I have been enjoying this deck build. I tested it out a few times and it did great against a mono black vampire deck, a white weenie lifegain deck, and a RG Dragon deck. I am wondering...what if I ran a bomb in the deck? Something like Iona or Avacyn? Bring her out with Windbrisk heights or even with a reanimate mechanic? Am I trying to do too much?
I have been enjoying this deck build. I tested it out a few times and it did great against a mono black vampire deck, a white weenie lifegain deck, and a RG Dragon deck. I am wondering...what if I ran a bomb in the deck? Something like Iona or Avacyn? Bring her out with Windbrisk heights or even with a reanimate mechanic? Am I trying to do too much?
Simple answer is yes. You'll never be able to hardcast anything that high. 5cmc is pushing it in most cases. Reanimate mechanics would be entirely dead excluding that one creature in your example, and windbrisk is better used to drop instant speed anthems, removal, discard, etc.
I have been enjoying this deck build. I tested it out a few times and it did great against a mono black vampire deck, a white weenie lifegain deck, and a RG Dragon deck. I am wondering...what if I ran a bomb in the deck? Something like Iona or Avacyn? Bring her out with Windbrisk heights or even with a reanimate mechanic? Am I trying to do too much?
Simple answer is yes. You'll never be able to hardcast anything that high. 5cmc is pushing it in most cases. Reanimate mechanics would be entirely dead excluding that one creature in your example, and windbrisk is better used to drop instant speed anthems, removal, discard, etc.
Thank you! Ok, I will skip trying to be too fancy. I really enjoy bw tokens. I wish the new Sorin was better suited for this deck.
I have been enjoying this deck build. I tested it out a few times and it did great against a mono black vampire deck, a white weenie lifegain deck, and a RG Dragon deck. I am wondering...what if I ran a bomb in the deck? Something like Iona or Avacyn? Bring her out with Windbrisk heights or even with a reanimate mechanic? Am I trying to do too much?
I enjoy running bombs in the deck as well. My current late game bomb is 1 Entreat the Angels in the sideboard. For a game I know will go long, this can be completely busted. Pay 3WW for 3 4/4 Angels with Flying, more if there is an anthem? Yes Please. Sure there is about a 12% chance to draw it in your opener, but that's a risk I'll take.
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.
Runed Halo should be a near mandatory 2 of side currently. It ruins Infect, Bogles, hurts Fish (Torpor Orb is even worse for them), and Burn. I've been saved by it vs Affinity several times cause you can stop Etched Champion, it stalls various combos, turns LoTV into a joke, and plenty more. By and far in every match I've used it in it was highly effective and really shouldn't be on the additional options list on the primer.
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.
Runed Halo should be a near mandatory 2 of side currently. It ruins Infect, Bogles, hurts Fish (Torpor Orb is even worse for them), and Burn. I've been saved by it vs Affinity several times cause you can stop Etched Champion, it stalls various combos, turns LoTV into a joke, and plenty more. By and far in every match I've used it in it was highly effective and really shouldn't be on the additional options list on the primer.
I have never used Runed Halo before. Thank you. I am picking up a couple ASAP and running them.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
They probably would, but I wouldn't be surprised to see Chapel in our lists for another year and a half because no one wants to spend $40+ on a set of Standard lands.
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So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
It would be no worse in those cases than topping any other of our EBT lands. But unlike currently an opening hand of this and plains with discard would be more keepable than with Chapel where you have to play a plains or tapped land turn 1. It would improve early mana consistency, if there was a BW Fastland we'd run that in 5 seconds flat and it would have the same downside.
So, what do you guys think about the newly spoiled Hanweir Militia Captain? Bitterblossom-like effect on a creature. Guess too vulnerable to removal, still, thought it was a fun card
I actually think it's playable in the Raise the Alarm shells as a two of. It definitely is a desired effect that synergizes with Honor of the Pure. Time will tell, but I'm definitely picking up a few if it isn't too expensive.
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If you're going more with the Hero of Bladehold-Brimaz game plan, I could see where the captain could fit. However, I still think that having no creatures in the main is still the way to go.
This being Innistrad and all, I was kinda hoping for some more token support, but Anguished Unmaking looks good enough to save the set for me. You can't just throw it in the deck as a four of and call it a day, but one or two in the main and maybe another in the side seems like it could go a long way to improve some matchups. Only problem is it still doesn't seem good in the current super-fast meta (3 life is a lot!), but if and when Eldrazi gets a ban, it'll make our deck a lot more potent.
If you're going more with the Hero of Bladehold-Brimaz game plan, I could see where the captain could fit. However, I still think that having no creatures in the main is still the way to go.
This being Innistrad and all, I was kinda hoping for some more token support, but Anguished Unmaking looks good enough to save the set for me. You can't just throw it in the deck as a four of and call it a day, but one or two in the main and maybe another in the side seems like it could go a long way to improve some matchups. Only problem is it still doesn't seem good in the current super-fast meta (3 life is a lot!), but if and when Eldrazi gets a ban, it'll make our deck a lot more potent.
My thought on Anguished Unmaking in my list is cut Dismember main, and cut Disenchant side. Because it can hit Artifacts/Enchantments we don't really need the 1-2 SB slots for dedicated hate anymore. 1 main, 1 side gives us the same number of hate cards for those, plus an additional piece of creature hate if needed.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
Also, much worse than Chapel in a hand that has two fetchlands or a fetchland and a Fetid Heath in it.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
They probably would, but I wouldn't be surprised to see Chapel in our lists for another year and a half because no one wants to spend $40+ on a set of Standard lands.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
So it's a little ahead of time but if the new cycle of rare lands is finished up to include enemy colors; would you agree that they would replace Isolated Chapel in Token? Upside would be that they would be able to be played untapped turn 1 to a revealed shock or basic. Downside would be they can't be played untapped later on if we don't hold onto a basic. I think the ability to be played turn 1 untapped alone would solidly cause it to replace chapel.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
Also, much worse than Chapel in a hand that has two fetchlands or a fetchland and a Fetid Heath in it.
I don't know if they'd replace Isolated Chapels. The lists I've seen have been running a lot of fetchlands, and I can see moving to a manabase that's lighter on fetches. It doesn't slot to well into our current base, but there's a configuration where the lands work great for us. The closest comparison I can find for them is the Fast lands from Mirrodin. In a base where most of the lands we're running are Plains-Swamps, they're almost identical, or even better. In decks where we won't find that, then they can be very *****ty.
The question isn't "are these good?" (They are) The question is "how many Plains-Swamps do we need to make these good?" If that number is too high, then we can safely ignore them, but if we can replace some Fetches with some Soi-lands, then we absolutely should. What colours are our fetches grabbing that these don't hit?
Edit: Wow, we're still getting shafted on the BW lands? I had only glanced at them, and thought they were enemy lands.
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If you're going more with the Hero of Bladehold-Brimaz game plan, I could see where the captain could fit. However, I still think that having no creatures in the main is still the way to go.
This being Innistrad and all, I was kinda hoping for some more token support, but Anguished Unmaking looks good enough to save the set for me. You can't just throw it in the deck as a four of and call it a day, but one or two in the main and maybe another in the side seems like it could go a long way to improve some matchups. Only problem is it still doesn't seem good in the current super-fast meta (3 life is a lot!), but if and when Eldrazi gets a ban, it'll make our deck a lot more potent.
Yeah, we really didn't have any good answers for a lot Tron's threats before this. Being able to hit Karn/Ugin/Wurmcoil/O-Stone and Ulamog seems like it could shore up the match for us, and I may be willing to go 2/2 MB/SB for that reason.
If you're going more with the Hero of Bladehold-Brimaz game plan, I could see where the captain could fit. However, I still think that having no creatures in the main is still the way to go.
This being Innistrad and all, I was kinda hoping for some more token support, but Anguished Unmaking looks good enough to save the set for me. You can't just throw it in the deck as a four of and call it a day, but one or two in the main and maybe another in the side seems like it could go a long way to improve some matchups. Only problem is it still doesn't seem good in the current super-fast meta (3 life is a lot!), but if and when Eldrazi gets a ban, it'll make our deck a lot more potent.
My thought on Anguished Unmaking in my list is cut Dismember main, and cut Disenchant side. Because it can hit Artifacts/Enchantments we don't really need the 1-2 SB slots for dedicated hate anymore. 1 main, 1 side gives us the same number of hate cards for those, plus an additional piece of creature hate if needed.
This is sort of my thinking. Before we needed disenchants to ensure we could hit Bridges/Prison but this is alot more versatile.Having MB artifact enchantment removal will help G1's against some fringe decks (Lantern Control, 8rack, Boggles, etc.). I'm really excited for this card. I'm also pumped about the Stony Silence-Declaration in Stone synergy against Affinity.... But that last one's more silly than true utility.
Would not cut any of our Removel for Unmaking mainboard. Most of the time, you are still removing creatures and cmc 3 and pay 3 life is a lot for this. Also makes the Deck even more clunky than it is now. Also your MU against some aggros gets even worse. Also Infect gets worse. Tron preboard doesn´t get better by playing 1-2 Unmaking mainboard. In my Opinion Unmaking is a really good/perfect SB-card.
Are you saying that cutting creature removal for Unmaking makes these matchups worse? Or adding Unmaking in general makes these matchups worse?
I'm not seeing how unmaking has no affect on Tron preboard. It's obviously not a great matchup regardless, but we had previously no outs for a lot of what they brought to the table.
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Simple answer is yes. You'll never be able to hardcast anything that high. 5cmc is pushing it in most cases. Reanimate mechanics would be entirely dead excluding that one creature in your example, and windbrisk is better used to drop instant speed anthems, removal, discard, etc.
Thank you! Ok, I will skip trying to be too fancy. I really enjoy bw tokens. I wish the new Sorin was better suited for this deck.
I enjoy running bombs in the deck as well. My current late game bomb is 1 Entreat the Angels in the sideboard. For a game I know will go long, this can be completely busted. Pay 3WW for 3 4/4 Angels with Flying, more if there is an anthem? Yes Please. Sure there is about a 12% chance to draw it in your opener, but that's a risk I'll take.
Runed Halo should be a near mandatory 2 of side currently. It ruins Infect, Bogles, hurts Fish (Torpor Orb is even worse for them), and Burn. I've been saved by it vs Affinity several times cause you can stop Etched Champion, it stalls various combos, turns LoTV into a joke, and plenty more. By and far in every match I've used it in it was highly effective and really shouldn't be on the additional options list on the primer.
I have never used Runed Halo before. Thank you. I am picking up a couple ASAP and running them.
Such land would be ridiculous trap. We often keep 2-3 land hands and hope for land topdeck: such topdeck lands is definitely not what we want. Our deck is already pretty wierd on mana, painful and sometimes slow. I don't think showland/handland will be playable in modern for that reason.
It would be no worse in those cases than topping any other of our EBT lands. But unlike currently an opening hand of this and plains with discard would be more keepable than with Chapel where you have to play a plains or tapped land turn 1. It would improve early mana consistency, if there was a BW Fastland we'd run that in 5 seconds flat and it would have the same downside.
This being Innistrad and all, I was kinda hoping for some more token support, but Anguished Unmaking looks good enough to save the set for me. You can't just throw it in the deck as a four of and call it a day, but one or two in the main and maybe another in the side seems like it could go a long way to improve some matchups. Only problem is it still doesn't seem good in the current super-fast meta (3 life is a lot!), but if and when Eldrazi gets a ban, it'll make our deck a lot more potent.
My thought on Anguished Unmaking in my list is cut Dismember main, and cut Disenchant side. Because it can hit Artifacts/Enchantments we don't really need the 1-2 SB slots for dedicated hate anymore. 1 main, 1 side gives us the same number of hate cards for those, plus an additional piece of creature hate if needed.
Also, much worse than Chapel in a hand that has two fetchlands or a fetchland and a Fetid Heath in it.
I don't know if they'd replace Isolated Chapels. The lists I've seen have been running a lot of fetchlands, and I can see moving to a manabase that's lighter on fetches. It doesn't slot to well into our current base, but there's a configuration where the lands work great for us. The closest comparison I can find for them is the Fast lands from Mirrodin. In a base where most of the lands we're running are Plains-Swamps, they're almost identical, or even better. In decks where we won't find that, then they can be very *****ty.
The question isn't "are these good?" (They are) The question is "how many Plains-Swamps do we need to make these good?" If that number is too high, then we can safely ignore them, but if we can replace some Fetches with some Soi-lands, then we absolutely should. What colours are our fetches grabbing that these don't hit?
Edit: Wow, we're still getting shafted on the BW lands? I had only glanced at them, and thought they were enemy lands.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Yeah, we really didn't have any good answers for a lot Tron's threats before this. Being able to hit Karn/Ugin/Wurmcoil/O-Stone and Ulamog seems like it could shore up the match for us, and I may be willing to go 2/2 MB/SB for that reason.
This is sort of my thinking. Before we needed disenchants to ensure we could hit Bridges/Prison but this is alot more versatile.Having MB artifact enchantment removal will help G1's against some fringe decks (Lantern Control, 8rack, Boggles, etc.). I'm really excited for this card. I'm also pumped about the Stony Silence-Declaration in Stone synergy against Affinity.... But that last one's more silly than true utility.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Are you saying that cutting creature removal for Unmaking makes these matchups worse? Or adding Unmaking in general makes these matchups worse?
I'm not seeing how unmaking has no affect on Tron preboard. It's obviously not a great matchup regardless, but we had previously no outs for a lot of what they brought to the table.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG