Procession on turn 3 is hurting me already. So splashing Red would basically cost us the ability to play our second best card, which is not really worth it imo.
I would however like to know your experience playing the Deck, mby I am just overvalueing the solid manabase, and small upgrades for some of the cards (mainly Bolt) could be doable.
I only splash red for Crumble to Dust and Wear // Tear. Otherwise it is straight WB. Other than fetches, I only run two Sacred Foundrys to give me access to the little red I need.
Hello, i am new to the forum and following this thread for a long time now. I recently splashed red for sideboard options and would like to see your whole list. After work i will post my list.
As you can see, red is a very light splash. Basically for Crumble to Dust. Wear // Tear is just a bonus for splashing red.
Why are you not playing Spectral Procession?
The mana base is much easier without it. Spectral Procession, while good, is not worth it to me to bend-over backwards with the mana. There are many posts in this thread about the mana base as people try to figure out how to play spells that cost B, W, WW, 1BB and WWW. For just two colors, BW tokens mana base is stretched. Yes, Fetid Heath helps significantly, but not worth it in my opinion. Without Spectral Procession the need for Fetid Heaths is gone. This allows me to run Shambling Vent instead (which I find an amazing inclusion). Also, I like the fact that midnight haunting is an instant. It makes one fewer spirit, but being able to hold up mana for removal and then make two spirits end of turn is worth it. It also puts blue decks in a bind. Counter the end of turn spirits or wait for the possibility of something bigger. Anecdotally, I have snuck in many planeswalkers in after a counter went off on the spirits.
I only splash red for Crumble to Dust and Wear // Tear. Otherwise it is straight WB. Other than fetches, I only run two Sacred Foundrys to give me access to the little red I need.
Hello, i am new to the forum and following this thread for a long time now. I recently splashed red for sideboard options and would like to see your whole list. After work i will post my list.
As you can see, red is a very light splash. Basically for Crumble to Dust. Wear // Tear is just a bonus for splashing red.
Why are you not playing Spectral Procession?
The mana base is much easier without it. Spectral Procession, while good, is not worth it to me to bend-over backwards with the mana. There are many posts in this thread about the mana base as people try to figure out how to play spells that cost B, W, WW, 1BB and WWW. For just two colors, BW tokens mana base is stretched. Yes, Fetid Heath helps significantly, but not worth it in my opinion. Without Spectral Procession the need for Fetid Heaths is gone. This allows me to run Shambling Vent instead (which I find an amazing inclusion). Also, I like the fact that midnight haunting is an instant. It makes one fewer spirit, but being able to hold up mana for removal and then make two spirits end of turn is worth it. It also puts blue decks in a bind. Counter the end of turn spirits or wait for the possibility of something bigger. Anecdotally, I have snuck in many planeswalkers in after a counter went off on the spirits.
First of all you are only running 2 lands that either don't produce White or can go get a land that does, so like all other BW toaken decks your manabase can easily support it, also if from time to time you have to pay 4 for it it's not that bad, heck you are willing to pay 3 for only 2 tokens in midnight haunting. Frankly I just don't agree wit you on any level, and really think you are making the deck worse by not including procession, it is a powerful enough card to make the manabase work for it in this deck, because of cards like Virtue and Sorin makes Procession insane. While the instant part of haunting does help it, this deck taps out to do so many other things all the time, that I just don't think it is as relevant as often as you try to make it out to be. Anyway goodluck to you sir.
I'm new to this posting thing but I've been reading this thread for a while and playing tokens for a long time. Since this deck is heavily played in my meta (Argentina), I've seen a lot of variations. I came to the personal conclusion that there are 2 ways to play B/W Tokens.
The first one is, in my opinion, the most competitive way of playing this but it's the most expensive one. The main idea of the deck is to put tokens via Bitterblossom and neutralize the life loss effect with auriok champion. It plays 2 Liliana of the Veil because it helps with the whole strategy, hand disruption (we don't mind about discarding a Lingering souls), killing creatures and locking the enemy (there is no better thing than having a Liliana in play and a BB). The rest of the deck is pretty standard B/W Tokens, here is the list I'm currently playing:
The second one plays no Bitterblossom nor Liliana of the Veil, so it's more of a budget version of the deck. This deck plays mostly white cards with a splash of Black in order to take advante with the hand disruption and removal and it is more oriented In getting some huge tokens into play. What's good about this deck is that you won't get mana screwed at the beginning because of having in hand a Spectral and a Liliana. Bad thing about this deck is that if you starts deppending on your topdeck you most certainly will have a bad time. This is the common deck I recommend:
I'm new to this deck, so really sorry if my questions are rather stupid. What's everybody's opinion on Brimaz over Hero of Bladehold? I fond Brimaz to be a house against Grixis Twin, which is a matchup I play a LOT. However, I want to see what people think about running Hero. The temporary anthem can really muck up combat math. Also, what do we think of Shambling Vents? I'm willing to try him as a two-of, but entering tapped is a pain late game.
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I looked through the primer and don't see *recent* info on the Green splash version. If it's in there, will someone point me to it? If not, I hope you don't mind me bringing it up. I'll explain my choices and would love to hear your ideas for the two flex spots in the deck. Also if anyone wants to talk off the forum about testing this deck, please send me a message.
First here it is:
First, the manabase can always be improved, but this seems pretty good and is always able to hit the necessary colors. With this configuration, I hit:
B on T1 92%/88% of the time on the draw/play,
WW on T2 80%/73% of the time,
G on T2 for Voice or Abrupt Decay 79%/75% of the time, though I don't usually jam these on T2,
my 4th land on T4 77%/68% of the time due to 25 land,
and I can cast any 4-drop on T4 73%/63% (factoring out a colorless land)
However, Spectral Procession on T3 is very unlikely, at 59%/50% of the time. If I add it I will have to consider it a 4-drop and I don't think that's necessary.
Abrupt Decay - I like this better than dismember and in addition to creatures it also hits Blood Moon, Spreading Seas, other enchantments, artifacts, Liliana of the Veil, the list goes on...
The Lieges (Creakwood Liege and Wilt-Leaf Liege) - These are anthems attached to creatures, with significant upside. They pump the tokens, and Creakwood is like Bitterblossom #5, but pumps out a 3/3 each turn. Either of them makes Siege Rhino into a 6/7 trampler. Worst case is they must eat a removal spell immediately.
Voice of Resurgence - This is a great card but I'm not 100% sure it belongs here. It hoses control, and sometimes the elemental token is huge with all the other tokens. I'm going to keep testing two of them.
Sideboard options/thoughts - Choke, Loxodon Smiter, Feed the Clan, and a third color for my Engineered Explosives (I dunno, against twin?). Also, it lets me convert into more of a beatdown deck as necessary, and the creatures are bigger than other creature decks like Zoo, Merfolk, Soul Sisters, etc. Last but not least, since Burn became so reliant on Destructive Revelry, I always board out my enchantments, and I never bring in any enchantment or artifacts. Giving them four dead cards really works, and Smiters and Kitchen Finks are not hard for this deck to cast.
I currently have six 4-drops on 25 lands. It seems to work but I would love to hear if you folks that have played 24 lands with your planeswalker packages agree with that ratio. I would love one more 4-drop, probably either Gideon or Sorin, but I am skeptical.
Last - The two flex spots. I had 2x Pack Rat here. It was OK and I might keep one or put one in the board, b/c they are amazing in grindy games because every extra land and un-needed hand disruption spell becomes another Rat. Please let me know what you all think would be best in those two slots. Here are my thoughts:
3rd Auriok Champion - I love this card... not sure the right number.
If you aren't running spectral procession, you aren't running BW tokens.
Alternative builds aren't worth it. The red splash seems good, but after playing a bunch of games the mana problem (even when playing Sacred Foundry) is just too much an issue. You are either killing yourself for speed and versatility in the first few turns or you are screwed for red mana when you need it.
Wear and tear is just a worse version of disenchant.
Finally, the green splash list looks like wilted Abzan or something, it isn't tokens.
Hmm hadn't even though of running a couple Bx Fetches, Mire and Delta I have. Could run 4 Heath, 2 Strand, 2 Delta/Mire. They all can pull Godless Shrine, and give me a source for fetching both basics. From what I've seen White is the color you really want early, except for T1 where you want Godless Shrine the make IoK/TS/PoE all active.
I always fetch for Godless Shrine on T1. This is so I can turn on the 1 drop and Isolated Chapel subsequently.
Active thread contributor of Jeskai Prowess Tempo
Yeah this was my original plan. So if that works I'll run 4 Windswept Heath, 4 Flooded Strand, 2-4 Godless Shrine, 4 Isolated Chapel.
Yes. I run 4 Godless Shrines from the get go also. I put Isolated Chapels as a priority over basic lands too. I run a very aggressive mana base (23 lands max, usually 22 lands) and also MB 2 Windbrisk Heights. Vault of the Archangel and Ghost Quarters are definitely useful cards but I work with Ghost Quarter as a SB choice (sub out Windbrisk Heights in G2) and am undecided for Vault of the Archangel (Which I leave out nowadays as I am playing more aggressive cards like Secure the Wastes).
