So, I've been thinking Declaration in Stone over, and I initially was down on it, but I think this card will have enough situations where it will be a house. The main argument against it has been "we don't want our opponent drawing cards!"
I was on this line of reasoning initially, but declaration should have a home as more tempo play. If I get to Declare two threats, then my opponent is trading 2 tarmogoyfs or something, for 2 random cards, at the cost of 4. That means we can play 2 spells per turn, developing our board, while our opponent has to spend the majority of his/her turn regaining cards from those clue tokens.
I don't think it's as good as some people have said, but it's also far from unplayable. A turn four Declaration, followed up with an Anthem would be an enormous play for this deck.
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Considering to Add 2/3 Oath of Gideon as I'm playing 7 walkers main and they work great with 1 extra loyalty.
It's a not a good idea to play 7 planeswalkers which are really dead drop vs a lot decks of current aggro-combo metagame.
Hour of Reckoning is awful card with Bitterblossom. Even in Raise the Alarm shell it can be too slow, especially if u got boardwipe.
Declaration in Stone is awful card by itself, especially for us. Sorcery 2 mana removal is exactly not what u want in modern. And it gives an opponent a draw what is pretty bad.
I see not not much reason to run Sorin SV without Spectral Procession. Deck without Spectral Procession really loses almost all its good sides.
I don't understand why do u need red splash for SINGLE slaughter games, if u have Memoricide, Surgical Extraction and Stain the Mind.
I don't understand purpose of Tainted Remedy in sideboard. And Hide/Seek too. To the Slaughter is absolutely not modern card, Tribute to Hunger is much better in modern.
I will take this comments knowing where they come from: ignorance.
BW Tokens is a midrange deck that provides card advantage by getting multiple outcomes from single spells. It doesn't draw cards, it doesn't do unfair things. It blanks spot removal and goes wide on the sky.
Planeswalkers are INSANE in this archetype and especially Liliana, which happens to be the best planeswalker in modern , if you can't see that, I am not to convince you otherwise. Planeswalkers that gain you life, kill creatures, and give you board presence are pretty far from bad against aggro, especially when they start attacking them instead of you, but then planeswalkers are the most difficult cards to understand and therefore many times undervalued.
Hour of Reckoning has nothing to do with bitterblossom, it's almost never a good idea to drop it on T4 (any not likely anyway since only running 1 copy). As far as I know it has the same W requirement as Spectral Procession, so I don't get what is wrong with it.
Declaration in Stone is a great card, perhaps is more of sideboard material, but I believe it has great value in the main, too. I am speculating though, but it would be my starting point to play it MB.
I can see a point on playing spectral procession, but it's not what it makes the deck good. The value of playing cards that at simple sight are subpar combined in a way that makes them powerful is what makes the deck work, not playing a specific card over another. Look at affinity for instance -not comparing the decks as one is THE deffinition of aggro and the other a control/midrange deck- playing a bunch of 0 and 1 drops that are 1/1 0/1 and 0/2 that combined with other freak cards go INSANE in value, and provide a solid and consistent outcome. This is what has to be achieved, in the correct direction of midrangey control variant, when building Tokens.
I get that if you don't understand the list, you won't begin to understand the sideboard anyway. The decks that Tokens struggle the most are Tron and Combo. Tainted Remedy stops Melira combo on the spot, unless they have the cards to go straight to Damage without passing through Finks (which is unlikely as Redcap can't be CoCoed and only it's only played as a one of), it forces them to spend cocos and chords into looking for Qasali Pridemage and Reclamation Sage or puts them into topdeck mode/aggro mode against a bunch of flyers with vigilance surrounded by anthems. Add discard to the equation and Rest in Peace/GY hate + best removal in the format and they have to play a mediocre midrange game against your value flying creatures that are strong against removal. Against Tron it beats Wurmcoil Engines, so do Hide // Seek.
To the Slaughter, I believe, will be a solid card against T3 Lilis, or goyfs and the like. It punishes decks that don't go wide and gets through Hexproof, with the ability to hit walkers.
If you are splashing red, you definitely want bolt and helix, cutting down on 1 to 2 path and other black removals. Of course in this meta with eldrazis, it is not a good idea but I mean after the ban happens.
The advantage of bolt and helixes against aggro, control, and combo vs hard removals is huge. Having 4 path to exile in the main deck can be detrimental in our 50/50 march-ups and really bad in the unfavorable matches.
Anguished unmaking does look good. Bw tokens benefit greatly from versatile cards due to a lack of card draw.
I share your point of view on Bolt and Helix, the problem is finding the spot for them, as the deck is so tight in numbers. They are more versatile, but against a number of decks are also subpar cards that won't win you the game. Bolt is best played in snapcaster decks, outside of that the card is only good. Jund plays it because it needs to fill a low curve for Dark Confidant, and because it has access to better 2/3 CMC removal. Then the other deck that plays it w/o snaps is burn because burn.
So, I've been thinking Declaration in Stone over, and I initially was down on it, but I think this card will have enough situations where it will be a house. The main argument against it has been "we don't want our opponent drawing cards!"
I was on this line of reasoning initially, but declaration should have a home as more tempo play. If I get to Declare two threats, then my opponent is trading 2 tarmogoyfs or something, for 2 random cards, at the cost of 4. That means we can play 2 spells per turn, developing our board, while our opponent has to spend the majority of his/her turn regaining cards from those clue tokens.
I don't think it's as good as some people have said, but it's also far from unplayable. A turn four Declaration, followed up with an Anthem would be an enormous play for this deck.
This is exactly my point. It's not draw cards, it's the possibility of doing it at the cost of tempo. We don't really care about that if we're switching to aggro mode with fliers, or against creatures that are good against removal like Wurmcoil Engine or Kitchen Finks. Those cards become much worse on the other side of the table against exile, the fact that they draw at 2 doesn't bug me as long as they're not playing Ux control with 2 mana open. And even then I'd do it anyway if it's my chance of removing their threat.
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I agree with a lot of your points. It is definitely true that planeswalker are phenomenal in this archetype (we can abuse them quite possibly more than any other modern deck).
However, I think you are considering too many "win more" situations. Cards like hour of reckoning requires that you have established board presence. This limits its usefulness in the main deck. For the same reason, elspeth knight is overshadowed by sorin or gideon because they are good regardless of whether you are behind or ahead. Similarly, I used to run 5 anthems but I realized I was only considering the situations where they were good. I typically don't like drawing them until turn 4+ so I decided to cut them to 3 for another removal or token generator.
Planeswalkers are good in the deck because you can provide a lot of blockers to protect them. But you only run 10 token producers, which from my testing online and real life is simply far too few. You will often have games where you can't establish the board until turn 7+ and without the defensive means to survive that long (while cards like zealous persecution and hour sit dead in your hand). Even when I run 13+ token generators, I get brick hands full of removals more often that I desire.
Liliana is only great against the midrange and control decks. Pulling double black isn't exactly a walk in the park either. Most of the time you will cast her on turn 4 because you want tokens on turn 3(if you even drew them). Because we can't empty our hands as easily as jund or junk, liliana isn't nearly as good and her spots is better taken up by spectral procession or midnight haunting. Test her in non-midrange matches and you'll realize she is somewhat mediocre in tokens.
Your points about bolt is mostly valid but I think it is better in this token shell than you would realize. Because my deck has plenty of token generators, bolt often becomes a hard removal when I want it to be. Also, I just wanted more 1 cmc removal that was not path to exile. 1 cmc vs 2 cmc removal is a huge difference in this archetype from personal experience, which is why I don't run terminate. I will post the deck here later so you can see where I made room.
I agree with a lot of your points. It is definitely true that planeswalker are phenomenal in this archetype (we can abuse them quite possibly more than any other modern deck).
However, I think you are considering too many "win more" situations. Cards like hour of reckoning requires that you have established board presence. This limits its usefulness in the main deck. For the same reason, elspeth knight is overshadowed by sorin or gideon because they are good regardless of whether you are behind or ahead. Similarly, I used to run 5 anthems but I realized I was only considering the situations where they were good. I typically don't like drawing them until turn 4+ so I decided to cut them to 3 for another removal or token generator.
