I'm new to the forum but have been lurking for a while. I finished building a serviceable BW tokens deck about two months ago and have been loving it and performing pretty well. My meta (Bellevue card kingdom/mox boarding house) is large and diverse with usually over 50 people at weeklies. We have a lot of tron, blue based control and midrange but with the volume of players we get you can come up against anything on a given Thursday or Friday. For reference, here is my current list:
Sideboard:
2x auriok champion
2x Disenchant
1x Rest In Peace
3x Stony silence
1x Timely reinforcements
1x Zealous persecution
3x Surgical extraction
1x wrath of god
1x blessed alliance
The only problem I've encountered with the deck is the same thing I find with every deck that doesn't have extra draw/loot card selection is flooding or mana screw. I had a game this week where I kept a 7 with 4 lands and proceeded to draw lands on my first 6 out of 7 draws. If i weren't up against UW control I never would have made it that long. I did some searching for cards that can help with this and I wanted to get opinions on 2 potential draw engines. Mask of memory and altar's reap. Not sure if I'd like either main but they could both help in long grindy matches and to prevent drawing duds of multiple turns. I'm also open to criticism of my build if anyone has any suggestions.
I've found that Altar's Reap, Sign in Blood, Night's Whisper, and Phyrexian Arena are not worth the slots and I ran Arena for a while. The first 3 are only +1 card each (though Sign in Blood has other applications) and Arena is too high CMC without effecting the board the turn it comes in. Taking turn 3 off to cast Arena will leave you woefully behind on board state and casting it turn 5 or 6 always felt slow to me and I always wanted something different like removal, another Walker, or just more tokens. With your current build you could try 2 Arena's in your sideboard and board out a few walkers in the games you think you will need to card draw but honestly I've always found the virtual card advantage from tokens out weighs the actual card advantage from drawing. I have never tried Mask of Memory.
I didn't know this card was modern legal. Color me surprised.
Having also tried many option for drawing cards, I can second what you're saying. The draw power we can get in our color just doesn't compare to our other way of going Plus. Most of our advantage come from filling the board with tokens, boosting those token and disrupting our opponent. I probably would not really try Mask of memory, since it first require a target, and thus also turns on removal, which at 3 mana (Separate I know) is not something I wanna be doing. All of our other options at least garantee us to draw card and it's dead if we don't have tokens.
If I ever want to revisit card draw, Sign in blood is where I'd go. That, or I'd try running a playset of Street wraith + Mishra's bauble and concentrate the deck to the best of the best pieces. Still missing some Baubles to test that strategy tho
Part of what tempted me about mask of memory was seeing a tokens player run in a basilisk collar in his sideboard which I was really skeptical about. He then went 7-0 in a modern challenge and watching the matches, the collar was a huge player in a lot of those matches. Now obviously this card is way different in what it nets you but the mana and application is really similar. Once out, for 1 mana each turn you can strap it to a faerie rogue and get some extra gas in those grindy matches.
Give it a go in your next tourney and let us know how it works for you. I know I would be happy to draw a few extra cards and if that works I would like to try it as well. Vault of the Archangel has saved my bacon more then once and I would never consider removing it for another 1 producer. I know its way more expensive then Basilisk Collar in terms of mana but the effect is wider and makes spot removal less useful especially while we have virtue out.
If card advantage is something you need you could look into some Instant speed token producers. Raise the Alarm or Secure the Wastes are strong cards that let us recover from wipes quickly or go for an alpha strike against an unprepared player. The tokens don't have evasion but dropping them on your opponents EOT has let me win a few close games especially if you can cast a virtue or walker on your turn before you swing.
Oh yeah, secure the wastes. I was typing my list out of memory. I switched to 3x spectral procession and 1x secure the wastes. I have run stw in UW control for a while and already loved it before tokens but when you can cast it under 1 or 2 intangible virtues it can be a complete blowout.
Part of what tempted me about mask of memory was seeing a tokens player run in a basilisk collar in his sideboard which I was really skeptical about. He then went 7-0 in a modern challenge and watching the matches, the collar was a huge player in a lot of those matches. Now obviously this card is way different in what it nets you but the mana and application is really similar. Once out, for 1 mana each turn you can strap it to a faerie rogue and get some extra gas in those grindy matches.