Active thread contributor of Jeskai Prowess Tempo
Gideon has been good, I am comfortable with him as a 2x, really all of his modes are relevant in either offensive or defensive situations and he provides an indestructible anthem, which you should abuse seeing as anthems and token spam are the main path to victory with this deck. Also his 5/5 indestructible body has been really disruptive in certain boardstates, sure he is still vulnerable to path but it blanks a large portion of other removal, keeping with another theme of the deck. Overall, he is a solid planeswalker and will be a staple 1-of going forward IMO.
I am pretty happy with the SB, there are detailed logical descriptions of card choice on tappedout. Not perfect for every situation but no sideboard will ever be... so it goes.
Any tips on the fish matchup?
http://tappedout.net/mtg-decks/bw-tokens-vs-the-world/
Land (23)
2x Fetid Heath
4x Godless Shrine
2x Isolated Chapel
4x Marsh Flats
3x Plains
1x Polluted Delta
2x Swamp
1x Vault of the Archangel
2x Windbrisk Heights
2x Windswept Heath
Enchantment (8)
4x Bitterblossom
4x Intangible Virtue
Sorcery (15)
1x Duress
3x Inquisition of Kozilek
4x Lingering Souls
4x Spectral Procession
3x Thoughtseize
Instant (9)
2x Dismember
4x Path to Exile
2x Raise the Alarm
1x Zealous Persecution
Planeswalker (5)
2x Gideon, Ally of Zendikar
1x Liliana of the Veil
2x Sorin, Solemn Visitor
Sideboard (15)
2x Burrenton Forge-Tender
2x Celestial Purge
1x Deathmark
1x Duress
2x Ghostly Prison
1x Nihil Spellbomb
2x Stony Silence
3x Timely Reinforcements
1x Zealous Persecution
BW Eldrazi - http://tappedout.net/mtg-decks/bw-eldrazi-proc/
U Merfolk - http://tappedout.net/mtg-decks/fishmode/
3 Sorin, Solemn Visitor
Enchantments
4 Intangible Virtue
4 Bitterblossom
Instants
2 Zealous Persecution
4 Path to Exile
4 Midnight Haunting
1 Murderous Cut
2 Dismember
Creatures
3 Auriok Champion
Sorcery
4 Inquisition of Kozilek
4 Lingering Souls
3 Thoughtseize
3 Plains
1 Swamp
4 Marsh Flats
4 Bloodstained Mire
3 Godless Shrine
2 Sacred Foundry
3 Shambling Vent
1 Isolated Chapel
1 Vault of the Archangel
2 Wear // Tear
3 Stony Silence
2 Hero of Bladehold
2 Crumble to Dust
2 Rest in Peace
1 Relic of Progenitus
3 Duress
As you can see, red is a very light splash. Basically for Crumble to Dust. Wear // Tear is just a bonus for splashing red.
Why are you not playing Spectral Procession?
The mana base is much easier without it. Spectral Procession, while good, is not worth it to me to bend-over backwards with the mana. There are many posts in this thread about the mana base as people try to figure out how to play spells that cost B, W, WW, 1BB and WWW. For just two colors, BW tokens mana base is stretched. Yes, Fetid Heath helps significantly, but not worth it in my opinion. Without Spectral Procession the need for Fetid Heaths is gone. This allows me to run Shambling Vent instead (which I find an amazing inclusion). Also, I like the fact that midnight haunting is an instant. It makes one fewer spirit, but being able to hold up mana for removal and then make two spirits end of turn is worth it. It also puts blue decks in a bind. Counter the end of turn spirits or wait for the possibility of something bigger. Anecdotally, I have snuck in many planeswalkers in after a counter went off on the spirits.
First of all you are only running 2 lands that either don't produce White or can go get a land that does, so like all other BW toaken decks your manabase can easily support it, also if from time to time you have to pay 4 for it it's not that bad, heck you are willing to pay 3 for only 2 tokens in midnight haunting. Frankly I just don't agree wit you on any level, and really think you are making the deck worse by not including procession, it is a powerful enough card to make the manabase work for it in this deck, because of cards like Virtue and Sorin makes Procession insane. While the instant part of haunting does help it, this deck taps out to do so many other things all the time, that I just don't think it is as relevant as often as you try to make it out to be. Anyway goodluck to you sir.
The first one is, in my opinion, the most competitive way of playing this but it's the most expensive one. The main idea of the deck is to put tokens via Bitterblossom and neutralize the life loss effect with auriok champion. It plays 2 Liliana of the Veil because it helps with the whole strategy, hand disruption (we don't mind about discarding a Lingering souls), killing creatures and locking the enemy (there is no better thing than having a Liliana in play and a BB). The rest of the deck is pretty standard B/W Tokens, here is the list I'm currently playing:
4 Bitterblossom
4 Intangible Virtue
2 Liliana of the Veil
2 Sorin, Solemn Visitor
4 Spectral Procession
4 Lingering Souls
1 Murderous Cut
1 Dismember
4 Thoughtseize
3 Inquisition of Kozilek
1 Duress
4 Marsh Flats
3 Godless Shrine
3 Windbrisk Heights
3 Plains
2 Swamp
2 Windswepth Heath
2 Vault of the Archangel
2 Isolated Chapel
1 Fetid Heath
The second one plays no Bitterblossom nor Liliana of the Veil, so it's more of a budget version of the deck. This deck plays mostly white cards with a splash of Black in order to take advante with the hand disruption and removal and it is more oriented In getting some huge tokens into play. What's good about this deck is that you won't get mana screwed at the beginning because of having in hand a Spectral and a Liliana. Bad thing about this deck is that if you starts deppending on your topdeck you most certainly will have a bad time. This is the common deck I recommend:
4 Intangible Virtue
2 Honor of the Pure
3 Sorin, Solemn Visitor
4 Spectral Procesion
4 Lingering Souls
3 Raise the Alarm
1 Murderous Cut
1 Dismember
2 Zealous Persecution
4 Thoughtseize
3 Inquisition of Kozilek
1 Duress
4 Windbrisk heights
3 Godless Shrine
3 Plains
3 Widswepth Heath
2 Vault of the Archange
1 Shambling vent
1 Swamp
1 Ghost Quarter
P.D.: As you can see I'm not a fan of some cards like Shambling Vent, Brimaz, King of Oreskos, Timely Reinforcements (I think it's more of a SB card) or Secure the Wastes so I would like to have some feedback on this cards and how they work in FNM's.
Sorry for the bad English and keep this community Growing!
Shambling Vent is fine as long as one doesn't have too many utility lands or too many Isolated Chapels. I plan to test with them in place of some number of Windbrisk Heights.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
I looked through the primer and don't see *recent* info on the Green splash version. If it's in there, will someone point me to it? If not, I hope you don't mind me bringing it up. I'll explain my choices and would love to hear your ideas for the two flex spots in the deck. Also if anyone wants to talk off the forum about testing this deck, please send me a message.
First here it is:
2 Auriok Champion
2 Voice of Resurgence
4 Siege Rhino
1 Wilt-Leaf Liege
1 Creakwood Liege
Removal (6)
4 Path to Exile
2 Abrupt Decay
Hand Disruption (6)
4 Inquisition of Kozilek
2 Thoughtseize
Tokeny cards (11)
4 Lingering Souls
4 Bitterblossom
2 Intangible Virtue
1 Zealous Persecution
Land (25)
4 Marsh Flats
2 Verdant Catacombs
2 Windswept Heath
4 Godless Shrine
1 Temple Garden
1 Overgrown Tomb
2 Razorverge Thicket
2 Fetid Heath
2 Plains
2 Swamp
1 Forest
1 Gavony Township
1 Vault of the Archangel
1 Celestial Purge
2 Duress
2 Engineered Explosives
1 Sorin, Solemn Visitor
4 Kitchen Finks
2 Loxodon Smiter
2 Sundering Growth
1 Zealous Persecution
First, the manabase can always be improved, but this seems pretty good and is always able to hit the necessary colors. With this configuration, I hit:
Reasons for green splash:
Sideboard options/thoughts - Choke, Loxodon Smiter, Feed the Clan, and a third color for my Engineered Explosives (I dunno, against twin?). Also, it lets me convert into more of a beatdown deck as necessary, and the creatures are bigger than other creature decks like Zoo, Merfolk, Soul Sisters, etc. Last but not least, since Burn became so reliant on Destructive Revelry, I always board out my enchantments, and I never bring in any enchantment or artifacts. Giving them four dead cards really works, and Smiters and Kitchen Finks are not hard for this deck to cast.
I currently have six 4-drops on 25 lands. It seems to work but I would love to hear if you folks that have played 24 lands with your planeswalker packages agree with that ratio. I would love one more 4-drop, probably either Gideon or Sorin, but I am skeptical.
Last - The two flex spots. I had 2x Pack Rat here. It was OK and I might keep one or put one in the board, b/c they are amazing in grindy games because every extra land and un-needed hand disruption spell becomes another Rat. Please let me know what you all think would be best in those two slots. Here are my thoughts:
Thanks in advance, and again if anyone wants to work on tuning with me, send me a PM.
Alternative builds aren't worth it. The red splash seems good, but after playing a bunch of games the mana problem (even when playing Sacred Foundry) is just too much an issue. You are either killing yourself for speed and versatility in the first few turns or you are screwed for red mana when you need it.
Wear and tear is just a worse version of disenchant.
Finally, the green splash list looks like wilted Abzan or something, it isn't tokens.
Not wanting to speculate, but if there is another B/W fetchable land in Oath, are they just auto includes?
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R