I know it's not necessarily control but I feel like it's as close as we're going to get. After playing different list of pure Esper for months I haven't got the success rate of the list above simply because Esper is so slow. With cards like Abrupt Decay and Tarmogoyf our Splinter Twin matchup becomes a lot better MB.
Twin is an easy matchup for the pure draw go version of esper. The problem with going a durdly control deck is the wide range of linear strategies, tron, and randoms that will beat you. You eill beat every value based deck and twin but other things can give you headaches since the other tier decks can always sneak in wins against bad matchups while a pure control deck does not have that luxury.
Any ideas against fast aggro decks? Been thinking of running Drown in Sorrow in the side plus Timely Reinforcements but I don't feel it as sufficient in game 2. Thoughts?
I usually go 3 Timelys in the board, along with 1 extra wrath and lifelink beaters like Baneslayer and Batterskull. That's been enough for me so far.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
I have been playing a single Blood Baron of Vizkopa mainboard and a second copy in the sideboard. It has been invaluable with lifelink, and the protection from black and white have been quite relevant. Has anyone been trying Restoration Angels with some amount of kitchen finks/vendilion clique/scmage? I find it to be pretty stellar against a general field.
Esper Charm is incredibly powerful. Having your opponent discard their remaining two cards at the end of their draw step is ridiculous.
I play the pure Draw-Go version of this deck and it has treated me well. It's been a few months now and my list is surely outdated, but in the last two GPs I attanded I played in the main modern side events and came in 1st and 3rd. These events only have about 70 players or whatever but even so, unless something has changed drastically I would say the death of this deck is greatly exaggerated.
I don't believe Red is stronger than Black. The problem with Red is that it doesn't scale; bolts cannot hit Rhinos whereas black cards can. This idea that Red lets you attack doesn't make sense to me. If you can afford to attack it means you are in control or you have been forced to race. If you are in control you have already won. If you have been forced to race it often seems to be because the weaker Red cards comprimised your ability to take control.
For whatever it is worth here is the list I used. It is probably outdated somewhat.
I'm playing a main deck that is a 57 card mirror of yours (minus dismember / teachings / cut, add 2 shadow of doubt / 1 Batterskull. Might cut a shadow for singleton teachings though)
Can you please elaborate on how your singleton teachings has worked out and why you choose to run only 1 / how good has it been? and can you give us a matchup analysis against whatever decks you faced in the modern events?
Really looking forward to reading this. Thanks in advance
Esper Charm is incredibly powerful. Having your opponent discard their remaining two cards at the end of their draw step is ridiculous.
I play the pure Draw-Go version of this deck and it has treated me well. It's been a few months now and my list is surely outdated, but in the last two GPs I attanded I played in the main modern side events and came in 1st and 3rd. These events only have about 70 players or whatever but even so, unless something has changed drastically I would say the death of this deck is greatly exaggerated.
I don't believe Red is stronger than Black. The problem with Red is that it doesn't scale; bolts cannot hit Rhinos whereas black cards can. This idea that Red lets you attack doesn't make sense to me. If you can afford to attack it means you are in control or you have been forced to race. If you are in control you have already won. If you have been forced to race it often seems to be because the weaker Red cards comprimised your ability to take control.
For whatever it is worth here is the list I used. It is probably outdated somewhat.
Holy hell, this man plays more basics than I do! Talk about a list that's impervious to blood moon, this is it. I'm pretty close to a mirror of your list--I have the third verdict over wrath (thrun sees less play now), I have the 4th spell snare over dismember, I have a different cantrip mix instead of think twice, and then instead of teachings and Cut I have leyline and curse of death's hold--about the same mix of card draw/wraths/cantrips but a different mix of cheap removal and countermagic, same top-end. Basically, I opted to be more permission heavy than removal heavy with mainboard burn and twin hate instead of extra removal. How have the drowned catacombs been treating you? I keep waffling on whether to play them over sunken ruins. Your list is obviously tuned for the meta a few months ago; with the continued fall in the prevalence of midrange decks and increases in linear decks, do you think it's correct to streamline down the 1-of's and try to take game 1's, or do you think we should go all in on beating the midrange decks game one and sideboard for the linear ones? I've always been on the "beat midrange postboard" plan but seeing a slot-removal heavy build has me considering going the other way.
Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Personally I'm all on the beat twin/ abzan plan game one, and be good against linear decks in games 2 and 3, while still having SOME hope game 1.
I know nobody wants to hear this, but I've had great success with those 3 flex slots (1 snare and 2 shadow of doubt) turning into 3 lingering souls, with a 4th in the board. When they're good they're REALLY good, and when they're bad they're still ok. Gives us some game against inkmoth nexus, makes it extremely difficult to lose to a resolved liliana. 3 souls and 4 think twice and 2 snapcaster makes hand disruption bad against us, which is typically a weakness of control. we don't immediately die to inkmoth, we have game against all sorts of stuff we would be cold to otherwise. You could also play curse of deaths hold here, but Souls are cheaper and provide card advantage. Getting a lingering souls countered feels like the best day of your life.
I know it's been discussed here in THEORY before but it didn't seem like too many people wanted to try it. Sure it break our "instant speed rule" , but so does verdict and I don't think anyone here wants to argue against playing sweepers. We shouldn't over do it with sorcery stuff, however souls, like wraths, are just too good not to play. Have any of you ever resolved a souls against affinity or delver? Sweet jesus. Also, as opposed to curse of deaths hold, souls can just kill an opponent who accidentally fell behind or got mana screwed, without souls, we can't capitalize on these "free wins" that we should be getting sometimes due to greedy opponents.
Also, before someone says it, don't have to jam it on turn 3. A turn 10 souls is perfectly fantastic in a lot of scenarios.
this isn't esper mentor/esper midrange/esper agro humans. Pretty sure your deck fits better in all three of those other categories. GURAMG ANGLER?
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
While the idea is nice, unfortunately this is not the correct place. I can understand lingering souls, maybe even tasigur. Gurmag angler though is not value.... I see what you're going for , but calling it a control deck is just outright wrong, even though I do appreciate your effort.
That might not be a bad idea. However, even if we stay as "esper control", that 22 land gurmag angler list is not "control". Nor are the mentor lists, so we should be safe from that already.
operative word "should". I'd also like to add that playsets of mana leak are gross as well.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Well from my own perspective, there was a time where I thought control simply meant that you play counterspells. I was never really corrected on that until probably the past year. I'm sure that's the case with some of these folks coming in thinking that since they play Esper colors (even if they splash a fourth) they can call their deck "control" because it packs some counters.
On the other hand, if they took the time to read through some recent pages of the thread, they would realise "oh hey, this deck belongs elsewhere." It's frustrating for all of us (and for them too, I'm sure). But we should make it a point to be kind about how we deal with people we perceive as noobish in some way. I think if MTGS is lacking in any way, it's in the kindness category.
Anyway, @amalek0, I've been playing around with your list lately and I'm very pleased with Leyline and Curse maindeck. Gonna have to bite the bullet and pick up at least one Leyline.
I know nobody wants to hear this, but I've had great success with those 3 flex slots (1 snare and 2 shadow of doubt) turning into 3 lingering souls, with a 4th in the board. When they're good they're REALLY good, and when they're bad they're still ok. Gives us some game against inkmoth nexus, makes it extremely difficult to lose to a resolved liliana. 3 souls and 4 think twice and 2 snapcaster makes hand disruption bad against us, which is typically a weakness of control. we don't immediately die to inkmoth, we have game against all sorts of stuff we would be cold to otherwise. You could also play curse of deaths hold here, but Souls are cheaper and provide card advantage. Getting a lingering souls countered feels like the best day of your life.