Planeswalkers are good in the deck because you can provide a lot of blockers to protect them. But you only run 10 token producers, which from my testing online and real life is simply far too few. You will often have games where you can't establish the board until turn 7+ and without the defensive means to survive that long (while cards like zealous persecution and hour sit dead in your hand). Even when I run 13+ token generators, I get brick hands full of removals more often that I desire.
Liliana is only great against the midrange and control decks. Pulling double black isn't exactly a walk in the park either. Most of the time you will cast her on turn 4 because you want tokens on turn 3(if you even drew them). Because we can't empty our hands as easily as jund or junk, liliana isn't nearly as good and her spots is better taken up by spectral procession or midnight haunting. Test her in non-midrange matches and you'll realize she is somewhat mediocre in tokens.
Your points about bolt is mostly valid but I think it is better in this token shell than you would realize. Because my deck has plenty of token generators, bolt often becomes a hard removal when I want it to be. Also, I just wanted more 1 cmc removal that was not path to exile. 1 cmc vs 2 cmc removal is a huge difference in this archetype from personal experience, which is why I don't run terminate. I will post the deck here later so you can see where I made room.
I agree, but where you see 10 token generators, I see 18, as lingering souls have flashback and 4 PW create tokens and more often than not I create tokens with first activation unless ahead, then anthem. For drawing/statistic numbers, only 14 cards to draw that generate tokens, with 12 reusable (in the form of lifeloss, flashback or loyalty).
Liliana is also the best card mainboard alongside Timely reinforcements to fight burn, both abilities are releveant and they HAVE to attack/bolt her if they want to pressure us from hand, as they won't be able to pressure from board against tokens. She's also good against general aggro as she can buy you all the time in the world as long as you can protect her trading off with BB tokens or simply chumping until stabilizing. No other card proves that and a way of dealing with any future recover (ultimate). Liliana is simply the best midrange card ever.
Bolt/Helix, again this is just a starting point. My mind and points of view are flexible, as I want to play an optimal build, not one with cards I fancy. If path becomes worse than bolt I will be happy to swap, as finishing off with 3 to the face is always nice.
I don't get the 'win-more' thing you said. What do you mean? Is it just the singleton Hour of Reckoning? I like it as a wrath because it's easy to cast and you can even hard cast it in drawn out games, and still get the value if you have a token generator the same turn you reach your 7 mana. Please expand on this as I am interested in understanding what you mean in detail.
Thanks for your feedback, it proves very useful.
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Strictly speaking, it doesn't matter how we count the token generators. What I mean is that the number of token generating cards (in this case 10) is what really matters. Lingerings souls has flashback but you still have to draw into it. If I count flashback and pw, I would have about 20-24 token generators and I don't think this is enough. Again, it's all relative but from experience, playing less than 12 token generators leads to bad hands. Finding the balance between # of removals and # of token generators is difficult but I can confidently say 10 isn't where you want to be at, unless you fill the rest of your cards dedicated to a strictly control strategy (in which you case, you need more removal/ wraths).
Liliana is good against burn but I found her a liability in aggro. When you're getting swarmed by zoo and merfolk, it's very difficult to protect Liliana (you get one token from BB on turn 3). I don't like to talk about just the ideal situations with the right kind of removal and BB for chump blocking. Even then, it's not the same without a tarmogoyf or an ooze to really bring consequences to attacking. There are a lot of situations where her edict isn't useful and her discard ability can't be used. I like Liliana primarily as a sideboard card, unless the meta changes.
If you do run Liliana and Hour, you should at run 2-3 fetid heaths for the double black and triple white. By "win more", I mean the card is there for the sake of raising an already high winning board state. By the time you have the mana to cast hour reliably, you'll probably be winning. That's just how BW Tokens work. The earliest you can cast Hour is probably turn 4 - being optimistic here - and I'd rather cast Sorin for the same stabilizing effect but with greater insurance against burn, easier casting cost, and more token generation. And you also bring up discussions about Oath of Gideon, which is most definitely a "win-more" card. The loyalty counter is rarely going to be relevant on both the winning and losing situations. The two token generation isn't bad but it's legendary and a sorcery speed. It's also another 3-drop when you already run quite a bit.
Jist a little FYI guys, if you are tapping white creatures with Convoke on Hour of Reckoning, that pays for the white cost. If you are running the Raise the Alarm build, you are pretty much only paying generic mana for a board wipe.
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Honestly, I was disappointed by Sorin. He seems great as a control finisher in Standard. IF modern was slower, we may see s a WBX control shell test it. 6 mana is way too much for this deck. It's sadly, one of those big flashy cards that will never get cast in real games. It's also not so impactful that it incentivizes us to build around it. I tried Obzedat, Ghost Council for a while, and even 5 mana was high enough that I was never able to cast him. Not being dramatic, I never cast him once in 3 weeks of testing. Just wasn't able to.
Westvale Abbey has a lot less of an opportunity cost, but keeping 5 tokens on the battlefield will be very tough.
I can see running it over something like Vault of the Archangel.
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New Sorin is certainly a sweet card, but in Tokens I'd rather play Elspeth, SC because she spits out tokens and blows up big roadblocks. Okay, really I'd rather play neither since they cost 6 mana.
The land is really sweet, but paying effectively 6 mana and a life for a 1/1 beater or sacrificing the board for a fatty seems like a quick way to be blown out. The token producing just makes midrange match ups better, which we really don't need much help with.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field.
The sideboard is just focused to fight combo, and aggro. It's thrown together, and will change when I'm able to put more work into it.
What I've found with the increase in aggressive decks as of late is that less than 14 token generators is probably pushing your luck. I run 4 Souls, 2 Spectral, 2 Timely, 3 Raise, 3 BB. Plus 2 Sorin, 1 Gideon.
I was jamming more removal for that aggressive decks. Siding out Thoughtseizes for extra lifegain G2/3. I'm not convinced that creating chump blockers is what I want my plan to be against Aggro.
What's your thought process is for having 14+ generators against aggro?
Edit: This is how I'm thinking for aggro decks. To preface, I've completely moved on from Edlrazi, and am just looking at what will happen moving forward in April.
Aggro Decks:
Infect
Affinity
Burn
Living End
Elves
Merfolk
Almost every deck in that list can work around chump blockers. Merfolk focuses on islandwalk, and plays echoing truth. Elves goes wide and tall with Ezuri, Living End has end step cascades, Burn goes over the top with burn, Affinity is generally faster and wider, and Infect will focus on playing unblockable spells or Rancor. In an aggro meta, I'm much more likely to focus on removal, and actually getting rid of the creatures. Every deck in the format should have a plan to deal with chump blockers, or they just aren't something we need to worry about.
I was jamming more removal for that aggressive decks. Siding out Thoughtseizes for extra lifegain G2/3. I'm not convinced that creating chump blockers is what I want my plan to be against Aggro.
What's your thought process is for having 14+ generators against aggro?
Between the SCG Classic and a few other smaller events I did leading up to that while running 12 I was regularly stalling vs creature based aggro/combo decks. Many games/rounds were lost off stalls that otherwise would've been won. 14 makes the deck a lot more consistent, and I only had to cut anthems 5&6 to play them. I haven't had any stalling issues since.
Wrathed, or otherwise board wiped and never seeing another token source in next 5-10 cards. Even the primer seems to suggest 14 if you look at it. Has 12 in the 58 card list, and the 4 options for the 2 open slots include 2 token sources.
Oh, I think i get it now. More aggro > More Wraths > More tokens to compensate?
I was thinking you were advocating more tokens to make chump blockers. That actually makes more sense. It seems like more permanent based token makers would improve those matchups though? Like upping the sorin count, and adding Gideon for that 5/5 soldier.
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Yeah I actually finally got the BB because of that. I wasn't running any at the classic. I also now run 2 Shambling Vents, and 0 Windbrisk/Vault. Possibly the biggest issue in general I kept seeing was every Chord/CoCo/Junk list was running 2-3 Orzhov Pontiff in the 75 which hurts. I would not run 4 BB currently though because of the fast aggro/combo/burn everywhere. Mainboard Timely is also really good currently.
I was on this line of reasoning initially, but declaration should have a home as more tempo play. If I get to Declare two threats, then my opponent is trading 2 tarmogoyfs or something, for 2 random cards, at the cost of 4. That means we can play 2 spells per turn, developing our board, while our opponent has to spend the majority of his/her turn regaining cards from those clue tokens.
I don't think it's as good as some people have said, but it's also far from unplayable. A turn four Declaration, followed up with an Anthem would be an enormous play for this deck.
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I will take this comments knowing where they come from: ignorance.
BW Tokens is a midrange deck that provides card advantage by getting multiple outcomes from single spells. It doesn't draw cards, it doesn't do unfair things. It blanks spot removal and goes wide on the sky.
Planeswalkers are INSANE in this archetype and especially Liliana, which happens to be the best planeswalker in modern , if you can't see that, I am not to convince you otherwise. Planeswalkers that gain you life, kill creatures, and give you board presence are pretty far from bad against aggro, especially when they start attacking them instead of you, but then planeswalkers are the most difficult cards to understand and therefore many times undervalued.
Hour of Reckoning has nothing to do with bitterblossom, it's almost never a good idea to drop it on T4 (any not likely anyway since only running 1 copy). As far as I know it has the same W requirement as Spectral Procession, so I don't get what is wrong with it.
Declaration in Stone is a great card, perhaps is more of sideboard material, but I believe it has great value in the main, too. I am speculating though, but it would be my starting point to play it MB.
I can see a point on playing spectral procession, but it's not what it makes the deck good. The value of playing cards that at simple sight are subpar combined in a way that makes them powerful is what makes the deck work, not playing a specific card over another. Look at affinity for instance -not comparing the decks as one is THE deffinition of aggro and the other a control/midrange deck- playing a bunch of 0 and 1 drops that are 1/1 0/1 and 0/2 that combined with other freak cards go INSANE in value, and provide a solid and consistent outcome. This is what has to be achieved, in the correct direction of midrangey control variant, when building Tokens.
I get that if you don't understand the list, you won't begin to understand the sideboard anyway. The decks that Tokens struggle the most are Tron and Combo. Tainted Remedy stops Melira combo on the spot, unless they have the cards to go straight to Damage without passing through Finks (which is unlikely as Redcap can't be CoCoed and only it's only played as a one of), it forces them to spend cocos and chords into looking for Qasali Pridemage and Reclamation Sage or puts them into topdeck mode/aggro mode against a bunch of flyers with vigilance surrounded by anthems. Add discard to the equation and Rest in Peace/GY hate + best removal in the format and they have to play a mediocre midrange game against your value flying creatures that are strong against removal. Against Tron it beats Wurmcoil Engines, so do Hide // Seek.
To the Slaughter, I believe, will be a solid card against T3 Lilis, or goyfs and the like. It punishes decks that don't go wide and gets through Hexproof, with the ability to hit walkers.
I share your point of view on Bolt and Helix, the problem is finding the spot for them, as the deck is so tight in numbers. They are more versatile, but against a number of decks are also subpar cards that won't win you the game. Bolt is best played in snapcaster decks, outside of that the card is only good. Jund plays it because it needs to fill a low curve for Dark Confidant, and because it has access to better 2/3 CMC removal. Then the other deck that plays it w/o snaps is burn because burn.
This is exactly my point. It's not draw cards, it's the possibility of doing it at the cost of tempo. We don't really care about that if we're switching to aggro mode with fliers, or against creatures that are good against removal like Wurmcoil Engine or Kitchen Finks. Those cards become much worse on the other side of the table against exile, the fact that they draw at 2 doesn't bug me as long as they're not playing Ux control with 2 mana open. And even then I'd do it anyway if it's my chance of removing their threat.
I agree with a lot of your points. It is definitely true that planeswalker are phenomenal in this archetype (we can abuse them quite possibly more than any other modern deck).
However, I think you are considering too many "win more" situations. Cards like hour of reckoning requires that you have established board presence. This limits its usefulness in the main deck. For the same reason, elspeth knight is overshadowed by sorin or gideon because they are good regardless of whether you are behind or ahead. Similarly, I used to run 5 anthems but I realized I was only considering the situations where they were good. I typically don't like drawing them until turn 4+ so I decided to cut them to 3 for another removal or token generator.
Planeswalkers are good in the deck because you can provide a lot of blockers to protect them. But you only run 10 token producers, which from my testing online and real life is simply far too few. You will often have games where you can't establish the board until turn 7+ and without the defensive means to survive that long (while cards like zealous persecution and hour sit dead in your hand). Even when I run 13+ token generators, I get brick hands full of removals more often that I desire.
Liliana is only great against the midrange and control decks. Pulling double black isn't exactly a walk in the park either. Most of the time you will cast her on turn 4 because you want tokens on turn 3(if you even drew them). Because we can't empty our hands as easily as jund or junk, liliana isn't nearly as good and her spots is better taken up by spectral procession or midnight haunting. Test her in non-midrange matches and you'll realize she is somewhat mediocre in tokens.
Your points about bolt is mostly valid but I think it is better in this token shell than you would realize. Because my deck has plenty of token generators, bolt often becomes a hard removal when I want it to be. Also, I just wanted more 1 cmc removal that was not path to exile. 1 cmc vs 2 cmc removal is a huge difference in this archetype from personal experience, which is why I don't run terminate. I will post the deck here later so you can see where I made room.
I agree, but where you see 10 token generators, I see 18, as lingering souls have flashback and 4 PW create tokens and more often than not I create tokens with first activation unless ahead, then anthem. For drawing/statistic numbers, only 14 cards to draw that generate tokens, with 12 reusable (in the form of lifeloss, flashback or loyalty).
Liliana is also the best card mainboard alongside Timely reinforcements to fight burn, both abilities are releveant and they HAVE to attack/bolt her if they want to pressure us from hand, as they won't be able to pressure from board against tokens. She's also good against general aggro as she can buy you all the time in the world as long as you can protect her trading off with BB tokens or simply chumping until stabilizing. No other card proves that and a way of dealing with any future recover (ultimate). Liliana is simply the best midrange card ever.
Bolt/Helix, again this is just a starting point. My mind and points of view are flexible, as I want to play an optimal build, not one with cards I fancy. If path becomes worse than bolt I will be happy to swap, as finishing off with 3 to the face is always nice.
I don't get the 'win-more' thing you said. What do you mean? Is it just the singleton Hour of Reckoning? I like it as a wrath because it's easy to cast and you can even hard cast it in drawn out games, and still get the value if you have a token generator the same turn you reach your 7 mana. Please expand on this as I am interested in understanding what you mean in detail.
Thanks for your feedback, it proves very useful.
Thanks for the reply.
Strictly speaking, it doesn't matter how we count the token generators. What I mean is that the number of token generating cards (in this case 10) is what really matters. Lingerings souls has flashback but you still have to draw into it. If I count flashback and pw, I would have about 20-24 token generators and I don't think this is enough. Again, it's all relative but from experience, playing less than 12 token generators leads to bad hands. Finding the balance between # of removals and # of token generators is difficult but I can confidently say 10 isn't where you want to be at, unless you fill the rest of your cards dedicated to a strictly control strategy (in which you case, you need more removal/ wraths).
Liliana is good against burn but I found her a liability in aggro. When you're getting swarmed by zoo and merfolk, it's very difficult to protect Liliana (you get one token from BB on turn 3). I don't like to talk about just the ideal situations with the right kind of removal and BB for chump blocking. Even then, it's not the same without a tarmogoyf or an ooze to really bring consequences to attacking. There are a lot of situations where her edict isn't useful and her discard ability can't be used. I like Liliana primarily as a sideboard card, unless the meta changes.
If you do run Liliana and Hour, you should at run 2-3 fetid heaths for the double black and triple white. By "win more", I mean the card is there for the sake of raising an already high winning board state. By the time you have the mana to cast hour reliably, you'll probably be winning. That's just how BW Tokens work. The earliest you can cast Hour is probably turn 4 - being optimistic here - and I'd rather cast Sorin for the same stabilizing effect but with greater insurance against burn, easier casting cost, and more token generation. And you also bring up discussions about Oath of Gideon, which is most definitely a "win-more" card. The loyalty counter is rarely going to be relevant on both the winning and losing situations. The two token generation isn't bad but it's legendary and a sorcery speed. It's also another 3-drop when you already run quite a bit.
Westvale Abbey has a lot less of an opportunity cost, but keeping 5 tokens on the battlefield will be very tough.
I can see running it over something like Vault of the Archangel.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
I think they're both near worthless in our deck.
New land is extremely winmore card and it doesn't solve our worst matchups anyhow.
I think new set is god tier for us already because of nonland instant Vindicate. It's exactly a card we needed for our deck these years.
The land is really sweet, but paying effectively 6 mana and a life for a 1/1 beater or sacrificing the board for a fatty seems like a quick way to be blown out. The token producing just makes midrange match ups better, which we really don't need much help with.
In general about the same as every other deck in Modern. Terrible.
4 Lingering Souls
3 Spectral Procession
1 Secure the Wastes
3 Inquisition of Kozilek
2 Thoughtseize
3 Path to Exile
2 Murderous Cut
2 Anguished Unmaking
1 Declaration in Stone
2 Zealous Persecution
Enchantments
4 Intangible Virtue
4 Bitterblossom
3 Gideon, Ally of Zendikar
2 Sorin, Solemn Visitor
1 Liliana of the Veil
Lands
4 Marsh Flats
4 Wooded Foothills
1 Polluted Delta
3 Godless Shrine
1 Swamp
1 Vault of the Archangel
3 Fetid Heath
2 Shambling Vent
4 Plains
3 Stony Silence
2 Rest in Peace
1 Anguished Unmaking
1 Declaration in Stone
3 Duress
1 Path to Exile
2 Hero of Bladehold
1 Auriok Champion
1 Burrenton Forge-Tender
1 Zealous Persectution
The sideboard is just focused to fight combo, and aggro. It's thrown together, and will change when I'm able to put more work into it.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
What I've found with the increase in aggressive decks as of late is that less than 14 token generators is probably pushing your luck. I run 4 Souls, 2 Spectral, 2 Timely, 3 Raise, 3 BB. Plus 2 Sorin, 1 Gideon.
What's your thought process is for having 14+ generators against aggro?
Edit: This is how I'm thinking for aggro decks. To preface, I've completely moved on from Edlrazi, and am just looking at what will happen moving forward in April.
Aggro Decks:
Almost every deck in that list can work around chump blockers. Merfolk focuses on islandwalk, and plays echoing truth. Elves goes wide and tall with Ezuri, Living End has end step cascades, Burn goes over the top with burn, Affinity is generally faster and wider, and Infect will focus on playing unblockable spells or Rancor. In an aggro meta, I'm much more likely to focus on removal, and actually getting rid of the creatures. Every deck in the format should have a plan to deal with chump blockers, or they just aren't something we need to worry about.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Between the SCG Classic and a few other smaller events I did leading up to that while running 12 I was regularly stalling vs creature based aggro/combo decks. Many games/rounds were lost off stalls that otherwise would've been won. 14 makes the deck a lot more consistent, and I only had to cut anthems 5&6 to play them. I haven't had any stalling issues since.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Wrathed, or otherwise board wiped and never seeing another token source in next 5-10 cards. Even the primer seems to suggest 14 if you look at it. Has 12 in the 58 card list, and the 4 options for the 2 open slots include 2 token sources.
I was thinking you were advocating more tokens to make chump blockers. That actually makes more sense. It seems like more permanent based token makers would improve those matchups though? Like upping the sorin count, and adding Gideon for that 5/5 soldier.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG