Although I’m not convinced by shaper’s sanctuary, has anyone else played around with a Bant(r) versio of the deck?
My main thinking is for utility of commune with nature to tutor up one of our 8 utility cards (paladin/Sram)) while keeping some number of swan song/silence.
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Cheeri0s is the breakfast of championsWRU Everyone loves an angry mobRWG Why so Bloo?RU
Hey, I've been playing a version of this deck in WR, largely focused on prowess. Apart from the Sramms and paladins, I'm playing with mentors and swifspears and a couple of grapeshots to close the game and use as removal. I'm also maindecking silence and Sigarda's aid and a couple of 1 mana equipmets like O-naginata and Golem Skin Gauntlets and Leave to close. So far I'm having a great time with it and it seems quite reasonable. I've tested it against burn with a loss and a win, a win over Abzan midrange, two crushing victories against ponza, tie with lantern and loses to.elves and boggles.
So well, so far I've got a net 4/1/3 which is not awesome but very good for a deck played for fun. Anyways, I think I can better this numbers somehow with a bit of tweaking. I don't own the moxen and is not an expense I'm to make anytime soon, I'm yet to play against lots of decks, and so far the one I find unwinnable is boggles.
Sideboard is very dependant on where you play but I'm going with 3 stone haven outfitter, 3 wear-tear. 2 Boros charm, 3 dispatch 1 empty the warrens, 1 Jotun grunt, 1 rest in peace and 1 torpor orb.
A good part of my sideboard is not reactive, but focused on tweaking the strategy and I'm quite happy with the pack of outfitters and charms.
Hello, I'm back to Magic after a while, and I'm trying several different combos in Modern. I had Cheerios built pre-Sram (when Riddlesmith was a thing), so I was very excited to try it.
I read several pages here and I liked a list with Inquisition of Kozilek, as I expected the current meta to be not so friendly (and - spoilers - it wasn't)
Game 1 he wasn't prepared for the combo so it was an easy win
Game 2 I fizzled, I didn't get any action after my activator
Game 3 my opponent was prepared this time with Tidehollow Scullers, and I couldn't recover before facing a massive Cranial Plating which I had to chump-block
Round 2 was vs Burn 1-2
Game 1 he played turn 2 Eidolon, I didn't draw my singleton Echoing Truth and that was it
Game 2 I inquisitioned his Eidolon and played Burrenton
Game 3 I kept a one-mana hand with Burrenton, but I never drew the second one in time. Burrenton died chump-blocking when he played the "damage can't be prevented" card (Skullcrack?). After 4 turns I drew my 2nd mana source... and it was a City of Brass with me at 1.
Round 3 vs Mardu Pyromancer 1-2
Game 1 I Inquisitioned his Spell Snare and went off
Game 2 He had more answers than I had discard, a Lightning Helix killed a Paladin, I revived it with Claim but Snapcaster for a discarded Bolt sealed the deal
Game 3 I was never in the game
Round 4 vs UWR Control - 0-2
Game 1 I thought I had an opening but he had Path
Game 2 I couldn't capitalize on his tapping for a turn 2 Search for Azcanta and he had Bolt and Path for the revived Sram
Round 5 vs janky Telepathy deck - 2-0
Game 1 I Inquisitioned a Nevermind and that was it
Game 2 I Inquisitioned a removal but he had Dispel for my Retract, I ended up doing Sram beatdown until I drew a Faithless Looting into gas.
The deck is definitely more powerful now, but so are opponents... discard is not enough when people have 2+ live cards to disrupt the fragile combo.
I wasn't all that happy with my sideboard, I had nothing against Affinity, the extra Thoughtseizes were too much and I couldn't bring them in, Ascendancy and Paradoxical Outcome are too expensive for my janky manabase. I never needed Rest in Peace. The only bright side were the Burrentons and the extra Inquisition.
If I were to play the deck again I'd modify the manabase - more Concealed Courtyards, remove the Plains (they were for Path) and a couple of the damage lands, maybe go down to 13. Remove the Manamorphose (maybe add the 4th Faithless Looting). Riddlesmith I'm on the hedge about, I only played it in the final match. Hurkyl's would have been bonkers vs Affinity. Silence might be a good card to go off vs more controllish decks. I was wondering if a Search for Azkanta would fit here. I see lists with Ghirapur Aether-Grid. Another card I wonder about is Gemstone Caverns (maybe add them along with Paradoxical Outcome). Or something uber-janky like Krark-Clan Ironworks or Inspiring Statuary creatureless SB (+ Emrakul or something)
Thanks for the answers! Yes, definitely wasn't the best manabase, and fitting in a couple extra equipments might help. The discard package wasn't all that good, I might try maindeck Silences as some others do.
I'm moving on from the deck for now - maybe the new metagame with Jace makes it more viable, but I'm not sure. Having fun with As Foretold jankyness now
Heya folks, been awhile, but I haven't been slackin' on our favorite breakfast. With things getting so hostile towards the core of our deck I decided to take a new approach that brings in a few lessons from previous angles that incorporate improvise mechanics (bastion inventor), simian spirit guide, and a previously non-bo status protection scheme in the form of chalice of the void. Before, all of this didn't quite fit or wasn't functional at all, but leave // chance gives us the flexibility as a 2 cmc bouncer to try some new and more resilient strategies for the meta.
I have ditched all of the 1 cmc spells for the lovely addition of Chalice of the Void. We have up to 8 ways to get this horribly oppressive artifact on the field T1. It stops so many of our natural enemies I can't begin to sing all of it's praises. When I look down at my beautiful, foily Puresteel Paladin, and then think of all the terrible things at 1 cmc that happen to it all day and all night, the $220 expenditure for the Chalice's doesn't feel so bad Previously with Retract being a core component of our combo, we couldn't do Chalice for 1 and function, but Leave // Chance gets us past that. It also fuels our early Bastion Inventor's.
Simian Spirit Guide has been a tool that made for some explosive and ridiculously fast T1/T2 kills. Now it serves another purpose by enabling our best protection to date in most circumstances. I have tested 4 and am now giving 3 a chance as they aren't ideal all the time for obvious reasons.
Taking out all of the Retract's, Noxious Revival's, and Serum Vision's has been a little startling, as the consistency of the combo has suffered. Regardless of that, the addition of Bastion Inventor has given the deck a very robust plan B, as well as a stifling presence in Chalice that allows us to accumulate pieces over time that become a near auto win with our combo.
The 2 CMC Equipment slot may need refining...do we want more 0's instead (Spidersilk Net)? Evasion (Horned Helm)? Get some sick power with Cranial Plating? Or stick with the Greaves to protect our engines without cost? So much testing to do.
Anyhow, take a look and give it a go. The Bastion Inventor's have been great as they are usually a T3 5/8 vigilance/hexproof or better. I'm am not sure there is another improvise creature that would be better, but let's not let any stone remain.
Heya folks, been awhile, but I haven't been slackin' on our favorite breakfast. With things getting so hostile towards the core of our deck I decided to take a new approach that brings in a few lessons from previous angles that incorporate improvise mechanics (bastion inventor), simian spirit guide, and a previously non-bo status protection scheme in the form of chalice of the void. Before, all of this didn't quite fit or wasn't functional at all, but leave // chance gives us the flexibility as a 2 cmc bouncer to try some new and more resilient strategies for the meta.
I have ditched all of the 1 cmc spells for the lovely addition of Chalice of the Void. We have up to 8 ways to get this horribly oppressive artifact on the field T1. It stops so many of our natural enemies I can't begin to sing all of it's praises. When I look down at my beautiful, foily Puresteel Paladin, and then think of all the terrible things at 1 cmc that happen to it all day and all night, the $220 expenditure for the Chalice's doesn't feel so bad Previously with Retract being a core component of our combo, we couldn't do Chalice for 1 and function, but Leave // Chance gets us past that. It also fuels our early Bastion Inventor's.
Simian Spirit Guide has been a tool that made for some explosive and ridiculously fast T1/T2 kills. Now it serves another purpose by enabling our best protection to date in most circumstances. I have tested 4 and am now giving 3 a chance as they aren't ideal all the time for obvious reasons.
Taking out all of the Retract's, Noxious Revival's, and Serum Vision's has been a little startling, as the consistency of the combo has suffered. Regardless of that, the addition of Bastion Inventor has given the deck a very robust plan B, as well as a stifling presence in Chalice that allows us to accumulate pieces over time that become a near auto win with our combo.
The 2 CMC Equipment slot may need refining...do we want more 0's instead (Spidersilk Net)? Evasion (Horned Helm)? Get some sick power with Cranial Plating? Or stick with the Greaves to protect our engines without cost? So much testing to do.
Anyhow, take a look and give it a go. The Bastion Inventor's have been great as they are usually a T3 5/8 vigilance/hexproof or better. I'm am not sure there is another improvise creature that would be better, but let's not let any stone remain.
+1 from me too
I've been testing traditional with 4 retract and 4 serums, and also 2 contraband kingpin, 1 nox and 1 grapeshoot, with 1 leave//chance and 1 claim//fame, plus 1 leave in the sb.
claim only being 1 mana and it's great against push/bolt/discard spells. "leave" as a save spell requires to be able to have 4 mana to both deploy draw engine and to be able to save it. But I like how flexible "leave" is to return all your artifacts against kataki in upkeep when failing to combo of, or to combo of again, however 1 vs 2 mana is quite a lot when playing cheeri0s, why retract is so good. Very seldom I got the chance to use the "fame" side but when I got it's been good.
I like bastion inventor and could switch out kingpin for those or have in sb together with cranial, it is a good backup plan.
Trying out 2 hope of ghirapur in the sb right now, not had the option to see them in action yet. I like the thought to be able to fly in with cranial, since bastion can be blocked lacking evasion.
In game 1 I prefer to fully focus on the combo, so regarding your deck I'd like to side out bastion to have 3 more cheerios, spidersilk likely. remove lightning greaves for maybe 2 pacts of negotiation since your version is more aggressive.
Teshar, Ancestor's Apostle
3W
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
----------------------------
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
They seem to have serious applications for this deck, specially the bird dude as a 1 or 2 off either in the main or sideboard.
Jhoira, Weatherlight Captain
2UR
Legendary Creature — Human Artificer
3/3
Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)
I don't see what mox amber does for the deck. It only taps for mana if you have Sram, Senior Edificer out, and even then, it only taps for W. Even if we add one of the new legendaries, they all cost 3 or more, so this can't be used to ramp into anything and only one of them is U, often the important color due to retract.
Heh, glad to see someone else noticed Erayo's new friend. I went and picked up 2 playsets a couple of nights ago. Antiquity War could be a new finisher for us. I am going to be hammering a new more controlly version of Cheeri0's I think.
I am not sure how many Mox Amber's we want. When Erayo flips we lose the blue until we get a new one down, and there are only 8 applicable legends here. Thoughtcast feels good, and I want more of those. It gets us 2 cards and passes chalice for 1-2 mana on average.
Another protector that I am considering would be Saffi Eriksdotter. She would enable more Mox Amber's and could theoretically replace a chalice. 10 legendaries might be enough for 2 Mox's. Need to crunch through some games. With Paradise Mantle we are up to 25 ways of getting mana, although some methods are dicey at best. This may justify MB 4 drops though. Jhoira, Weatherlight Captain triggers off of 31 different things in the above build...pretty hard to fizzle with her.
Can this be played without Mox Opal? I love the concept of this deck but cannot afford Mox opals.
You will have to combo off later with extra mana, and your fizzle rate will go through the roof. If you switch to a red/white build using Leave // Chance as your bounce, you can kinda fake it with Simian Spirit Guide, but you will really miss the consistency the opals give you.
Can this be played without Mox Opal? I love the concept of this deck but cannot afford Mox opals.
You will have to combo off later with extra mana, and your fizzle rate will go through the roof. If you switch to a red/white build using Leave // Chance as your bounce, you can kinda fake it with Simian Spirit Guide, but you will really miss the consistency the opals give you.
How about Springleaf Drum as a Mox Opal replacement? And/or how many simian spirit guides would you run? A playset?
Can this be played without Mox Opal? I love the concept of this deck but cannot afford Mox opals.
Unfortunately, it's basically irreplaceable in the deck. The new Mox Amber sort of works, but you can't cast Retract with it because Sram would only allow Amber to generate W mana.
My main thinking is for utility of commune with nature to tutor up one of our 8 utility cards (paladin/Sram)) while keeping some number of swan song/silence.
Everyone loves an angry mob RWG
Why so Bloo? RU
So well, so far I've got a net 4/1/3 which is not awesome but very good for a deck played for fun. Anyways, I think I can better this numbers somehow with a bit of tweaking. I don't own the moxen and is not an expense I'm to make anytime soon, I'm yet to play against lots of decks, and so far the one I find unwinnable is boggles.
Sideboard is very dependant on where you play but I'm going with 3 stone haven outfitter, 3 wear-tear. 2 Boros charm, 3 dispatch 1 empty the warrens, 1 Jotun grunt, 1 rest in peace and 1 torpor orb.
A good part of my sideboard is not reactive, but focused on tweaking the strategy and I'm quite happy with the pack of outfitters and charms.
So well, I'm looking for some ideas to try.
I read several pages here and I liked a list with Inquisition of Kozilek, as I expected the current meta to be not so friendly (and - spoilers - it wasn't)
So I entered a Modern league in MTGO.
What I played is:
4 City of Brass
2 Concealed Courtyard
4 Gemstone Mine
3 Mana Confluence
1 Plains
Moxen and other mana
2 Mox Opal
4 Simian Spirit Guide
Baubles
4 Accorder's Shield
4 Cathar's Shield
4 Paradise Mantle
4 Sigil of Distinction
4 Retract
1 Noxious Revival
4 Sram, Senior Edificer
4 Puresteel Paladin
1 Riddlesmith
1 Grapeshot
Disruption and utility
3 Inquisition of Kozilek
3 Faithless Looting
1 Manamorphose
1 Claim//Fame
1 Inquisition of Kozilek
3 Thoughtseize
1 Void Snare
1 Swan Song
2 Burrenton Forge-Tender
2 Rest in Peace
1 Echoing Truth
1 Jeskai Ascendancy
2 Claim//Fame
1 Paradoxical Outcome
Round 1 was vs Affinity 1-2
Game 1 he wasn't prepared for the combo so it was an easy win
Game 2 I fizzled, I didn't get any action after my activator
Game 3 my opponent was prepared this time with Tidehollow Scullers, and I couldn't recover before facing a massive Cranial Plating which I had to chump-block
Round 2 was vs Burn 1-2
Game 1 he played turn 2 Eidolon, I didn't draw my singleton Echoing Truth and that was it
Game 2 I inquisitioned his Eidolon and played Burrenton
Game 3 I kept a one-mana hand with Burrenton, but I never drew the second one in time. Burrenton died chump-blocking when he played the "damage can't be prevented" card (Skullcrack?). After 4 turns I drew my 2nd mana source... and it was a City of Brass with me at 1.
Round 3 vs Mardu Pyromancer 1-2
Game 1 I Inquisitioned his Spell Snare and went off
Game 2 He had more answers than I had discard, a Lightning Helix killed a Paladin, I revived it with Claim but Snapcaster for a discarded Bolt sealed the deal
Game 3 I was never in the game
Round 4 vs UWR Control - 0-2
Game 1 I thought I had an opening but he had Path
Game 2 I couldn't capitalize on his tapping for a turn 2 Search for Azcanta and he had Bolt and Path for the revived Sram
Round 5 vs janky Telepathy deck - 2-0
Game 1 I Inquisitioned a Nevermind and that was it
Game 2 I Inquisitioned a removal but he had Dispel for my Retract, I ended up doing Sram beatdown until I drew a Faithless Looting into gas.
The deck is definitely more powerful now, but so are opponents... discard is not enough when people have 2+ live cards to disrupt the fragile combo.
I wasn't all that happy with my sideboard, I had nothing against Affinity, the extra Thoughtseizes were too much and I couldn't bring them in, Ascendancy and Paradoxical Outcome are too expensive for my janky manabase. I never needed Rest in Peace. The only bright side were the Burrentons and the extra Inquisition.
If I were to play the deck again I'd modify the manabase - more Concealed Courtyards, remove the Plains (they were for Path) and a couple of the damage lands, maybe go down to 13. Remove the Manamorphose (maybe add the 4th Faithless Looting). Riddlesmith I'm on the hedge about, I only played it in the final match. Hurkyl's would have been bonkers vs Affinity. Silence might be a good card to go off vs more controllish decks. I was wondering if a Search for Azkanta would fit here. I see lists with Ghirapur Aether-Grid. Another card I wonder about is Gemstone Caverns (maybe add them along with Paradoxical Outcome). Or something uber-janky like Krark-Clan Ironworks or Inspiring Statuary creatureless SB (+ Emrakul or something)
I'm moving on from the deck for now - maybe the new metagame with Jace makes it more viable, but I'm not sure. Having fun with As Foretold jankyness now
Here is a test list that is doing well for me:
3 Bastion Inventor
4 Sram, Senior Edificer
4 Puresteel Paladin
3 Simian Spirit Guide
Instants (5):
1 Echoing Truth
4 Leave // Chance
4 Accorder's Shield
4 Cathar's Shield
4 Paradise Mantle
4 Bone Saw
Other Equip(2):
2 Lightning Greaves
Sorcery (1):
1 Grapeshot
4 Chalice of the Void
4 Mox Opal
Lands (14):
4 Rugged Prairie
4 Flooded Strand
3 Windswept Heath
2 Hallowed Fountain
1 Plains
New stuff:
I have ditched all of the 1 cmc spells for the lovely addition of Chalice of the Void. We have up to 8 ways to get this horribly oppressive artifact on the field T1. It stops so many of our natural enemies I can't begin to sing all of it's praises. When I look down at my beautiful, foily Puresteel Paladin, and then think of all the terrible things at 1 cmc that happen to it all day and all night, the $220 expenditure for the Chalice's doesn't feel so bad Previously with Retract being a core component of our combo, we couldn't do Chalice for 1 and function, but Leave // Chance gets us past that. It also fuels our early Bastion Inventor's.
Simian Spirit Guide has been a tool that made for some explosive and ridiculously fast T1/T2 kills. Now it serves another purpose by enabling our best protection to date in most circumstances. I have tested 4 and am now giving 3 a chance as they aren't ideal all the time for obvious reasons.
Taking out all of the Retract's, Noxious Revival's, and Serum Vision's has been a little startling, as the consistency of the combo has suffered. Regardless of that, the addition of Bastion Inventor has given the deck a very robust plan B, as well as a stifling presence in Chalice that allows us to accumulate pieces over time that become a near auto win with our combo.
The 2 CMC Equipment slot may need refining...do we want more 0's instead (Spidersilk Net)? Evasion (Horned Helm)? Get some sick power with Cranial Plating? Or stick with the Greaves to protect our engines without cost? So much testing to do.
Anyhow, take a look and give it a go. The Bastion Inventor's have been great as they are usually a T3 5/8 vigilance/hexproof or better. I'm am not sure there is another improvise creature that would be better, but let's not let any stone remain.
I like this a lot.
Link to Discord server where anybody from MTGS can keep up with thread topics while everything is being sorted out with the new site.
I've been testing traditional with 4 retract and 4 serums, and also 2 contraband kingpin, 1 nox and 1 grapeshoot, with 1 leave//chance and 1 claim//fame, plus 1 leave in the sb.
claim only being 1 mana and it's great against push/bolt/discard spells. "leave" as a save spell requires to be able to have 4 mana to both deploy draw engine and to be able to save it. But I like how flexible "leave" is to return all your artifacts against kataki in upkeep when failing to combo of, or to combo of again, however 1 vs 2 mana is quite a lot when playing cheeri0s, why retract is so good. Very seldom I got the chance to use the "fame" side but when I got it's been good.
I like bastion inventor and could switch out kingpin for those or have in sb together with cranial, it is a good backup plan.
Trying out 2 hope of ghirapur in the sb right now, not had the option to see them in action yet. I like the thought to be able to fly in with cranial, since bastion can be blocked lacking evasion.
In game 1 I prefer to fully focus on the combo, so regarding your deck I'd like to side out bastion to have 3 more cheerios, spidersilk likely. remove lightning greaves for maybe 2 pacts of negotiation since your version is more aggressive.
Teshar, Ancestor's Apostle
3W
Legendary Creature — Bird Cleric
2/2
Flying
Whenever you cast a historic spell, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
----------------------------
Valduk, Keeper of the Flame
2R
Legendary Creature — Human Shaman
3/2
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, Keeper of the Flame, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
They seem to have serious applications for this deck, specially the bird dude as a 1 or 2 off either in the main or sideboard.
2UR
Legendary Creature — Human Artificer
3/3
Whenever you cast a historic spell, draw a card. (Artifacts, legendaries, and Sagas are historic.)
It costs 4, but this is another engine...
My 540 peasant cube
Standard
Modern
Legacy
EDH/Commander
4 Erayo, Soratami Ascendant
4 Sram, Senior Edificer
4 Puresteel Paladin
3 Simian Spirit Guide
Instants (5):
1 Echoing Truth
4 Leave // Chance
4 Accorder's Shield
4 Cathar's Shield
4 Paradise Mantle
4 Bone Saw
Sorcery (2):
1 Grapeshot
1 Thoughtcast
4 Chalice of the Void
4 Mox Opal
1 Mox Amber
Lands (13):
4 Rugged Prairie
4 Flooded Strand
2 Windswept Heath
2 Hallowed Fountain
1 Plains
I am not sure how many Mox Amber's we want. When Erayo flips we lose the blue until we get a new one down, and there are only 8 applicable legends here. Thoughtcast feels good, and I want more of those. It gets us 2 cards and passes chalice for 1-2 mana on average.
Another protector that I am considering would be Saffi Eriksdotter. She would enable more Mox Amber's and could theoretically replace a chalice. 10 legendaries might be enough for 2 Mox's. Need to crunch through some games. With Paradise Mantle we are up to 25 ways of getting mana, although some methods are dicey at best. This may justify MB 4 drops though. Jhoira, Weatherlight Captain triggers off of 31 different things in the above build...pretty hard to fizzle with her.
You will have to combo off later with extra mana, and your fizzle rate will go through the roof. If you switch to a red/white build using Leave // Chance as your bounce, you can kinda fake it with Simian Spirit Guide, but you will really miss the consistency the opals give you.
How about Springleaf Drum as a Mox Opal replacement? And/or how many simian spirit guides would you run? A playset?
Unfortunately, it's basically irreplaceable in the deck. The new Mox Amber sort of works, but you can't cast Retract with it because Sram would only allow Amber to generate W mana.