That one I could definitely see more. Transforming our token into both lifegain and combat removal is actually a nice thing to do. Might try the Basilisk collar. Probably got one or two lying around.
As for Mask of memory, I'm still skeptical, but still, I'm taking note of it. To be honest, I think Sword of Fire and ice would be a better choice. (although a lot more costly both in mana and $$$)
As I said, I was skeptical too. Check out ivanhoe's modern challenge series here: http://youtu.be/pj8FfdoL1ps
Basilisk collar was an mvp in a couple of the matches. Start//finish performed better than I expected as well.
As I said, I was skeptical too. Check out ivanhoe's modern challenge series here: http://youtu.be/pj8FfdoL1ps
Basilisk collar was an mvp in a couple of the matches. Start//finish performed better than I expected as well.
I think the collaris perfectly legit, could see myself playing it. This far, I prefer runed halo.
Start//finish performed better than I expected as well.
I firmly agree with all statements above. Start // finish recently garanteed itself a one-of slot in my build and runed halo as been at two in my side for as long as I had a boggle player in my meta.
I never really unterstood the Basilisk Collar tech. Imo buffing up only one of our tokens seems quite inefficient mana-wise and also leaves us vunerable to a essentially dead removal that sat in their hand for the entie game.
Something like Vault of the Archangel that is useful to our entire team, can evade these problems.
However personally I´ve been thinking about cutting my Vault of another Ghost Quarter as I never really found it to be thaaaaaat useful and with only 1 copy yo don´t always get it in the match-ups you want it.
I can definitely see your logic here. Vault is not a necessity, but it's definitely something that can help immensely in the right situation/match-up. I would probably not run more than one, but cutting my single copy is a bit eeeeeeesh for me.
As for Basilisk collar, the premise is actually similar to Mask of memory, they both have the potential to do their job more than once, but they can't guarantee they'll even do it once, and that at the cost of turning on removal.
For exemple, if we compare a removal, let's say Path to exile, to Basilisk collar (No, I'm not saying the collar is better than path, or any of our removal for that matter); path garantees the removal of a single creature for one mana, with the pretty rare exception of creature having hexproof or pro-white. It will never remove more or less than one creature. The collar however, has the potential to remove more than one creature, but a couple pre-requisite need to be met. First, you need a creature which is not that big of a problem in our deck. Second, you need combat to activate the effect. This one is more of a problem, especially if we're dealing with evasive creature (Merfolk with their landwalk, infect with their unblockable, not so much flying, but sometime it can be a problem. First-strike is a bummer). Plus if your opponent has any combat tricks or removal, the collar can easily whiff. This come back to the problem of "turning removal on". It's also way less effective if your up against a creatureless deck or a deck that usually dodge combat or don't need combat at all. (Ad Nauseum, UW Control, Titanshift, etc).
If your opponent has no removal and you can block their creature, Basilisk collar is gonna keep him/her from attacking, unless he's willing to lose a whole creature to a single token, which is actually something we want to do in our deck. Situation get's even better when we want to push damage, and there's also the lifelink which is pretty good for us. But that is a big "If". Spot removal is very popular in modern and part of our deck's strength is how well we can deal with that. Running the collar seem like a risky bet, but I could see someone running one knowing the risks.
also, the guy Assquatch83 is talking about WAS running a singleton in his sideboard. that seem pretty reasonable.
Dunno, maybe it really isn't that good, but I'm actually willing to test it before discarding it entirely.
I kinda forgot whether your list started out with 2 Start // Finish or if it was a one-of from the beginning -.- If you started out with 2 what madde you move away from running a pair?
I get that Basilisk Collar can be nice for making combat akward for our opponent sometimes, but don´t you think that our deck has a lot of great removal options already?
The reason why I dont play the collar is that, against eldrazi tron, I also board stony silence in and it would hose my own collar. That feels terrible. I would much rather play a second runed halo instead.
"Turning on removal" isn't really a great argument against using equipment; your opponent is going to use his removal on your tokens regardless of the presence of equipment. Seeing equipment might change his side-board strategy, it might not.
That said, I don't much care for equipment; I don't run any in any of my decks except Affinity. Only a fool wouldn't run Cranial Plating in Affinity but there's nothing close to the same value for BW tokens.
I tend to agree with pzbw7z on equipment use with tokens. In the past the Swords have been used for great effect but in reality they are win more cards today. When it comes down to it I would rather see any other card in my deck then Basilisk Collar with the exception of hand disruption late game. It might have some applications against Death Shadow or Tarmogoyf decks because their creatures lack evasion and some use against Eldrazi decks to make combat less appealing. I would rather have Runed Halo in those match ups though. I guess it could replace Zealous Persecution or Timely Reinforcements in decks that sideboard those cards but again those cards do more for certain match ups then collar would. The real question is what match ups does it improve?
I played against living end for the first time with tokens yesterday and it was brutal. There's not enough of it in my meta to devote extra resources to it but man, that matchup feels unwinnable short of making them discard a living end and casting surgical extraction on it.
One does not always want to cast all of one's token makers, especially after side-boarding. I think it's fine to cast some tokens, then an anthem and hold a token maker to allow one to recover from a sweeper.
The way I see it it´s correct to play out your tokens first and then when you already have a board that can attack you buff it all up with Virtue to increase your damage. (always nice to be able to kill your opponent faster, right?)
However is it ever correct to play the Virtue first to have bigger tokens sooner?
I´m guessing that this would lead to a slower clock, but potentially better blocks with our instant speed token makers like Start // Finish and Raise the Alarm. Maybe this would be the better line in matchups where we want to be defensive.
The whole thing probably changes if Bitterblossom comes into the equation, as you probably really want to play that as soon as possible.
Anyway, let me know what you think about this!
There have been many games where my ideal line of play was Turn 1 Thoughtseize, Turn 2 Intangible Virtue, Turn 3 Spectral procession but there have been just as many games where my ideal line of play was Turn 1 Inquisition of Kozilek, Turn 2 hold up removal Opponent EOT Raise the Alarm, turn 3 Intangible Virtue and hold up removal. So really it depends on what cards you have in your hand and what your opponent is playing. Unfortunately there is no "right" answer to this question and it depends on too many factors to say "Yes, always play tokens first then drop virtue." Sometimes your opponent is playing Electrickery or even Zealous Persecution and in those games its important to get your tokens up to 2 toughness quickly. I can't agree enough with pzbw7z that sometimes the right play is to hold token makers in your hand as sweeper insurance, shoot in some games I let my Lingering Souls sit in my graveyard as a backup plan in case my opponent has Anger of the Gods or Supreme Verdict or so they hold back an extra turn before they sweep because they think I will flood the board with tokens.
Depends on what you're working with. If you have one on turn two and literally nothing else to play? Sure, run it out there. Otherwise it is generally better to play the tokens first.
You could run 24 land and a 61 card mainboard. It's the equivalent of 23.6 land. I'm with you guys that neither 23 nor 24 feels right. I don't think it's enough of an issue that I would run a 61st card in BW Tokens though.
That being said, this is exactly what I'm doing in my Kiln Fiend Shadow build. 17 land was definitely too little. 18 was too many--believe it or not, it was routinely flooding me in grindy games thanks to the deck's 14 cantrips. I spent sooo long playtesting and goldfishing hands before ultimately settling on 18 land to 61 cards. Turned out to be a ratio that I'm really happy with. The point is, an alteration of this nature is not entirely out of the question.
I recently switched to 24 land after running 23 for the past 7 months. The driving force behind the change is my newfound need to be able to reliably hit BB and WWW (or at least 2WW). In addition to the higher count, my setup is atypical: 9 Fetches, 3 Shocks, and only 2 colorless lands. I'm willing to accept a greedier land base so I can run Liliana of the Veil, who is even better now with the addition of Start//Finish, which serves as nearly as high-value of a discard target for Lili's +1 as Lingering Souls.There are trade-offs, of course, but I don't regret incorporating Liliana into my new build for a second. Her performance has exceeded my expectations, and is certainly better than the other cards I have tried in my flex slots like Timely Reinforcements and Zealous Persecution, both of which feel pretty bad in the current meta.
Bitterblossom would be a great help recovering from sweepers. To all you guys who play it, how much does it slow down the deck in actuallity? Seems like a lot because comparing a BB on turn 2 to a Raise the Alarm on turn 2 it takes BB 3 turns until you´re even on attacking creatures.
Bitterblossom is a pretty slow card. There's no way around that fact, but its pros outweigh its cons by such a long shot that you're unlikely to regret running the full playset. There are so many decks out there (even fast ones like Affinity) that basically consider Bitterblossom the bane of their existence. Midrange and Tempo decks, including Shadow and Delver builds struggle tremendously against it. Decks that run sweepers hate it for obvious reasons. The key thing to note here is that a playset of Bitterblossoms is best suited to a BW Tokens control shell, so you are going to want to pair it with 7+ Disruption spells and 7+ Removal spells for optimal effect.
I really like your list. It is practically the same list that I plan to run in the future (when I get the lilis) but you include a thoughtseize and a BB over my 2 collective brutalities. Any specific reason for that? Don't you think 3 BB suffice? Also, CB synergizes awesomely with S//F.
Brief report about last FNM. I went 2-2 and a bit of a bittersweet flavor to it.
Round 1: 2-1 against BR Vampires: Believe it or not, this guy had won last FNM with a super sweet list. It is a good matchup for us, but he was still able to pull a win in the second game. I couldn't keep up.
Round 2: 2-0 against affinity. It felt very unfair for them... The guy is very good player but he just couldn't keep up with the fliers and the removal. I took his Ghirapur Aether Grid t1 with IoK over a Wear // Tear even though I had the Stony silence in hand. Turned out to be the right call.
Round 3: 0-2 against UW emeria titan. Lots of sweepers and bad games. First game I GQ his emeria the turn before he casted his titan, getting back emeria. Terrible mistake on my side. That, plus his mortarpod won the game. G2 I drew 7 lands in a row, and I lost. I always lose to this guy that always plays control UW decks. It really frustrates me.
Round 4: 1-2 against BG Tron. I won game 1 (believe it or not) with my discard plus him drawing only lands and a wurmcoil I was able to path for the win. G2 and G3 he played an early seal of primordium that hindered me quite a bit. After some struggle, he resolved ugin and I couldn't keep up.
The deck worked nice (apart from the emeria match-up), but I guess I wasn't at my best. I am considering going down 1 runed halo from the SB but not really sure. On Sunday i was playing some matchups against a friend piloting Bant Eldrazi and it is great there. However, having it on the SB sometimes feels like I could side it in in too many matchups. This might sound like a point "for" it, but to my mind, this means that the card is a bit too wide and not specially good against anything. Am I making sense here?
Sorcery (15)
3x Inquisition of kozilek
3x Thoughtseize
2x Collective brutality
4x Lingering souls
4x Spectral procession
Instant (8)
4x Path to exile
3x Fatal push
Enchantment (8)
4x bitterblossom
4x intangible virtue
Planeswalker (6)
1x Gideon, ally of zendikar
3x Sorin, solemn visitor
2x liliana of the veil
Land (23)
4x marsh flats
1x polluted delta
1x flooded strand
2x godless shrine
4x concealed courtyard
3x Ghost quarter
3x shambling vent
2x Plains
2x Swamp
1x vault of the archangel
Sideboard:
2x auriok champion
2x Disenchant
1x Rest In Peace
3x Stony silence
1x Timely reinforcements
1x Zealous persecution
3x Surgical extraction
1x wrath of god
1x blessed alliance
The only problem I've encountered with the deck is the same thing I find with every deck that doesn't have extra draw/loot card selection is flooding or mana screw. I had a game this week where I kept a 7 with 4 lands and proceeded to draw lands on my first 6 out of 7 draws. If i weren't up against UW control I never would have made it that long. I did some searching for cards that can help with this and I wanted to get opinions on 2 potential draw engines. Mask of memory and altar's reap. Not sure if I'd like either main but they could both help in long grindy matches and to prevent drawing duds of multiple turns. I'm also open to criticism of my build if anyone has any suggestions.
Having also tried many option for drawing cards, I can second what you're saying. The draw power we can get in our color just doesn't compare to our other way of going Plus. Most of our advantage come from filling the board with tokens, boosting those token and disrupting our opponent. I probably would not really try Mask of memory, since it first require a target, and thus also turns on removal, which at 3 mana (Separate I know) is not something I wanna be doing. All of our other options at least garantee us to draw card and it's dead if we don't have tokens.
If I ever want to revisit card draw, Sign in blood is where I'd go. That, or I'd try running a playset of Street wraith + Mishra's bauble and concentrate the deck to the best of the best pieces. Still missing some Baubles to test that strategy tho
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
If card advantage is something you need you could look into some Instant speed token producers. Raise the Alarm or Secure the Wastes are strong cards that let us recover from wipes quickly or go for an alpha strike against an unprepared player. The tokens don't have evasion but dropping them on your opponents EOT has let me win a few close games especially if you can cast a virtue or walker on your turn before you swing.
As for Mask of memory, I'm still skeptical, but still, I'm taking note of it. To be honest, I think Sword of Fire and ice would be a better choice. (although a lot more costly both in mana and $$$)
Exact same feeling here. I like Ghost quarter, but ya ain't takin' muh vault
However, Basilisk collar could change my mind. Dunno, Gonna have to test it first.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Basilisk collar was an mvp in a couple of the matches. Start//finish performed better than I expected as well.
I think the collaris perfectly legit, could see myself playing it. This far, I prefer runed halo.
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
As for Basilisk collar, the premise is actually similar to Mask of memory, they both have the potential to do their job more than once, but they can't guarantee they'll even do it once, and that at the cost of turning on removal.
For exemple, if we compare a removal, let's say Path to exile, to Basilisk collar (No, I'm not saying the collar is better than path, or any of our removal for that matter); path garantees the removal of a single creature for one mana, with the pretty rare exception of creature having hexproof or pro-white. It will never remove more or less than one creature. The collar however, has the potential to remove more than one creature, but a couple pre-requisite need to be met. First, you need a creature which is not that big of a problem in our deck. Second, you need combat to activate the effect. This one is more of a problem, especially if we're dealing with evasive creature (Merfolk with their landwalk, infect with their unblockable, not so much flying, but sometime it can be a problem. First-strike is a bummer). Plus if your opponent has any combat tricks or removal, the collar can easily whiff. This come back to the problem of "turning removal on". It's also way less effective if your up against a creatureless deck or a deck that usually dodge combat or don't need combat at all. (Ad Nauseum, UW Control, Titanshift, etc).
If your opponent has no removal and you can block their creature, Basilisk collar is gonna keep him/her from attacking, unless he's willing to lose a whole creature to a single token, which is actually something we want to do in our deck. Situation get's even better when we want to push damage, and there's also the lifelink which is pretty good for us. But that is a big "If". Spot removal is very popular in modern and part of our deck's strength is how well we can deal with that. Running the collar seem like a risky bet, but I could see someone running one knowing the risks.
also, the guy Assquatch83 is talking about WAS running a singleton in his sideboard. that seem pretty reasonable.
Dunno, maybe it really isn't that good, but I'm actually willing to test it before discarding it entirely.
... can't say the same about Mask of memory though.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
The reason why I dont play the collar is that, against eldrazi tron, I also board stony silence in and it would hose my own collar. That feels terrible. I would much rather play a second runed halo instead.
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
That said, I don't much care for equipment; I don't run any in any of my decks except Affinity. Only a fool wouldn't run Cranial Plating in Affinity but there's nothing close to the same value for BW tokens.
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
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
There have been many games where my ideal line of play was Turn 1 Thoughtseize, Turn 2 Intangible Virtue, Turn 3 Spectral procession but there have been just as many games where my ideal line of play was Turn 1 Inquisition of Kozilek, Turn 2 hold up removal Opponent EOT Raise the Alarm, turn 3 Intangible Virtue and hold up removal. So really it depends on what cards you have in your hand and what your opponent is playing. Unfortunately there is no "right" answer to this question and it depends on too many factors to say "Yes, always play tokens first then drop virtue." Sometimes your opponent is playing Electrickery or even Zealous Persecution and in those games its important to get your tokens up to 2 toughness quickly. I can't agree enough with pzbw7z that sometimes the right play is to hold token makers in your hand as sweeper insurance, shoot in some games I let my Lingering Souls sit in my graveyard as a backup plan in case my opponent has Anger of the Gods or Supreme Verdict or so they hold back an extra turn before they sweep because they think I will flood the board with tokens.
You could run 24 land and a 61 card mainboard. It's the equivalent of 23.6 land. I'm with you guys that neither 23 nor 24 feels right. I don't think it's enough of an issue that I would run a 61st card in BW Tokens though.
That being said, this is exactly what I'm doing in my Kiln Fiend Shadow build. 17 land was definitely too little. 18 was too many--believe it or not, it was routinely flooding me in grindy games thanks to the deck's 14 cantrips. I spent sooo long playtesting and goldfishing hands before ultimately settling on 18 land to 61 cards. Turned out to be a ratio that I'm really happy with. The point is, an alteration of this nature is not entirely out of the question.
I recently switched to 24 land after running 23 for the past 7 months. The driving force behind the change is my newfound need to be able to reliably hit BB and WWW (or at least 2WW). In addition to the higher count, my setup is atypical: 9 Fetches, 3 Shocks, and only 2 colorless lands. I'm willing to accept a greedier land base so I can run Liliana of the Veil, who is even better now with the addition of Start//Finish, which serves as nearly as high-value of a discard target for Lili's +1 as Lingering Souls.There are trade-offs, of course, but I don't regret incorporating Liliana into my new build for a second. Her performance has exceeded my expectations, and is certainly better than the other cards I have tried in my flex slots like Timely Reinforcements and Zealous Persecution, both of which feel pretty bad in the current meta.
Bitterblossom is a pretty slow card. There's no way around that fact, but its pros outweigh its cons by such a long shot that you're unlikely to regret running the full playset. There are so many decks out there (even fast ones like Affinity) that basically consider Bitterblossom the bane of their existence. Midrange and Tempo decks, including Shadow and Delver builds struggle tremendously against it. Decks that run sweepers hate it for obvious reasons. The key thing to note here is that a playset of Bitterblossoms is best suited to a BW Tokens control shell, so you are going to want to pair it with 7+ Disruption spells and 7+ Removal spells for optimal effect.
BW BW Tokens
BUW Esper Shadow
BUR Grixis Shadow
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Round 1: 2-1 against BR Vampires: Believe it or not, this guy had won last FNM with a super sweet list. It is a good matchup for us, but he was still able to pull a win in the second game. I couldn't keep up.
Round 2: 2-0 against affinity. It felt very unfair for them... The guy is very good player but he just couldn't keep up with the fliers and the removal. I took his Ghirapur Aether Grid t1 with IoK over a Wear // Tear even though I had the Stony silence in hand. Turned out to be the right call.
Round 3: 0-2 against UW emeria titan. Lots of sweepers and bad games. First game I GQ his emeria the turn before he casted his titan, getting back emeria. Terrible mistake on my side. That, plus his mortarpod won the game. G2 I drew 7 lands in a row, and I lost. I always lose to this guy that always plays control UW decks. It really frustrates me.
Round 4: 1-2 against BG Tron. I won game 1 (believe it or not) with my discard plus him drawing only lands and a wurmcoil I was able to path for the win. G2 and G3 he played an early seal of primordium that hindered me quite a bit. After some struggle, he resolved ugin and I couldn't keep up.
The deck worked nice (apart from the emeria match-up), but I guess I wasn't at my best. I am considering going down 1 runed halo from the SB but not really sure. On Sunday i was playing some matchups against a friend piloting Bant Eldrazi and it is great there. However, having it on the SB sometimes feels like I could side it in in too many matchups. This might sound like a point "for" it, but to my mind, this means that the card is a bit too wide and not specially good against anything. Am I making sense here?
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic