Haven't posted in a bit but I've played in three small events 10 - 16 people each since. I managed two 3 - 0 - 1, thats were we just split for 1st and 2nd and one 3 - 1.
One change I'm thinking of making is removing the two main Blessed Alliance for either Condem or Declaration in Stone. Due to the newfound abscence of Affinity and Burn in my meta thoughts?
Also its confirmed, the new Devoted Company is a good matchup. Mainly because of morterpod and path and wraths in the main.
Played a small 16 player event and went 4 - 0. I played Eldrazi Tron, Sultia Control, Skred, and Esper Tokens.
Eldrazi Tron 2 - 1
Same opponent as last time, I feel like they were tilted and playing sloppy. Anyway Path took care of Endbringers and LD plus Eldrazi Displacer took over the games. The match I lost was to an unexpected Ugin off the top. I wasn't aware Eldrazi Tron played one and it wrathed my board.
Skred 2 - 1
Lost the fist game to an early Koth with Heart of Kirin on defence. I couldn't kill it quickly enough and the embem ran away with the game. Game two Gideon and Kor Firewalker took over and game three my opponent mulled to five. They had two Angers and a Stormbreath but I eventually drew into blessed alliance and a stream of creatures. Gideon, Thraben Inspector, and Wall of Omens were MVP.
Sultia Control 2 - 0
My opponent was very salty and a bad player in my opinion. They tried to argue with me that taking out Scavenging Ooze was correct. Also trying to argue that their deck had a better late game. Anyway Emeria came online both games and took over. I was firmly in control both games too.
Esper Tokens 2 - 0
A more control heavy build with their main win cons being Lingering Souls, Monestary Mentor, and Secure the Wastes. I had a lot of fun this match, Mortipod and Displacer did a lot of work and in the end my opponent conceeded to an active emeria. Game two Surgicals and Dec in Stone was awesome.
Overall I dodged Storm I think its being hated out of our meta. Only one person is still playing it the other two have converted to UR delver. Also Gideon preformed admirably against both Skred and Eldrazi Tron.
Sounds like it was a fun 12 man. I've never played RGW walkers before can you elaboarate on that matchup? I've always found Lantern to be a good matchup, especially now with the Gideon of the Trials. We just have too many gamebreaking cards they need to prevent us from drawing. Also how was the Soul Sisters? I've only played against the mono W version but it seems pretty winable unless they go Honor into Spectral on the play.
I can understand time being a big issue both against Lantern and Soul Sisters too. The player that wins game one usually has a huge edge because of this. Lantern is definetly dependant on a good pilot. I think our builds are diffrent in regards to that matchup though. Mono White being a more aggressive variant of Emeria.I find my opponents have to Surgical or prevent me from drawing Flickerwisp, Gideon of the Trials, Sun Titan, Emeria, Eldrazi Displacer and Inquisitor Exarch. Which with Thraben Inspector and Wall of Omens can be difficult. Also I board Kataki in addition to Stony Silence and Pithing Needle. Even still, I have been outmanuvered by Lantern before.
Despite the bad luck and any small mistakes those matchups shouldn't be too unfavourable. Like anything else though it will take constant practice to improve against both your opponents and the decks they play. Once you can recognize small 'tells' from an opponent and visualize an overarching gameplan based on the information about your opponent, their deck and their gameplan then your win percentage will go up, slowly. For now just reflect on what led to the losses and the wins, see if you can peice together a play or series of plays that would have been a more optimal in those situations.
Another tip would be to ask your opponents we what cards prove most problematic for them. This will help when deciding what hands to keep or Mulligan. You can also play against while piloting opposite decks, this helps when trying to find and exploit flaws in an opponents deck or strategy. Lastly, you can take time outside of gameplay to go over your sideboard strategy to optimize it and make sideboarding more fluid during games.
I agree, and to further that Mill is very unfavorable as you will likely never get to Emeria or return creatures with Titan because of Crypt Incurrsion. Still you can present a clock and maybe combo off, just make sure to hold countermagic for Surgical Extraction.
If your still worried just invest in three Gideon of the Trials between main and side. The emblem is remenisant of Stony Silence against affinity because it's a hard lock.
Hi there, I just put together UW Emeria Control mostly using the decklist provided at the beginning of this thread. I am hoping to see how it works in my meta. I mostly just play with a few friends and also some of them play casual decks which allow for some ridiculous OP stuff. I am staying modern legal but try to compete with their casual decks :). I'm hoping playing some kind of grindy control can help shut down their quick starts and I can grind them into the later game. Particular decks I have issue with are my friend's casual decks that "go wide" and are mostly tribal. Slivers, elves, zombies, rats, etc.
Any kind of pointers for a beginner running this deck, with that in mind? Thank you very much. I'll keep posting here with updates on how the deck is working out for me. Very excited to try it out!
My only suggestion we would be to up the count of wrath effects and Detention Spheres in the main if your playing mostly creature based Tribal decks.Something like 2 Supreme Verdicts and 1 Wrath of God along with 2 - 3 D - Spheres. You may also want some graveyard hate in the side too.
Only real tip I can give is to be patient with your wraths and to wait until they overextend. Also Flickerwisp is the best card in the deck for a reason. Remember that it can exile ANY permanent until end of turn...including your D-Sphere.
So played another event and went 3 - 1 I played Elves, Bant Eldrazi, four color Kiki Chord and a homebrew.
So game 1 I played against the homebrew. I had no idea what they were playing and pathed a few finks. We were both durdling and by the time my opponent was hard casting Simian Spirit guides I thought I had the game locked up. Then boom Genesis Wave X 11 gets a Vizear, Duskwatch Recruter, Druid, and Samut. Then proceeds to combo off. Game 2 I drew had an opening hand of four spells 3 land and drew 7 additional land and 2 spells. My opponent of went on the value plan by Wave into E-Wit and I did not have a Wrath and lost.
4Color Kiki 2 - 1
Game 1 my opponent did not read Mortipod and it shot down Sihili in response to a minus as and Felidar trigger on the stack. Game 2 I was beating down with Kor Firewalker and Flickerwisp but my opponent managed to combo through a path a turn before they were dead. Game 3 Pithing Needle and mana denial stole the game...well that and Sun Titan + Gideon of course.
Elves 2 - 0
This is one of the players that used to play Burn and switched to Elves because they were tired of losing to Emeria. I can't say they played wrong but game 1 they spilled their hand turn 2 and tanked for a good five minutes before they choreded for Archdruid instead of Ezuri. Apparently they had convinced themselves I had a path, anyway we traded creatures and I got beat down but a timely wrath off a clue saved me.
Game 2 was won off the back of Mortipod into double wrath and a Pithing Needle naming Selfless Spirit.
Bant Eldrazi 2 - 0
I was kinda worried about this matchups because of my frequent 50/50 record against Eldrazi Tron but nope Emeria too good. I felt way ahead in both games even after my opponent used though-knot displacer combo to steal my wraths. I just outvalued them and ground them out, trading with their creatures and returning mine with Sun Titan and Emeria. Mortipod and Gideon were better than I though they'd be. Being able to attack into a board of Though-Knots with Lone Missionary and knowing your opponent can't block because you'll just sac more things to Mortipod to kill it was awesome. It also dealt with Skyspawner and Noble Heirarch
On another note I'm toying around with Saheelis and a single guardian in mainboard. On paper they seem great but in reality half the time you end up with 8 flicker effects and nothing to flicker for value. This problem gets even worse when you add in more Felidar guardians.
How have other people been finding it? I am considering returning to UW emeria and ditching the Saheelis.
- more land destruction
- Faster clock
- Consistancy
- Eldrazi Displacer
- Gideon of the Trials
I still think U/W is the better deck but I've been playing Emeria for over 3 years and out of all the variations I've played (UW/GW/BW) Mono-W feels the most consistent to me. The lack of D-Sphere I've found hurts your Dredge matchup the most. If Dredge is in your meta you can play Declaration in Stone. Also, You can choose to play Inquisitor Exarch over Lone Missionary. It only hurts the Burn matchup which is already fantastic and helps race against combo.
I'm also thinking of adding two Linvala, Keeper of Silence, one main and one side to help fight counters company. Any thoughts you guys?
Very nice deck build never thought going to mono W can help better consistency.
I'm also thinking of adding two Linvala, Keeper of Silence, one main and one side to help fight counters company. Any thoughts you guys? -> Frankly I dont but I think pithing needle/phyrexian revoker and dismember is good enough to deal with counter company.Their win con is Walking Balista and u can always distrupt their plan with board wipe or anti creature.
Private Mod Note
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Rollback Post to RevisionRollBack
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
I like this Fincrown mono white might be where i rebuild this even though i have the u/w version Question though: why 2 sun titans, and why kitchen finks when you already have lone missionary and why the two resto angels?
Here is what i am going to build based on your deck
Very nice deck build never thought going to mono W can help better consistency.
The consistency is largely based upon the manabase. Having more access Ghost Quarter and Tectonic Edge without losing out on your Emeria countdown because of Flagstones of Trokir is extremely helpful. Because of Flagstones I've found that Emeria will become active a full turn earlier than its U/W counterpart. The mana curve is another key point, it allows you to be extremely mana efficient with eight - 1cmc, twelve - 2cmc, ten - 3cmc. Emeria decks are generally very congested at the 3cmc slot but spreading out the curve allows you to maximize your resources and manage your mana more effiecently . Combine that with Clue tokens which at two mana (even) draw a card and Eldrazi Displacer's ability at three mana (odd). You always have a use for your mana. The biggest thing to take into consideration though is the sheer redundancy this list provides.
Here, I'll break down the card abilities into groups;
Lifegain - eight cards
i.e. Lone Missionary, Blessed Alliance, Kitchen Finks Card draw - eight cards
i.e. Wall of Omens, Thraben Inspector Flicker effects - eight cards
i.e. Flickerwisp, Restoration Angel, Eldrazi Displacer Removal - ten cards
i.e. Path to Exile, Blessed Alliance, Mortipod, Wrath of God
So basically what makes Mono-W more consistent in my opinion is the redundancy, manabase, and curve / mana sinks.
My current build is heavily influenced from when my meta was primarily Jund midrange and Naya Burn were the dominant decks. Against Jund, any value creatures like Kitchen Finks was optimal because it provided a decent clock on a recurring body. As for Titans, it felt horrible to have two in the opening hand or have one before turn six and have it discarded, I much preferred to draw into them. Eldrazi Displacer plays the role of Titan 3 and 4 as it usually comes down turn six and takes over the game and can also be an out to Rest in Peace, Scavenging Ooze, Etched Champion and Stormbreath Dragon. The reason why I upped the Restoration Angel count to two was just for redundancy as it could flicker a Lone Missionary against Burn or save a creature from removal and assassinate a Liliana against Jund. I also found that four mana was generally more manageable than six against both those decks.
Anyway the changes stuck and I do like Kitchen Finks in the main to this day. Mainly because I don't like playing Gideon until I gum up the board and can be sure he won't die in combat, and I don't like to play Eldrazi Displacer until I run my opponent out of some removal or can activate his ability once. Without the Finks that leaves Flickerwisp as the only 3cmc drop I generally want to play on turn three, and while amazing, sometimes I don't draw it and it's also terrible in a vacuum and on defense.
Now that all that depends on your meta and preference, anyways I hope that you do well with your list and good luck!
I agree, the problem though is that to play it you may need to trim the count on Wall of Omens because of the zero power. Which in turn makes the deck less consistent. I like that it can be recurred from under a cage and is aggressively costed, it also plays very well with Sun Titan and Emeria. Playing Copter will allow you to go heavier on colorless lands too. After testing though, I think that a more aggressive style of play with Inquisitor Exarch over Lone Missionary would be an optimal build for it. If your meta is primarily Combo or Tron you can play Smugglers Copter over Wall of Omens, Inquisitor Exarch over Lone Missionary, Aven Mindcensor over Kitchen Finks and Thought-knot Seer over Restoration Angel.
Thank you Fincown! Question though - why would I exile a D-Sphere with my flickerwisp? Are there any other tips or tricks you can advise of that aren't obvious combos with the deck?
I played with the deck for the first time last night against my best buddy. We have been learning magic together since the beginning and we were both very impressed with how the deck works. It was pretty much dominant against his decks. I am super amazed at how much value Court Hussar provides. I am going to try it out in some casual group games tonight with him and another friend.. then this weekend I am hoping to try the deck out against some of the crazy casual decks my other friend has. That will be the true test for the deck - his casual decks always stomp my stuff, going wide with like 10 creatures, and using modern illegal cards (dark ritual, tutors, all the artifact lands that were banned.. and all that other good banned stuff
Anyways, loving it so far. Thanks to all the thread contributors and ENCOhRE for the deck list. I'd really appreciate any other insight or recs for a new player with the deck.
D-Sphere exiles all non land permenants of the same name upon EtB. You abuse this with Flickerwisp by exiling it to return it EoT and hit the most relevant target at the time or just all of the previous target.
Example:
Your opponent plays a threat early you use D-Sphere to remove it. Late game you might not care about that specific threat as much as say...a powerful planeswalker that is close to ultimate. In that situation you can use Flickerwisp to reset the detention sphere giving back your original target and taking their walker.
This trick is especially powerful against tokens. Since they generally share the same name, D-Sphere will nab every single one. Since they cease to exist in other zones, D-Spheres LtB will return nothing to your opponent.
One change I'm thinking of making is removing the two main Blessed Alliance for either Condem or Declaration in Stone. Due to the newfound abscence of Affinity and Burn in my meta thoughts?
Also its confirmed, the new Devoted Company is a good matchup. Mainly because of morterpod and path and wraths in the main.
Eldrazi Tron 2 - 1
Same opponent as last time, I feel like they were tilted and playing sloppy. Anyway Path took care of Endbringers and LD plus Eldrazi Displacer took over the games. The match I lost was to an unexpected Ugin off the top. I wasn't aware Eldrazi Tron played one and it wrathed my board.
Skred 2 - 1
Lost the fist game to an early Koth with Heart of Kirin on defence. I couldn't kill it quickly enough and the embem ran away with the game. Game two Gideon and Kor Firewalker took over and game three my opponent mulled to five. They had two Angers and a Stormbreath but I eventually drew into blessed alliance and a stream of creatures. Gideon, Thraben Inspector, and Wall of Omens were MVP.
Sultia Control 2 - 0
My opponent was very salty and a bad player in my opinion. They tried to argue with me that taking out Scavenging Ooze was correct. Also trying to argue that their deck had a better late game. Anyway Emeria came online both games and took over. I was firmly in control both games too.
Esper Tokens 2 - 0
A more control heavy build with their main win cons being Lingering Souls, Monestary Mentor, and Secure the Wastes. I had a lot of fun this match, Mortipod and Displacer did a lot of work and in the end my opponent conceeded to an active emeria. Game two Surgicals and Dec in Stone was awesome.
Overall I dodged Storm I think its being hated out of our meta. Only one person is still playing it the other two have converted to UR delver. Also Gideon preformed admirably against both Skred and Eldrazi Tron.
Another tip would be to ask your opponents we what cards prove most problematic for them. This will help when deciding what hands to keep or Mulligan. You can also play against while piloting opposite decks, this helps when trying to find and exploit flaws in an opponents deck or strategy. Lastly, you can take time outside of gameplay to go over your sideboard strategy to optimize it and make sideboarding more fluid during games.
Hope this helps!
If your still worried just invest in three Gideon of the Trials between main and side. The emblem is remenisant of Stony Silence against affinity because it's a hard lock.
Any kind of pointers for a beginner running this deck, with that in mind? Thank you very much. I'll keep posting here with updates on how the deck is working out for me. Very excited to try it out!
Only real tip I can give is to be patient with your wraths and to wait until they overextend. Also Flickerwisp is the best card in the deck for a reason. Remember that it can exile ANY permanent until end of turn...including your D-Sphere.
Good luck, I hope you have fun!
So game 1 I played against the homebrew. I had no idea what they were playing and pathed a few finks. We were both durdling and by the time my opponent was hard casting Simian Spirit guides I thought I had the game locked up. Then boom Genesis Wave X 11 gets a Vizear, Duskwatch Recruter, Druid, and Samut. Then proceeds to combo off. Game 2 I drew had an opening hand of four spells 3 land and drew 7 additional land and 2 spells. My opponent of went on the value plan by Wave into E-Wit and I did not have a Wrath and lost.
4Color Kiki 2 - 1
Game 1 my opponent did not read Mortipod and it shot down Sihili in response to a minus as and Felidar trigger on the stack. Game 2 I was beating down with Kor Firewalker and Flickerwisp but my opponent managed to combo through a path a turn before they were dead. Game 3 Pithing Needle and mana denial stole the game...well that and Sun Titan + Gideon of course.
Elves 2 - 0
This is one of the players that used to play Burn and switched to Elves because they were tired of losing to Emeria. I can't say they played wrong but game 1 they spilled their hand turn 2 and tanked for a good five minutes before they choreded for Archdruid instead of Ezuri. Apparently they had convinced themselves I had a path, anyway we traded creatures and I got beat down but a timely wrath off a clue saved me.
Game 2 was won off the back of Mortipod into double wrath and a Pithing Needle naming Selfless Spirit.
Bant Eldrazi 2 - 0
I was kinda worried about this matchups because of my frequent 50/50 record against Eldrazi Tron but nope Emeria too good. I felt way ahead in both games even after my opponent used though-knot displacer combo to steal my wraths. I just outvalued them and ground them out, trading with their creatures and returning mine with Sun Titan and Emeria. Mortipod and Gideon were better than I though they'd be. Being able to attack into a board of Though-Knots with Lone Missionary and knowing your opponent can't block because you'll just sac more things to Mortipod to kill it was awesome. It also dealt with Skyspawner and Noble Heirarch
On another note I'm toying around with Saheelis and a single guardian in mainboard. On paper they seem great but in reality half the time you end up with 8 flicker effects and nothing to flicker for value. This problem gets even worse when you add in more Felidar guardians.
How have other people been finding it? I am considering returning to UW emeria and ditching the Saheelis.
Mainboard: 60
Creature: 24
4 - Thraben Inspector
4 - Lone Missionary
4 - Wall of Omens
2 - Eldrazi Displacer
4 - Flickerwisp
2 - Kitchen Finks
2 - Restoration Angel
2 - Sun Titan
Instant // Sorcery: 8
4 - Path to Exile
2 - Blessed Alliance
2 - Wrath of God
Artifact: 2
2 - Mortipod
Planes Walker: 2
2 - Gideon of the Trials
Manabase: 24
4 - Emeria, Sky's Ruin
4 - Flagstones of Trokir
4 - Ghost Quarter
2 - Tectonic Edge
10 - Plains
Sideboard: 15
2 - Pithing Needle
2 - Surgical Extraction
1 - Celestial Purge
2 - Kor Firewalker
1 - Kataki, War's Wage
2 - Stony Silence
1 - Banishing Light
2 - Kitchen Finks
1 - Dusk // Dawn
1 - Wrath of God
Main advantages of playing mono white are:
- more land destruction
- Faster clock
- Consistancy
- Eldrazi Displacer
- Gideon of the Trials
I still think U/W is the better deck but I've been playing Emeria for over 3 years and out of all the variations I've played (UW/GW/BW) Mono-W feels the most consistent to me. The lack of D-Sphere I've found hurts your Dredge matchup the most. If Dredge is in your meta you can play Declaration in Stone. Also, You can choose to play Inquisitor Exarch over Lone Missionary. It only hurts the Burn matchup which is already fantastic and helps race against combo.
I'm also thinking of adding two Linvala, Keeper of Silence, one main and one side to help fight counters company. Any thoughts you guys?
I'm also thinking of adding two Linvala, Keeper of Silence, one main and one side to help fight counters company. Any thoughts you guys? -> Frankly I dont but I think pithing needle/phyrexian revoker and dismember is good enough to deal with counter company.Their win con is Walking Balista and u can always distrupt their plan with board wipe or anti creature.
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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 activeHere is what i am going to build based on your deck
Creature: 24
4 Thraben Inspector
4 Inquisitor Exarch
4 Wall of Omens
2 Eldrazi Displacer
4 Flickerwisp
1 Restoration Angel
3 Sun Titan
Instant // Sorcery: 8
4 Path to Exile
2 Blessed Alliance
2 Wrath of God
2 Mortarpod
2 Smuggler's Copter
Planes Walker: 2
2 Gideon of the Trials
Manabase: 24
4 Emeria, the Sky Ruin
4 Flagstones of Trokair
4 Ghost Quarter
2 Tectonic Edge
10 Plains
2 Pithing Needle
2 Surgical Extraction
1 Celestial Purge
2 Kor Firewalker
1 Kataki, War's Wage
2 Stony Silence
1 Banishing Light
2 Kitchen Finks
1 Dusk // Dawn
1 Wrath of God
The consistency is largely based upon the manabase. Having more access Ghost Quarter and Tectonic Edge without losing out on your Emeria countdown because of Flagstones of Trokir is extremely helpful. Because of Flagstones I've found that Emeria will become active a full turn earlier than its U/W counterpart. The mana curve is another key point, it allows you to be extremely mana efficient with eight - 1cmc, twelve - 2cmc, ten - 3cmc. Emeria decks are generally very congested at the 3cmc slot but spreading out the curve allows you to maximize your resources and manage your mana more effiecently . Combine that with Clue tokens which at two mana (even) draw a card and Eldrazi Displacer's ability at three mana (odd). You always have a use for your mana. The biggest thing to take into consideration though is the sheer redundancy this list provides.
Here, I'll break down the card abilities into groups;
Lifegain - eight cards
i.e. Lone Missionary, Blessed Alliance, Kitchen Finks
Card draw - eight cards
i.e. Wall of Omens, Thraben Inspector
Flicker effects - eight cards
i.e. Flickerwisp, Restoration Angel, Eldrazi Displacer
Removal - ten cards
i.e. Path to Exile, Blessed Alliance, Mortipod, Wrath of God
So basically what makes Mono-W more consistent in my opinion is the redundancy, manabase, and curve / mana sinks.
Anyway the changes stuck and I do like Kitchen Finks in the main to this day. Mainly because I don't like playing Gideon until I gum up the board and can be sure he won't die in combat, and I don't like to play Eldrazi Displacer until I run my opponent out of some removal or can activate his ability once. Without the Finks that leaves Flickerwisp as the only 3cmc drop I generally want to play on turn three, and while amazing, sometimes I don't draw it and it's also terrible in a vacuum and on defense.
Now that all that depends on your meta and preference, anyways I hope that you do well with your list and good luck!
I agree, the problem though is that to play it you may need to trim the count on Wall of Omens because of the zero power. Which in turn makes the deck less consistent. I like that it can be recurred from under a cage and is aggressively costed, it also plays very well with Sun Titan and Emeria. Playing Copter will allow you to go heavier on colorless lands too. After testing though, I think that a more aggressive style of play with Inquisitor Exarch over Lone Missionary would be an optimal build for it. If your meta is primarily Combo or Tron you can play Smugglers Copter over Wall of Omens, Inquisitor Exarch over Lone Missionary, Aven Mindcensor over Kitchen Finks and Thought-knot Seer over Restoration Angel.
I played with the deck for the first time last night against my best buddy. We have been learning magic together since the beginning and we were both very impressed with how the deck works. It was pretty much dominant against his decks. I am super amazed at how much value Court Hussar provides. I am going to try it out in some casual group games tonight with him and another friend.. then this weekend I am hoping to try the deck out against some of the crazy casual decks my other friend has. That will be the true test for the deck - his casual decks always stomp my stuff, going wide with like 10 creatures, and using modern illegal cards (dark ritual, tutors, all the artifact lands that were banned.. and all that other good banned stuff
Anyways, loving it so far. Thanks to all the thread contributors and ENCOhRE for the deck list. I'd really appreciate any other insight or recs for a new player with the deck.
Example:
Your opponent plays a threat early you use D-Sphere to remove it. Late game you might not care about that specific threat as much as say...a powerful planeswalker that is close to ultimate. In that situation you can use Flickerwisp to reset the detention sphere giving back your original target and taking their walker.
This trick is especially powerful against tokens. Since they generally share the same name, D-Sphere will nab every single one. Since they cease to exist in other zones, D-Spheres LtB will return nothing to your opponent.