I know it's been discussed here in THEORY before but it didn't seem like too many people wanted to try it. Sure it break our "instant speed rule" , but so does verdict and I don't think anyone here wants to argue against playing sweepers. We shouldn't over do it with sorcery stuff, however souls, like wraths, are just too good not to play. Have any of you ever resolved a souls against affinity or delver? Sweet jesus. Also, as opposed to curse of deaths hold, souls can just kill an opponent who accidentally fell behind or got mana screwed, without souls, we can't capitalize on these "free wins" that we should be getting sometimes due to greedy opponents.
@sentimental I've been working on lists incorporating souls for a bit, I'm glad you see them as such a great card, i agree! souls can be a totally viable win condition in this deck. I know I'm a little left field of what most people are playing but i wanted to share results from last nights modern event, i had some decent results and went 4-1. I beat Scred Red, URW control, Naya Zoo and Esper Control. Only one I lost was too infect. Heres the list i played:
Skred red was pretty easy - they're not that fast and they let you control the plays. Half their cards feel like they're dead against you. just don't let the blood moons resolve before you've found basics. went 2-0
Next was infect - I got him game one after he probed me and saw removal so he slow played instead of rushing me not wanting to get blown out but lingering souls clogged up the board until i buried him in card advantage. Game 2 he rushed me, i just about stabilized, only have path, inquisition and lands in hand versus his ink moth on turn 4. inquisition him to see nothing but pump spells, take one. his turn he activates ink moth and pumps for lethal, i path, and he had top decked a dispel. Game 3 kept a risky hand of one land, path, doom blade, spell snare, engineered explosives, wrath, mana leak. and just didn't get there in time. should have mulliganed but i like to gamble sometimes. 1-2
UWR control - until about turn 5-6 i thought he was twin, he didn't show his white mana so i played the draw go control. when he finally dropped a colonnade and i realized he was control i flooded the field with walkers and he couldn't come back from narset drawing me extra cards almost every turn. highlight was rebounding esper charm to strip 4 cards from his hand. although i was in the drivers seat the entire game it took forever to finally grind him down. won game 1 and we went to time in the middle of game two so i won the match 1-0
Naya zoo - a tricky match if they get in underneath you early, but easy if you have a quick wrath. game one removed his early creatures and let lili sit on the field to kill whatever he dropped leaving him stranded with a couple pump spells in hand. game two lingering souls chumped and gideon deflected and delayed long enough for me to find a wrath and batter skull closed the game out. gideon was an all star this match, where was he for infect 2-0
Esper control - very similar to the UWR match. control matches just can't keep up to the card advantages and main deck inquisitions help clear the way for the walkers 2-0
Some notes of interest. the infect player said he was surprised to beat me. the unconditional removal was a big pain for him compared to red removal where he can just pump out of reach. they were definitely close games and they really could have gone either way. it was my first time actually running into infect and i think i sideboard poorly, oh well, learning. i also had two other players say to me "i literally have no side board against you" and "i have no idea how to side board again you" that felt pretty good. the deck attacks from a different control angle and unlike in standard planes walkers are extremely hard to answer in modern.
moving forward I don't know if elspeth had the impact i wanted her to, she was okay but i only ever used the put a soldier into play ability and if I'm using that she might as well be a sorin for the flying lifelink vampire. and lili felt meh, she was great against zoo after a wrath, but against control she was stripping my hand too so i don't know about her, she's still being tested.
I'm playing a main deck that is a 57 card mirror of yours (minus dismember / teachings / cut, add 2 shadow of doubt / 1 Batterskull. Might cut a shadow for singleton teachings though)
Can you please elaborate on how your singleton teachings has worked out and why you choose to run only 1 / how good has it been? and can you give us a matchup analysis against whatever decks you faced in the modern events?
Really looking forward to reading this. Thanks in advance
It has been a few months so I can't remember enough to give a reliable report. What I can recall is facing a lot of different decks; Pod, Twin, Affinity, Burn, Delver, Hate Bears, Soul Sisters, Ad Nauseam, Living End and some weird jank deck with Amulets of some kind and Primeval Titans.
Only lost to Hate Bears and Burn. The Hate Bears deck had a lot of land destruction and I could not keep up with it. This loss, the prevalence of Blood Moon and the increased popularity of Fulminator Mage lead me to change the mana base to be more focused on fetch lands and basics. I'm playing 3 plains both to support the fetchland density and so that even under a blood moon I can eventually cast a White Sun. The burn match up was always rough game 1, but afterwards if you drew enough sideboard cards you could walk away with it. Drop a Baneslayer at any point and the game ended.
The Teachings acted as a second White Sun, or if Colonnades were already out a Cryptic or Revelation. I played it because I sometimes it felt like I could not close out games fast enough and against certain decks this was dangerous. When you cast it you usually end up winning the game shortly after. It comes with a big risk though. Having one in your opener or drawing one early vs a fast deck is like taking a mulligan. In these matchups it was the first card to get boarded out.
I'm not the one who came up with the singleton mainboard leyline tech, but I'm probably the one who's the most vehement proponent of it. mainboard leyline #1 is pretty much always awesome when you draw it and having 1 means you never have it as a dead draw.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
How many of you are on board with the anticipate? I'm still feeling that think twice as card advantage is far more important than card selection (unless the selection is insane in the case if dtt) that's why we dont play serum visions over think twice and serum visions is even better at hitting land drops while holding up removal.
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Twin is an easy matchup for the pure draw go version of esper. The problem with going a durdly control deck is the wide range of linear strategies, tron, and randoms that will beat you. You eill beat every value based deck and twin but other things can give you headaches since the other tier decks can always sneak in wins against bad matchups while a pure control deck does not have that luxury.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
I play the pure Draw-Go version of this deck and it has treated me well. It's been a few months now and my list is surely outdated, but in the last two GPs I attanded I played in the main modern side events and came in 1st and 3rd. These events only have about 70 players or whatever but even so, unless something has changed drastically I would say the death of this deck is greatly exaggerated.
I don't believe Red is stronger than Black. The problem with Red is that it doesn't scale; bolts cannot hit Rhinos whereas black cards can. This idea that Red lets you attack doesn't make sense to me. If you can afford to attack it means you are in control or you have been forced to race. If you are in control you have already won. If you have been forced to race it often seems to be because the weaker Red cards comprimised your ability to take control.
For whatever it is worth here is the list I used. It is probably outdated somewhat.
3 Spell Snare
4 Path to Exile
2 Logic Knot
2 Remand
4 Think Twice
1 Dismember
1 White Sun's Zenith
2 Sphinx's Revelation
4 Esper Charm
1 Mystical Teachings
1 Wrath of God
2 Supreme Verdict
4 Cryptic Command
1 Murderous Cut
1 Watery Grave
2 Drowned Catacomb
2 Tectonic Edge
3 Hallowed Fountain
3 Island
3 Plains
3 Polluted Delta
4 Celestial Colonnade
4 Flooded Strand
2 Thoughtseize
2 Celestial Purge
2 Devour Flesh
2 Stony Silence
2 Geist of Saint Traft
3 Timely Reinforcements
1 Baneslayer Angel
1 Teferi, Mage of Zhalfir
Can you please elaborate on how your singleton teachings has worked out and why you choose to run only 1 / how good has it been? and can you give us a matchup analysis against whatever decks you faced in the modern events?
Really looking forward to reading this. Thanks in advance
Holy hell, this man plays more basics than I do! Talk about a list that's impervious to blood moon, this is it. I'm pretty close to a mirror of your list--I have the third verdict over wrath (thrun sees less play now), I have the 4th spell snare over dismember, I have a different cantrip mix instead of think twice, and then instead of teachings and Cut I have leyline and curse of death's hold--about the same mix of card draw/wraths/cantrips but a different mix of cheap removal and countermagic, same top-end. Basically, I opted to be more permission heavy than removal heavy with mainboard burn and twin hate instead of extra removal. How have the drowned catacombs been treating you? I keep waffling on whether to play them over sunken ruins. Your list is obviously tuned for the meta a few months ago; with the continued fall in the prevalence of midrange decks and increases in linear decks, do you think it's correct to streamline down the 1-of's and try to take game 1's, or do you think we should go all in on beating the midrange decks game one and sideboard for the linear ones? I've always been on the "beat midrange postboard" plan but seeing a slot-removal heavy build has me considering going the other way.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I know nobody wants to hear this, but I've had great success with those 3 flex slots (1 snare and 2 shadow of doubt) turning into 3 lingering souls, with a 4th in the board. When they're good they're REALLY good, and when they're bad they're still ok. Gives us some game against inkmoth nexus, makes it extremely difficult to lose to a resolved liliana. 3 souls and 4 think twice and 2 snapcaster makes hand disruption bad against us, which is typically a weakness of control. we don't immediately die to inkmoth, we have game against all sorts of stuff we would be cold to otherwise. You could also play curse of deaths hold here, but Souls are cheaper and provide card advantage. Getting a lingering souls countered feels like the best day of your life.
I know it's been discussed here in THEORY before but it didn't seem like too many people wanted to try it. Sure it break our "instant speed rule" , but so does verdict and I don't think anyone here wants to argue against playing sweepers. We shouldn't over do it with sorcery stuff, however souls, like wraths, are just too good not to play. Have any of you ever resolved a souls against affinity or delver? Sweet jesus. Also, as opposed to curse of deaths hold, souls can just kill an opponent who accidentally fell behind or got mana screwed, without souls, we can't capitalize on these "free wins" that we should be getting sometimes due to greedy opponents.
Also, before someone says it, don't have to jam it on turn 3. A turn 10 souls is perfectly fantastic in a lot of scenarios.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
EDIT: 22 lands
Also, 22 lands WITH celestial colonnade? Gross!
GBW Nic-Fit GBW
UBRWG Dredge UBRWG
Modern:
R RDW R
UBW Esper Control UBW
EDH:
BG Jarad, Golgari Lich Lord BG
Esper draw go Control!
Twitch stream: http://www.twitch.tv/pimpdonny
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
On the other hand, if they took the time to read through some recent pages of the thread, they would realise "oh hey, this deck belongs elsewhere." It's frustrating for all of us (and for them too, I'm sure). But we should make it a point to be kind about how we deal with people we perceive as noobish in some way. I think if MTGS is lacking in any way, it's in the kindness category.
Anyway, @amalek0, I've been playing around with your list lately and I'm very pleased with Leyline and Curse maindeck. Gonna have to bite the bullet and pick up at least one Leyline.
GBW Nic-Fit GBW
UBRWG Dredge UBRWG
Modern:
R RDW R
UBW Esper Control UBW
EDH:
BG Jarad, Golgari Lich Lord BG
@sentimental I've been working on lists incorporating souls for a bit, I'm glad you see them as such a great card, i agree! souls can be a totally viable win condition in this deck. I know I'm a little left field of what most people are playing but i wanted to share results from last nights modern event, i had some decent results and went 4-1. I beat Scred Red, URW control, Naya Zoo and Esper Control. Only one I lost was too infect. Heres the list i played:
4 path to exile
1 smother
1 doom blade
control
3 inquisition of kozilek
2 spell snare
3 mana leak
2 logic knot
2 cryptic command
wraths
2 supreme verdict
1 wrath of god
3 lingering souls
1 elspeth, knight-errant
1 gideon jura
1 batterskull
card advantage
4 esper charm
2 narset transcendent
1 liliana of the veil
1 jace, architect of thought
lands
4 polluted delta
4 flooded strand
2 watery grave
2 hallowed fountain
1 godless shrine
1 glacial fortress
1 drowned catacomb
3 island
2 plains
1 swamp
3 celestial colonnade
1 creeping tar pit
Skred red was pretty easy - they're not that fast and they let you control the plays. Half their cards feel like they're dead against you. just don't let the blood moons resolve before you've found basics. went 2-0
Next was infect - I got him game one after he probed me and saw removal so he slow played instead of rushing me not wanting to get blown out but lingering souls clogged up the board until i buried him in card advantage. Game 2 he rushed me, i just about stabilized, only have path, inquisition and lands in hand versus his ink moth on turn 4. inquisition him to see nothing but pump spells, take one. his turn he activates ink moth and pumps for lethal, i path, and he had top decked a dispel. Game 3 kept a risky hand of one land, path, doom blade, spell snare, engineered explosives, wrath, mana leak. and just didn't get there in time. should have mulliganed but i like to gamble sometimes. 1-2
UWR control - until about turn 5-6 i thought he was twin, he didn't show his white mana so i played the draw go control. when he finally dropped a colonnade and i realized he was control i flooded the field with walkers and he couldn't come back from narset drawing me extra cards almost every turn. highlight was rebounding esper charm to strip 4 cards from his hand. although i was in the drivers seat the entire game it took forever to finally grind him down. won game 1 and we went to time in the middle of game two so i won the match 1-0
Naya zoo - a tricky match if they get in underneath you early, but easy if you have a quick wrath. game one removed his early creatures and let lili sit on the field to kill whatever he dropped leaving him stranded with a couple pump spells in hand. game two lingering souls chumped and gideon deflected and delayed long enough for me to find a wrath and batter skull closed the game out. gideon was an all star this match, where was he for infect 2-0
Esper control - very similar to the UWR match. control matches just can't keep up to the card advantages and main deck inquisitions help clear the way for the walkers 2-0
Some notes of interest. the infect player said he was surprised to beat me. the unconditional removal was a big pain for him compared to red removal where he can just pump out of reach. they were definitely close games and they really could have gone either way. it was my first time actually running into infect and i think i sideboard poorly, oh well, learning. i also had two other players say to me "i literally have no side board against you" and "i have no idea how to side board again you" that felt pretty good. the deck attacks from a different control angle and unlike in standard planes walkers are extremely hard to answer in modern.
moving forward I don't know if elspeth had the impact i wanted her to, she was okay but i only ever used the put a soldier into play ability and if I'm using that she might as well be a sorin for the flying lifelink vampire. and lili felt meh, she was great against zoo after a wrath, but against control she was stripping my hand too so i don't know about her, she's still being tested.
It has been a few months so I can't remember enough to give a reliable report. What I can recall is facing a lot of different decks; Pod, Twin, Affinity, Burn, Delver, Hate Bears, Soul Sisters, Ad Nauseam, Living End and some weird jank deck with Amulets of some kind and Primeval Titans.
Only lost to Hate Bears and Burn. The Hate Bears deck had a lot of land destruction and I could not keep up with it. This loss, the prevalence of Blood Moon and the increased popularity of Fulminator Mage lead me to change the mana base to be more focused on fetch lands and basics. I'm playing 3 plains both to support the fetchland density and so that even under a blood moon I can eventually cast a White Sun. The burn match up was always rough game 1, but afterwards if you drew enough sideboard cards you could walk away with it. Drop a Baneslayer at any point and the game ended.
The Teachings acted as a second White Sun, or if Colonnades were already out a Cryptic or Revelation. I played it because I sometimes it felt like I could not close out games fast enough and against certain decks this was dangerous. When you cast it you usually end up winning the game shortly after. It comes with a big risk though. Having one in your opener or drawing one early vs a fast deck is like taking a mulligan. In these matchups it was the first card to get boarded out.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm