Problem is, that slowing down fast decks improves tron, so it doesnt help.
Even more of a reason to toss in the Felidar Guardian + Saheeli combo. Tron used to get spiked by Twin. Hell, cut the sideboard to 11 and run 4 felidar guardian in the side for tron
Traditional mana dorks don't really work in the deck imho, that's why the best option of mana acceleration is Sakura-Tribe Elder.
As a 1x-of Rishkar, Peema Renegade might also be an option as he can make two creature into mana dorks (and also reset Kitchen Finks in fringe situations).
As a 1x-of Rishkar, Peema Renegade might also be an option as he can make two creature into mana dorks (and also reset Kitchen Finks in fringe situations).
It also lets your Finks tap for mana if it's got a -1/-1 counter on it.
As a 1x-of Rishkar, Peema Renegade might also be an option as he can make two creature into mana dorks (and also reset Kitchen Finks in fringe situations).
It also lets your Finks tap for mana if it's got a -1/-1 counter on it.
Could even be used to reset your Finks by giving a it a +1/+1 counter to cancel out its -1/-1. You'd lose a mana dork in the equation, but still its more blocks.
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If it looks like a bug, sounds like a bug, and acts like a bug then it's probably working as intended.
I'm having so much fun with the G/W build and it seems very consistent at getting to 6 mana on time for Sun Titan and activating Emeria, Sakura-Tribe Elder is a great addition to the deck as the best 2-drop in the deck alongside Wall of Omens.
#I'm also running Beast Within in the maindeck and it is a very versatile card that can deal with any problematic permanent (even a land).
#Nissa, Vital Force has been great so far providing a lot of card draw after "Ult'ing" quickly or just pressuring the opponent with 5/5 hasty lands.
#The late game with Eternal Witness + Emeria seems unbeatable unless GY hate is involved.
Matches: Round 1 vs. Scapeshift (1-2)
Matchup is usualy unwinnable, although I managed to win game 2 off of turn 3 Saheeli -> turn 4 Guardian. In the other games, I didn't have enough pressure to take him down in time, nor did I have enough disruption to stop him from going off.
Round 2 vs. Abzan (2-0)
In both games, he had a plenthora of spirit tokens from Lingering Souls, but I ended up comboing him out in both games. The combo definitely helped here, as not even a wrath effect would have been enough in either game in the positions I was in.
Round 3 vs. Eldrazi Taxes (2-0)
Game 1 he has a slow draw. I manage to answer most of his threats and eventually find a Felidar Guardian for my Saheeli which has been in the game for several turns. Game two goes late, and I eventually create infinite Sun Titans.
Round 4 vs. Sultai Midrange (2-0)
Game 1 we both went into topdeck mode, and had a fun sequence. It involved him casting a Grim Flayer, me DSphering it, him playing another, me resetting my sphere with a Guardian and exiling both, him playing a third, and me topdecking a flickerwisp to sphere all three. Needless to say, I won that game. Game 2 I win off the top of a repeatedly-flickered Kitchen Finks, and an unanswered Nahiri.
Round 5 vs. Elves (2-0)
In both games, he kept a 1-lander and never drew another land. He ended up getting quite upset, but I don't think you can feasibly get mad when you keep a 7 card 1-lander, and don't draw another land in the first few turns if you only play 18-20.
General thoughts:
Saheeli worked surprisingly well, and the addition of Felidar Guardian honestly makes Saheeli feel coherent with the deck, rather than tacked on. The combo also won a surprisingly amount of games, although it could be argued I was doing relatively well in part of those games already.
I felt like I missed card digging (Especially since I'm playing a combo list), and will probably add at least one more Court Hussar to the main deck. I'm even considering Thraben Inspector as something to do in the early turns, as well as to fill out the curve in mid-game, although I don't think it's quite good enough.
Every single game that I got Emeria online (3 or 4), I actually had nothing to return with it. I'm considering swapping one for a Celestial Colonnade, as one of those would definitely have helped in several games.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
The list seems rather lite on 2-drops and good reanimation targets for Sun Titan so 4x seem a bit much and 1x can be shaved off.
I would definitely add at least 1x if not 2x Court Hussar.
Oath of Chandra can be a decent (repeatable removal) option for the deck, it works well if you flicker it with Flickerwisp or flicker Saheeli Rai and can also be reccured by Sun Titan (you would probably need 2x to get it in the GY though).
Nahiri is in the deck because the card is sweet and because I thought it could be fun to test. The card was powerful in the games I drew it, although that's more of a testimony to the power level of the card rather than the synergies (of which there are realistically none). I'll probably cut it for more digging or early game stuff.
I'm not certain about Thirst for Knowledge - The deck often taps out, so I think Compulsive Research could be just fine for the purpose of drawing cards. Thirst would be better if you built it as more of a control-style deck with more counterspells though. I don't think either are cards you want in this build of the deck though, it'd have to be more oriented on assembling the combo than trying to grind out games.
On the subject of signets or talismans, I'm going to test out Mind Stone. It doesn't help much with the various three-drops unfortunately, given that it doesn't tap for colored mana, but it ramps into a quick Titan and gives a reliable recursion target for card drawing in the case I don't have a Hussar.
I'm not sure about Oath of Chandra. I like the card in theory, but I felt like I was mostly missing a proactive 2-drop that was good against decks other than aggro - Basically Wall of Omens #5-8. Exarch is close, but It'll still be a close to dead card in some matchups. The cards I'm currently thinking about are Thraben Inspector, Alchemist's Apprentice, Mind Stone and Æther Spellbomb. None are quite as good as the wall though. But I definitely agree that the list needs more 1 or 2s.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
I'm having so much fun with the G/W build and it seems very consistent at getting to 6 mana on time for Sun Titan and activating Emeria, Sakura-Tribe Elder is a great addition to the deck as the best 2-drop in the deck alongside Wall of Omens.
#I'm also running Beast Within in the maindeck and it is a very versatile card that can deal with any problematic permanent (even a land).
#Nissa, Vital Force has been great so far providing a lot of card draw after "Ult'ing" quickly or just pressuring the opponent with 5/5 hasty lands.
#The late game with Eternal Witness + Emeria seems unbeatable unless GY hate is involved.
(I'm only now noticing that I ran 61 cards, 25 lands. Whoops.)
Matches: Early Tournament (3-0)
Round 1 vs. Knightfall (2-0)
Game 1 he overextends into Verdict, and I close the game out with Titans. Game 2 he tries to play the tempo game and stagger my plays with Spell Quellers, but eventually I combo him out.
Round 2 vs. Kiln Fiend-Thing in the Ice combo (2-1)
Game 1 revolves around me removing what few threats he has, and eventually attacking with Titans ftw. Game 2 I sphere his Thing in the Ice, and attempt to flicker my sphere when he plays another. He counters the trigger with Apostle's Blessing though, and plays a few Manamorphoses into Temur Battle Rage to win. Game 3 I get two swiftspears with a sphere, and he doesn't have another threat that I don't have an answer for.
Round 3 vs. Bant Eldrazi (2-0)
He has some unfortunate draws and end up short on mana, which I punish by sphering his Hierarchs, and doing some clever usage of Flickerwisps to remove his Scions and disable his lands during his turn.
Late Tournament (4-1)
Round 1 vs. Mono-red Homebrew (2-0)
It's his second tournament ever, so I promply sent 3 million Sun Titans in his face.
For real though, this wasn't really a game since he was playing poorly (Being new and all), and his deck was poop, but we talked a bit and he seemed excited about the game so I hope he'll stick around.
Round 2 vs. Infect (2-1)
Game 1 I get 0->10'd on turn 3 against a Blighted Agent. Game 2 and 3 I keep some exciting hands with Staticasters and Pyroclasms, but he mulls to 5 and 4, respectively, and end up simply being too short on lands and cards to put up a fight. A real shame, because those games were actually looking up to be quite interesting (He even had a Twisted Image for my Staticaster in game 2).
Round 3 vs. Eldrazi Tron (0-2)
Game 1 he topdecks an All is Dust against my board of Saheeli, Titan and Flickerwisp, from which I never recover. Game 2 I get mana stuck, and he has the classic TKS->TKS->Ulamog play.
Round 4 vs. Puresteel Storm (2-1)
Game 1 he keeps a 1-lander, and my line of play involves Wall->Flickerwisp->Flickerwisp->Flickerwisp->Guardian, making sure he never gets above 1 mana (He eventually draws a land, but I keep his other one exiled.) Game 2 he kills me on turn 3. Game 3 he combos out after keeping a 1-lander, but doesn't quite get there. I kept a hand of 4 lands and combo, getting Saheeli out on turn 3, but he has an upkeep silence twice in a row. I do draw a Clique to block, making my Saheeli survive the turn so I can combo him out.
Round 5 vs. GB Hardened Scales/Snek (2-0)
In game 1 wrath effects are good, and so are Sun Titans. Game 2, he has a 5/4 on turn 2, while I get a Wall down. He casts some irrelevant spell on turn 3, and I cast Saheeli. I chump his guy with my wall, at which point he thoughtseizes me, seeing a hand of 4 lands and 2 verdicts. I untap and draw a guardian that I scried on top the turn prior.
About the card choices:
Firstly, the Colonnades instead of Emeria. I rarely ever missed Emeria honestly. The Colonnades helped closing a few games out, and also allow for a much more stable mana base; I never once had color problems. I'm not saying this is the way to go, but it felt more smooth, and didn't feel quite as constrained as Emeria, which does require a fair bit of work to get online, whereas the colonnades basically get online automatically.
I played JVP mostly because I'm still looking for reliable 2's, and a looter honestly doesn't seem that bad in the deck, especially when it can incidentally snap back a verdict or path lategame. I never drew him though, but I do want to test him out, so he's staying in for now.
Every time I cast Clique, my opponents seemed to be manascrewed, leading to me taking nothing. It's nice to have more interaction for the linear combo decks though, so I'll probably leave it in for now at least.
I think remand was fine, although it wasn't great. I wonder if the deck might want to play Serum Visions to help dig for the combo. Playing too many non-permanents isn't great, but there has to be a sweet spot where Titan is still good without overloading on permanents. Lightning Bolt could be a consideration too. I'll probably cut remand at least though, possibly just replacing with another Negate.
When I think about it, the only MU I would bring Geist of Saint Traft in is the uninteractive combo decks, where I'd rather have more countermagic, so those will probably come out of the board.
Disclaimer?
The deck feels really smooth, and I think the Colonnades are better in this particular flavor of the deck at least. It's worth pointing out that the combo would probably usualy be played in a shell similar to the old Jeskai-twin decks. This version of the deck which is more tapout-control style trades winrate in the superaggro and combo matchups for winrate in the midrangish and controllish matchups.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
i know green isn't a staple of titan control, but i'm finding lots of uses for Renegade Rallier
particularly I like how I can fetch and he net gains me land, further more he enables double ghost quarter on turns 4 and 5, before titan can enable repeatable ghost quartering. this can go a long way against tron, sometimes valakut if the situation permits.
I would argue that it isn't. The build you linked is a reactive tempo-style combo deck which uses the combo as a finisher, while the list I posted above is an extension of the tapout-control style Azourius Titan deck, which uses the combo pieces for synergy and as an incidental win condition. If anything, the list is an entirely new archetype, although I think it's similar enough to Emeria control that it could belong in this thread (Prior to the printing Felidar Guardian, Saheeli Rai was tested in this deck because of her synergy with Sun Titan, and I don't remember anyone asking to take the discussion elsewhere). If required I guess I could make a new thread for it though.
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
Any idea how to make this deck into transformational deck in SB. What I mean if we look at R/W prison deck they bring 3 or 4 Goblin Rabblemaster so if its needed they can change from control to aggresive mode.
Well any input ?
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Modern
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Boros/Naya/Mardu Burn Abzan Rhino non Noble Hierach not active Jund Tarmoless not active
DnT White
Living End Jund Restore Balance Non Borderpost/ Borderpost not active U/W Titan Control not active Mardu Nahiri/Control not active
They left out the part where Yawgmoth is resurrected,but has been cleansed as Yawgmoth the Redeemed,and now must awaken Chromium so that Karn can fuse with him and create what can only be known as : the ultimate taco.
Sometimes being reactive rather than proactive isn't good enough, you need something to pressure the combo decks because you can't wait them out and counter everything.
Even more of a reason to toss in the Felidar Guardian + Saheeli combo. Tron used to get spiked by Twin. Hell, cut the sideboard to 11 and run 4 felidar guardian in the side for tron
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
As a 1x-of Rishkar, Peema Renegade might also be an option as he can make two creature into mana dorks (and also reset Kitchen Finks in fringe situations).
It also lets your Finks tap for mana if it's got a -1/-1 counter on it.
Could even be used to reset your Finks by giving a it a +1/+1 counter to cancel out its -1/-1. You'd lose a mana dork in the equation, but still its more blocks.
I had a 50/50 matchup with Tron as Bant Emeria, thanks to counterspells, Beast Within and Acidic Slime. If that deck is on the rise, Green looks good.
#I'm also running Beast Within in the maindeck and it is a very versatile card that can deal with any problematic permanent (even a land).
#Nissa, Vital Force has been great so far providing a lot of card draw after "Ult'ing" quickly or just pressuring the opponent with 5/5 hasty lands.
#The late game with Eternal Witness + Emeria seems unbeatable unless GY hate is involved.
Here is what I'm playing at the momemnt:
4x Wall of Omens
4x Sakura-Tribe Elder
3x Elvish Visionary
4x Flickerwisp
4x Kitchen Finks
3x Eternal Witness
4x Sun Titan
Planeswalker (2)
2x Nissa, Vital Force
Instant (6)
4x Path to Exile
2x Beast Within
3x Wrath of God
Land (23)
4x Windswept Heath
2x Flooded Strand
4x Temple Garden
1x Canopy Vista
5x Plains
1x Forest
3x Emeria, The Sky Ruin
3x Ghost Quarter
2x Blessed Alliance
2x Beast Within
1x Ghostly Prison
2x Qasali Pridemage
2x Runed Halo
3x Scavenging Ooze
2x Stony Silence
1x Wheel of Sun and Moon
I'm very happy with the maindeck so far, the SB probably needs more work though.
The deck seems to work rather smoothly so far so I'm not sure that I even want the:
Oath of Nissa (over Elvish Visionary) and Renegade Rallier (Eternal Witness is so good and also more reliable) anymore.
2x Court Hussar
3x Felidar Guardian
4x Flickerwisp
2x Kitchen Finks
1x Lone Missionary
4x Sun Titan
4x Wall of Omens
Noncreatures
2x Negate
4x Path to Exile
3x Supreme Verdict
2x Detention Sphere
1x Nahiri, the Harbinger
4x Saheeli Rai
3x Emeria, The Sky Ruin
3x Flooded Strand
2x Ghost Quarter
3x Hallowed Fountain
1x Island
5x Plains
1x Prairie Stream
2x Sacred Foundry
4x Windswept Heath
2x Blessed Alliance
2x Detention Sphere
1x Ghostly Prison
1x Kitchen Finks
2x Negate
2x Pyroclasm
2x Spreading Seas
2x Stony Silence
1x Supreme Verdict
Matches:
Round 1 vs. Scapeshift (1-2)
Matchup is usualy unwinnable, although I managed to win game 2 off of turn 3 Saheeli -> turn 4 Guardian. In the other games, I didn't have enough pressure to take him down in time, nor did I have enough disruption to stop him from going off.
Round 2 vs. Abzan (2-0)
In both games, he had a plenthora of spirit tokens from Lingering Souls, but I ended up comboing him out in both games. The combo definitely helped here, as not even a wrath effect would have been enough in either game in the positions I was in.
Round 3 vs. Eldrazi Taxes (2-0)
Game 1 he has a slow draw. I manage to answer most of his threats and eventually find a Felidar Guardian for my Saheeli which has been in the game for several turns. Game two goes late, and I eventually create infinite Sun Titans.
Round 4 vs. Sultai Midrange (2-0)
Game 1 we both went into topdeck mode, and had a fun sequence. It involved him casting a Grim Flayer, me DSphering it, him playing another, me resetting my sphere with a Guardian and exiling both, him playing a third, and me topdecking a flickerwisp to sphere all three. Needless to say, I won that game. Game 2 I win off the top of a repeatedly-flickered Kitchen Finks, and an unanswered Nahiri.
Round 5 vs. Elves (2-0)
In both games, he kept a 1-lander and never drew another land. He ended up getting quite upset, but I don't think you can feasibly get mad when you keep a 7 card 1-lander, and don't draw another land in the first few turns if you only play 18-20.
General thoughts:
Saheeli worked surprisingly well, and the addition of Felidar Guardian honestly makes Saheeli feel coherent with the deck, rather than tacked on. The combo also won a surprisingly amount of games, although it could be argued I was doing relatively well in part of those games already.
I felt like I missed card digging (Especially since I'm playing a combo list), and will probably add at least one more Court Hussar to the main deck. I'm even considering Thraben Inspector as something to do in the early turns, as well as to fill out the curve in mid-game, although I don't think it's quite good enough.
Every single game that I got Emeria online (3 or 4), I actually had nothing to return with it. I'm considering swapping one for a Celestial Colonnade, as one of those would definitely have helped in several games.
The list seems rather lite on 2-drops and good reanimation targets for Sun Titan so 4x seem a bit much and 1x can be shaved off.
I would definitely add at least 1x if not 2x Court Hussar.
Oath of Chandra can be a decent (repeatable removal) option for the deck, it works well if you flicker it with Flickerwisp or flicker Saheeli Rai and can also be reccured by Sun Titan (you would probably need 2x to get it in the GY though).
I'm not certain about Thirst for Knowledge - The deck often taps out, so I think Compulsive Research could be just fine for the purpose of drawing cards. Thirst would be better if you built it as more of a control-style deck with more counterspells though. I don't think either are cards you want in this build of the deck though, it'd have to be more oriented on assembling the combo than trying to grind out games.
On the subject of signets or talismans, I'm going to test out Mind Stone. It doesn't help much with the various three-drops unfortunately, given that it doesn't tap for colored mana, but it ramps into a quick Titan and gives a reliable recursion target for card drawing in the case I don't have a Hussar.
I'm not sure about Oath of Chandra. I like the card in theory, but I felt like I was mostly missing a proactive 2-drop that was good against decks other than aggro - Basically Wall of Omens #5-8. Exarch is close, but It'll still be a close to dead card in some matchups. The cards I'm currently thinking about are Thraben Inspector, Alchemist's Apprentice, Mind Stone and Æther Spellbomb. None are quite as good as the wall though. But I definitely agree that the list needs more 1 or 2s.
In my Jeskai list I switched from Lone Missionary to Knight of the White Orchid (it is still the first card sided out most of the time though).
I personally feel that would be a tempo-combo deck, and not the long, drawn out tap out control strategy.
I was running a deck similar to this a while back. I didn't run tribe elder though, I put in wall of roots and courser of kruphix.
Courser was pretty amazing for getting the land draws out of the way.
4x Plains
1x Island
4x Arid Mesa
3x Flooded Strand
3x Hallowed Fountain
1x Sacred Foundry
1x Steam Vents
4x Celestial Colonnade
1x Glacial Fortress
1x Clifftop Retreat
2x Ghost Quarter
Dudes
4x Wall of Omens
1x Jace, Vryn's Prodigy
4x Flickerwisp
3x Court Hussar
1x Kitchen Finks
1x Vendilion Clique
3x Felidar Guardian
4x Sun Titan
4x Path to Exile
1x Negate
1x Remand
4x Saheeli Rai
2x Detention Sphere
3x Supreme Verdict
3x Negate
2x Pyroclasm
2x Blessed Alliance
2x Izzet Staticaster
2x Geist of Saint Traft
1x Lightning Helix
1x Detention Sphere
1x Supreme Verdict
1x Meddling Mage
(I'm only now noticing that I ran 61 cards, 25 lands. Whoops.)
Matches:
Early Tournament (3-0)
Round 1 vs. Knightfall (2-0)
Game 1 he overextends into Verdict, and I close the game out with Titans. Game 2 he tries to play the tempo game and stagger my plays with Spell Quellers, but eventually I combo him out.
Round 2 vs. Kiln Fiend-Thing in the Ice combo (2-1)
Game 1 revolves around me removing what few threats he has, and eventually attacking with Titans ftw. Game 2 I sphere his Thing in the Ice, and attempt to flicker my sphere when he plays another. He counters the trigger with Apostle's Blessing though, and plays a few Manamorphoses into Temur Battle Rage to win. Game 3 I get two swiftspears with a sphere, and he doesn't have another threat that I don't have an answer for.
Round 3 vs. Bant Eldrazi (2-0)
He has some unfortunate draws and end up short on mana, which I punish by sphering his Hierarchs, and doing some clever usage of Flickerwisps to remove his Scions and disable his lands during his turn.
Late Tournament (4-1)
Round 1 vs. Mono-red Homebrew (2-0)
It's his second tournament ever, so I promply sent 3 million Sun Titans in his face.
For real though, this wasn't really a game since he was playing poorly (Being new and all), and his deck was poop, but we talked a bit and he seemed excited about the game so I hope he'll stick around.
Round 2 vs. Infect (2-1)
Game 1 I get 0->10'd on turn 3 against a Blighted Agent. Game 2 and 3 I keep some exciting hands with Staticasters and Pyroclasms, but he mulls to 5 and 4, respectively, and end up simply being too short on lands and cards to put up a fight. A real shame, because those games were actually looking up to be quite interesting (He even had a Twisted Image for my Staticaster in game 2).
Round 3 vs. Eldrazi Tron (0-2)
Game 1 he topdecks an All is Dust against my board of Saheeli, Titan and Flickerwisp, from which I never recover. Game 2 I get mana stuck, and he has the classic TKS->TKS->Ulamog play.
Round 4 vs. Puresteel Storm (2-1)
Game 1 he keeps a 1-lander, and my line of play involves Wall->Flickerwisp->Flickerwisp->Flickerwisp->Guardian, making sure he never gets above 1 mana (He eventually draws a land, but I keep his other one exiled.) Game 2 he kills me on turn 3. Game 3 he combos out after keeping a 1-lander, but doesn't quite get there. I kept a hand of 4 lands and combo, getting Saheeli out on turn 3, but he has an upkeep silence twice in a row. I do draw a Clique to block, making my Saheeli survive the turn so I can combo him out.
Round 5 vs. GB Hardened Scales/Snek (2-0)
In game 1 wrath effects are good, and so are Sun Titans. Game 2, he has a 5/4 on turn 2, while I get a Wall down. He casts some irrelevant spell on turn 3, and I cast Saheeli. I chump his guy with my wall, at which point he thoughtseizes me, seeing a hand of 4 lands and 2 verdicts. I untap and draw a guardian that I scried on top the turn prior.
About the card choices:
Firstly, the Colonnades instead of Emeria. I rarely ever missed Emeria honestly. The Colonnades helped closing a few games out, and also allow for a much more stable mana base; I never once had color problems. I'm not saying this is the way to go, but it felt more smooth, and didn't feel quite as constrained as Emeria, which does require a fair bit of work to get online, whereas the colonnades basically get online automatically.
I played JVP mostly because I'm still looking for reliable 2's, and a looter honestly doesn't seem that bad in the deck, especially when it can incidentally snap back a verdict or path lategame. I never drew him though, but I do want to test him out, so he's staying in for now.
Every time I cast Clique, my opponents seemed to be manascrewed, leading to me taking nothing. It's nice to have more interaction for the linear combo decks though, so I'll probably leave it in for now at least.
I think remand was fine, although it wasn't great. I wonder if the deck might want to play Serum Visions to help dig for the combo. Playing too many non-permanents isn't great, but there has to be a sweet spot where Titan is still good without overloading on permanents. Lightning Bolt could be a consideration too. I'll probably cut remand at least though, possibly just replacing with another Negate.
When I think about it, the only MU I would bring Geist of Saint Traft in is the uninteractive combo decks, where I'd rather have more countermagic, so those will probably come out of the board.
Disclaimer?
The deck feels really smooth, and I think the Colonnades are better in this particular flavor of the deck at least. It's worth pointing out that the combo would probably usualy be played in a shell similar to the old Jeskai-twin decks. This version of the deck which is more tapout-control style trades winrate in the superaggro and combo matchups for winrate in the midrangish and controllish matchups.
particularly I like how I can fetch and he net gains me land, further more he enables double ghost quarter on turns 4 and 5, before titan can enable repeatable ghost quartering. this can go a long way against tron, sometimes valakut if the situation permits.
I also like using it with kami of false hope and quasali pridemage. sakura-tribe elder gets a boost as well.
their is also a combo with it for Saffi Eriksdotter and a 3rd card, but I think that gets away from the core of the deck as a control deck.
I would argue that it isn't. The build you linked is a reactive tempo-style combo deck which uses the combo as a finisher, while the list I posted above is an extension of the tapout-control style Azourius Titan deck, which uses the combo pieces for synergy and as an incidental win condition. If anything, the list is an entirely new archetype, although I think it's similar enough to Emeria control that it could belong in this thread (Prior to the printing Felidar Guardian, Saheeli Rai was tested in this deck because of her synergy with Sun Titan, and I don't remember anyone asking to take the discussion elsewhere). If required I guess I could make a new thread for it though.
Well any input ?
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Boros/Naya/Mardu Burn
Abzan Rhino non Noble Hierachnot activeJund Tarmolessnot activeDnT White
Living End Jund
Restore Balance Non Borderpost/ Borderpostnot activeU/W Titan Controlnot activeMardu Nahiri/Controlnot activeWhat list exactly are you playing ?