If going SSG route, would 4 SSG be too many? Are you using it more to cheat Sram into play on T1? Or as Opal #5-8?
It just seems a little bit 'less good' in the opening hand.
(Only have the deck in paper so it's harder for me to try new ideas, so my apologies for just theory crafting on this one. Figuredo I would just ask people running it what their impressions are)
The point of this build is to use Serum Powder to navigate into an opener with Rugged Prairie and SSG, in which case you can T1 Paladin. Of course with another land Sram is still viable with SSG as well.
Serum Powder isn't very good for this deck; but proper use of Serum Powder also includes knowing when to mulligan even if you could Powder.
I've played decks that actually use Serum Powder very well, such as Vintage Dredge; just because you have Powder in your deck doesn't mean you build the rest of your deck around it. Using Powder is complex, and does not boil down to "it's in my hand, take the free mulligan". Sometimes you ship a Powder hand. Sometimes you Powder something highly important because you know your deck will still function (in Dredge, for instance, exiling Dread Return). Do not change your deck significantly "because Powder might exile something I need".
In fact, running Powder makes it that much more important that you only run 1 GS, as you have 4 bricks that other lists don't.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
There is plenty of Thoughtseize and Inquisition of Kozilek at my local meta that I feel it necessary to run the Leylines. I will admit however that the Sigarda's Aid is some spicy tech that I haven't seen mentioned before. I've placed an order for it.
I'm thinking about going with something like this:
aid will help achieve at instant speed. Silence will be good all around. Swan Song is in there for removal but also its in there specifically for Eidolon of the Great Revel as that is pretty much the end of the game. Fragmentize is in there for Stony Silence.
Took this list to an FNM this evening, wanting to try out Hurkyl's recall. I'd like to provide a more detailed tournament report but I can't quite remember what I sided in each match. Anyway, here is what I faced:
Dredge 2-0
He just wasn't fast enough. I nut drew both games, going off on turn 3. I believe I sided in a couple of Echoing Truth but they didn't make a difference.
Boros Burn 2-0
Game 1 was a turn-3 sweep because he had no clue what I was playing. Game 2 he decided to tap out on a turn, taking me to 4. I proceeded to land Sram and combo off.
Standard RG Aggro 2-0
It was a young kid who wanted to see the difference between Standard and Modern. It was unfair and I felt a bit guilty.
GW CoCo Humans
Probably the toughest matchup. Swan Song was a match all-star and saved me from CoCo. He sided in a lot of silver bullets but didn't hit any of them.
A few takeaways from tonight and practice:
I do like the additional consistency of going from 14 to 15 lands and 4 to 5 retract effects. I can't say I've noticed the loss of Sleight of Hand. The 2 cmc cost of Hurkyl is rough, though, and I have to leave a land open on my combo to avoid fizzling if it's my only retract card. I did cast it in one round, so I can say it did save me in what would have otherwise been a loss.
I still haven't gotten to cast Favor of the Mighty but it seems good. I just never draw it in the matches I side it in. Perhaps it's worth having something else in that slot.
I do miss my second Grape Shot against aggro. It's probably a meta-call, although I'm not sure what I would cut for it. Bastion Inventor (who has been an all-star lately - get a shield on him and he's pretty much unstoppable) and Grid perform well in these matchups as backups, though.
I really wish I had alternate fetches to run in place of Flooded Strand. Most people who see Flooded Strand on turn 1 assume UW Control and keep their lands open. I'd much rather run Marsh Flats or Arid Mesa in its place.
what are the main merits for aether grid as sb cards? I've been testing it and have not found it great at all in our bad matchups, though granted it jives well with the paradoxical plan of sticking things into play rather than saving them
jund-generally too slow. goyf outraces and out races them and often their ooze too.
abzan-slightly more useful vs souls but same racing caveats apply now with rhinos too and often flayers
grixis control-potentially ok here. unanswerable once in play. steady clock and answer to snap. early tasigur still outraces us
jeskai esper OR UW control -seems pretty good here
all in all it doesn't seem to have enough oomph in our prohlem matchups. thoughts?
Serum Powder isn't very good for this deck; but proper use of Serum Powder also includes knowing when to mulligan even if you could Powder.
I've played decks that actually use Serum Powder very well, such as Vintage Dredge; just because you have Powder in your deck doesn't mean you build the rest of your deck around it. Using Powder is complex, and does not boil down to "it's in my hand, take the free mulligan". Sometimes you ship a Powder hand. Sometimes you Powder something highly important because you know your deck will still function (in Dredge, for instance, exiling Dread Return). Do not change your deck significantly "because Powder might exile something I need".
In fact, running Powder makes it that much more important that you only run 1 GS, as you have 4 bricks that other lists don't.
When we were in the old thread that you started, someone posted an article about a guy who made Top 8 in a major tournament, and the list ran Powder. That's the only list I ever remember seeing do that well, and that's where I got the idea.
I agree that it is a subtle and skill intensive card. You've won me over that I would be better off taking a mulligan on a hand with Powder and Grapeshot with an extra Retract effect in the deck than I would be having the option to exile without the extra effect. I was having a different experience gold-fishing, but I had a very small sample size with this particular list. -Thanks!
No problem, I love to see people using Powder in just about any deck, so I'm glad to share any wisdom I have about it.
I played several matchups the other night with a friend; some thinngs that happened:
1) I opened with 5 lands on 4 separate occasions, and kept all of them because they also had an engine. I lost each of those games horribly. I think it might be right to mulligan 4-5 lands even if the other cards are perfect.
2) I bricked off Paladin+Sram with 24 cards left in my deck. I think I had played something like 10 equipments and at least 1 Retract. I also cast SV as a last-ditch effort as my final spell. My list has 3 Noxious, didn't see them or the other Retract or even Opal+Grapeshot.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
No problem, I love to see people using Powder in just about any deck, so I'm glad to share any wisdom I have about it.
I played several matchups the other night with a friend; some thinngs that happened:
1) I opened with 5 lands on 4 separate occasions, and kept all of them because they also had an engine. I lost each of those games horribly. I think it might be right to mulligan 4-5 lands even if the other cards are perfect.
2) I bricked off Paladin+Sram with 24 cards left in my deck. I think I had played something like 10 equipments and at least 1 Retract. I also cast SV as a last-ditch effort as my final spell. My list has 3 Noxious, didn't see them or the other Retract or even Opal+Grapeshot.
An engine is necessary but not sufficient for an opener. I would probably not keep a 5-land, engine, 1 random card hand. The 4-land hand definitely depends on what the two cards are.
As for the two-engine brick, it's rare but does happen. Was SV one of the last two cards you drew when you bricked? If not casting it mid-combo is usually better to help continue the chain/dig for the Retract/Opal piece you need to finish the combo.
Modern: WUR Eat a good breakfast, have some Cheeri0s! C I've got an Affinity for running you over with artifacts
EDH: G Ezuri W Kemba WUBRG Scion-spiracy (in progress)
SV was the very last card I drew. I've put in many, many hours with Cheeri0s since I picked up the Legacy version years ago and then made this one. I'm always unlucky to an incredible degree (my friends for as long as I remember have been shrugging amd saying "because the universe hates you"), but I don't recall ever bricking off double Glimpse or Paladin with so few cards left in the deck.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Most of the content is stuff we already know, but the most interesting is the idea of maindecking the Hurkyl's Recall in one of the flex slots. For instance, in my list I'd go -1 GS and +1 HR, keeping a 1/1 split on the remaining GS and Noxious. The author's article claims, incorrectly, that "No one (so far) has run Hurkyl's Recall in the maindeck as additional Retracts." Not true; we used to run that maindeck HR all the time in the Muddle the Mixture lists. The article argues Cheeri0s gets a big consistency bump from adding it back even though we're on 8 engines.
What do we think about that slot going to HR? Regardless of the list you were using, you'd probably find the room in your SV/GS/NR slots by shaving one and adding the HR in its place. Thoughts?
I have been running Hurkyl's Recall as a single and it has been fantastic. I have only fizzled a couple of times top-decking it with only one mana open, and the next turn it does just fine if they don't have an immediate answer for the engine/engines. You can see the gold-fish stats I posted a while back with the 100 game sets/different builds. Since then maindeck Hurkyl has been staple for me.
I tried Sigarda's Aid and i wasn't really pleased with it. I think I'll just use counters and Silence instead. Leyline is still in their for hand discard. Fragmentize for Eidolon of the Great Revel as well as Stoney Silence, etc.
What do people usually sideboard out? I've mostly been doing the Serum Visions slots.
I tried Sigarda's Aid and i wasn't really pleased with it. I think I'll just use counters and Silence instead. Leyline is still in their for hand discard. Fragmentize for Eidolon of the Great Revel as well as Stoney Silence, etc.
What do people usually sideboard out? I've mostly been doing the Serum Visions slots.
Depending on what you are facing of course, but the 3rd basic land can possibly go along with a noxious, and then serums.
Grixis Control 1-1
First game managed to combo on turn 3. Sideboarded 3 leyline and 3 silence.
Game 2 seemed to last forever. Naturally he kept all lands open and just waited until I attempted to do anything.
RW Home-brew 2-0
Wasn't really too sure what to expect from this game but managed to win on turn 3 both games.
Burn 1-2
Game 1 I managed to play an engine and keep it alive with swan song, but didn't manage to combo. Next turn he played an eidolon.
Game 2 I think I over did it on the sideboard with: 3 leyline, 3 silence, 2 echoing truth, 1 basilisk collar, 2 PtE. Ended up mulling to 5 and quickly got beaten down.
Game 3 managed to start with leyline on the field. He also started with leyline (of punishment) on the board. I managed to survive for some time but eventually gotten beaten down by two 2/2 birds that he gained after I countered two eidolons. Now that was depressing.
Tron 2-1
Game 1 I managed to combo on turn 3.
Game 2 he managed to get lands very early and I started with a hand of no engines and two SV, but didn't find an engine until turn 5. By that point I had no way back. I can't remember what I used from my sideboard.
Game 3 went until the very last turn as time was up. I managed to combo on 1 life.
Thoughts
I really didn't like leyline. I felt like if it wasn't in my opening hand then it was completely useless. Also didn't seem worth trying to mulligan until I found one.
I massively oversideboarded in fear of having the deck disrupted when I disrupted it myself. I'm still unsure as to what to take out and bring in, in various matches.
Burn is a terrible match up. I'm wondering whether spirit link is a possibility. I know several others have it in their lists
Had great fun playing the deck, just think I need to work on my sideboard choices.... And try and avoid burn at all costs!
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Cheeri0s is the breakfast of championsWRU Everyone loves an angry mobRWG Why so Bloo?RU
Grixis Control 1-1
First game managed to combo on turn 3. Sideboarded 3 leyline and 3 silence.
Game 2 seemed to last forever. Naturally he kept all lands open and just waited until I attempted to do anything.
RW Home-brew 2-0
Wasn't really too sure what to expect from this game but managed to win on turn 3 both games.
Burn 1-2
Game 1 I managed to play an engine and keep it alive with swan song, but didn't manage to combo. Next turn he played an eidolon.
Game 2 I think I over did it on the sideboard with: 3 leyline, 3 silence, 2 echoing truth, 1 basilisk collar, 2 PtE. Ended up mulling to 5 and quickly got beaten down.
Game 3 managed to start with leyline on the field. He also started with leyline (of punishment) on the board. I managed to survive for some time but eventually gotten beaten down by two 2/2 birds that he gained after I countered two eidolons. Now that was depressing.
Tron 2-1
Game 1 I managed to combo on turn 3.
Game 2 he managed to get lands very early and I started with a hand of no engines and two SV, but didn't find an engine until turn 5. By that point I had no way back. I can't remember what I used from my sideboard.
Game 3 went until the very last turn as time was up. I managed to combo on 1 life.
Thoughts
I really didn't like leyline. I felt like if it wasn't in my opening hand then it was completely useless. Also didn't seem worth trying to mulligan until I found one.
I massively oversideboarded in fear of having the deck disrupted when I disrupted it myself. I'm still unsure as to what to take out and bring in, in various matches.
Burn is a terrible match up. I'm wondering whether spirit link is a possibility. I know several others have it in their lists
Had great fun playing the deck, just think I need to work on my sideboard choices.... And try and avoid burn at all costs!
I have found that Burrenton Forge-Tender is great out of the side of a normal Cheeri0s build to deal with Burn or Lightning Bolt in general. It can start blocking hasters T1, protects your engines if necessary, and nerfs Eidolon of the Great Revel when you want to combo off.
Personally I am trying an Esper build with Contraband Kingpin in the main. He isn't quite an engine, but the lifelink, resistance to bolt, and ability to dig for engines or past bricks during combo is amazing. Throw a shield on him and he can block most things while soaking up some life each turn with vigilance. The stress on the mana-base is real, but so far it has improved my match-ups vs the most common of our nightmare decks including Jund, Abzan, Grixis Delver, and Burn. With some Paradoxical Outcome out of the side it keeps the pressure on most games. I am also trying a twist on the protection mentioned a while back in this thread in the form of Inquisition of Kozilek / Thoughseize. So far it has been great to pitch a PTE or FP, while knowing what else to expect for the next few turns.
I have recently built this deck, and now I really want your help guys. I'm going to my first tournament tomorrow, to test it but I'm not really sure of the deck list. This is what it looks today:
Now, before you say anything: I know the sideboard looks a little weird right now. The idea is to have 3x Leyline, I can have that tomorrow and take the Island and something more out. I know Bone Saw is better than Kite Shield, I haven't got any yet though. And also, I will play a Horizon Canopy instead of something in main, when I get it.
Here is my issues about this deck list though:
Do I really play the Goblin package (Goblins+Boots) or is it win more? The thing is that it needs Puresteel on board to work.
Swan Song in main? In expense of what? The goblins? Serum Visions? I like the idea of having more than one win con in the deck, but what?
I got myself some Paradoxial Outcomes. What is it good against? Why do people play it in the sideboard? It feels too expensive?
What is the best cards to board out? Can I take a Sram out because it is legendary? Or do I board out Serum Visions and cards like that?
Anything else I can do to tweak the list? Thanks in advance!
EDIT: Repeal in main instead of Serum Visions or something? Bouncing those annoying Stony Silence and Chalices would be awesome G1, wouldn't it?
I have recently built this deck, and now I really want your help guys. I'm going to my first tournament tomorrow, to test it but I'm not really sure of the deck list. This is what it looks today:
Now, before you say anything: I know the sideboard looks a little weird right now. The idea is to have 3x Leyline, I can have that tomorrow and take the Island and something more out. I know Bone Saw is better than Kite Shield, I haven't got any yet though. And also, I will play a Horizon Canopy instead of something in main, when I get it.
Here is my issues about this deck list though:
Do I really play the Goblin package (Goblins+Boots) or is it win more? The thing is that it needs Puresteel on board to work.
Swan Song in main? In expense of what? The goblins? Serum Visions? I like the idea of having more than one win con in the deck, but what?
I got myself some Paradoxial Outcomes. What is it good against? Why do people play it in the sideboard? It feels too expensive?
What is the best cards to board out? Can I take a Sram out because it is legendary? Or do I board out Serum Visions and cards like that?
Anything else I can do to tweak the list? Thanks in advance!
EDIT: Repeal in main instead of Serum Visions or something? Bouncing those annoying Stony Silence and Chalices would be awesome G1, wouldn't it?
The Gaveleer plan doesn't really work with the all-in build anymore, as it's basically just win-more and takes up slots we could better use. I'd cut it (and Greaves) entirely. You can put more filtering/protection in those slots.
Additional wincons in the main aren't really necessary, as we're situated well against a decent number of decks game one. The board is where you want them.
Paradoxicals are for BGx decks/decks where they have a high concentration of interactive cards and a slow gameplan. The idea is that it allows you to get back in the game (and often win straight up) off of it if they've dealt with your starting engines, drawing 5-7 cards at the opponent's end step and then going off on your next turn.
Boarding depends on the matchups, but generally the flex slots (protection/filters) are the first to be boarded out. Don't board out any engines - they're what make the deck work, why would you board one out?
Also small note on the manabase - Glimmervoids can be a little awkward with the deck (especially if you hit the two glimmervoid opener, in which case you have to waste an artifact to play your land. The value of it also isn't really needed in the deck, since we only care about red at the very end. I'd recommend switching them over to more Seachrome Coasts or Fountains.
Modern: WUR Eat a good breakfast, have some Cheeri0s! C I've got an Affinity for running you over with artifacts
EDH: G Ezuri W Kemba WUBRG Scion-spiracy (in progress)
8 Engine
20 Cheerios
4 Mox
4 Retract
2 Swan Song
3 Serum Visions
2 Grapeshot
2 Noxious Revival
I love to have 2 revivals MD. They are so good against discard and disruption to redraw our engines, they are good VS Extraction and they work like a retract while comboing off if you already played one.
My question is: should i cut one Grapeshot for an Hurkyl's, considering what said about the 2 revivals?
2 GS and 2 NR aren't necessary. If you want 2 NR, drop 1 GS and use it as your flex slot for Recall or whatever else.
I tried Sigarda's Aid and i wasn't really pleased with it. I think I'll just use counters and Silence instead. Leyline is still in their for hand discard. Fragmentize for Eidolon of the Great Revel as well as Stoney Silence, etc.
What do people usually sideboard out? I've mostly been doing the Serum Visions slots.
Depending on what you are facing of course, but the 3rd basic land can possibly go along with a noxious, and then serums.
You're okay doing that if you're just brining in 4 cards, but if you bring in 5 or 6, just cutting the serums can leave you in the lurch if you don't draw well. In that case I think you'd be better off leaving two serums and shaving a Cheeri0 and the Hurkyl's so that you can draw into a creature if you need to.
EDIT: So I'm suggesting to bring in 4, cut a land, a Nox & 2 serums. To bring in 6, cut a land, a Nox, 2 serum, 1 Cheeri0 and the Hurkyl's. Your mileage may vary, but the serum are worth their weight in gold if you find yourself digging for a creature, and Nox can be great there as well. Also note that I concur with Shinx that you should generally only be boarding in 4-5 cards, but I sometimes bring in 6.
The point of this build is to use Serum Powder to navigate into an opener with Rugged Prairie and SSG, in which case you can T1 Paladin. Of course with another land Sram is still viable with SSG as well.
I've played decks that actually use Serum Powder very well, such as Vintage Dredge; just because you have Powder in your deck doesn't mean you build the rest of your deck around it. Using Powder is complex, and does not boil down to "it's in my hand, take the free mulligan". Sometimes you ship a Powder hand. Sometimes you Powder something highly important because you know your deck will still function (in Dredge, for instance, exiling Dread Return). Do not change your deck significantly "because Powder might exile something I need".
In fact, running Powder makes it that much more important that you only run 1 GS, as you have 4 bricks that other lists don't.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
I'm thinking about going with something like this:
4 Sigarda's Aid
3 Fragmentize
2 Swan Song
2 Silence
aid will help achieve at instant speed. Silence will be good all around. Swan Song is in there for removal but also its in there specifically for Eidolon of the Great Revel as that is pretty much the end of the game. Fragmentize is in there for Stony Silence.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
4 Mox Opal
4 Spidersilk Net
4 Accorder's Shield
4 Cathar's Shield
4 Paradise Mantle
1 Sigil of Distinction
3 Bone Saw
// 8 Creature
4 Puresteel Paladin
4 Sram, Senior Edificer
// 8 Instant
4 Retract
1 Noxious Revival
2 Swan Song
1 Hurkyl's Recall
3 Flooded Strand
3 Windswept Heath
1 Sacred Foundry
3 Hallowed Fountain
1 Plains
4 Seachrome Coast
// 5 Sorcery
1 Grapeshot
4 Serum Visions
2 Bastion Inventor
2 Ghirapur Aether Grid
1 Favor of the Mighty
3 Echoing Truth
2 Silence
3 Path to Exile
1 Wear // Tear
1 Paradoxical Outcome
Took this list to an FNM this evening, wanting to try out Hurkyl's recall. I'd like to provide a more detailed tournament report but I can't quite remember what I sided in each match. Anyway, here is what I faced:
WRGBurnGRW
RBGJund Shadowvine[/mana]gbr[/mana]
RGTooth & NailGR
Standard:
BGBG Energy ConstrictorGB
jund-generally too slow. goyf outraces and out races them and often their ooze too.
abzan-slightly more useful vs souls but same racing caveats apply now with rhinos too and often flayers
grixis control-potentially ok here. unanswerable once in play. steady clock and answer to snap. early tasigur still outraces us
jeskai esper OR UW control -seems pretty good here
all in all it doesn't seem to have enough oomph in our prohlem matchups. thoughts?
I agree that it is a subtle and skill intensive card. You've won me over that I would be better off taking a mulligan on a hand with Powder and Grapeshot with an extra Retract effect in the deck than I would be having the option to exile without the extra effect. I was having a different experience gold-fishing, but I had a very small sample size with this particular list. -Thanks!
I played several matchups the other night with a friend; some thinngs that happened:
1) I opened with 5 lands on 4 separate occasions, and kept all of them because they also had an engine. I lost each of those games horribly. I think it might be right to mulligan 4-5 lands even if the other cards are perfect.
2) I bricked off Paladin+Sram with 24 cards left in my deck. I think I had played something like 10 equipments and at least 1 Retract. I also cast SV as a last-ditch effort as my final spell. My list has 3 Noxious, didn't see them or the other Retract or even Opal+Grapeshot.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
An engine is necessary but not sufficient for an opener. I would probably not keep a 5-land, engine, 1 random card hand. The 4-land hand definitely depends on what the two cards are.
As for the two-engine brick, it's rare but does happen. Was SV one of the last two cards you drew when you bricked? If not casting it mid-combo is usually better to help continue the chain/dig for the Retract/Opal piece you need to finish the combo.
Level 1 JudgeModern:
WUR Eat a good breakfast, have some Cheeri0s!
C I've got an Affinity for running you over with artifacts
EDH:
G Ezuri
W Kemba
WUBRG Scion-spiracy (in progress)
Any more of this, and Team Troll will be more than just a name.
I know where you post.
I have been running Hurkyl's Recall as a single and it has been fantastic. I have only fizzled a couple of times top-decking it with only one mana open, and the next turn it does just fine if they don't have an immediate answer for the engine/engines. You can see the gold-fish stats I posted a while back with the 100 game sets/different builds. Since then maindeck Hurkyl has been staple for me.
// 24 Artifact
4 Mox Opal
4 Sigil of Distinction
4 Paradise Mantle
2 Cathar's Shield
2 Accorder's Shield
4 Bone Saw
4 Spidersilk Net
4 Puresteel Paladin
4 Sram, Senior Edificer
// 7 Instant
4 Retract
2 Noxious Revival
1 Hurkyl's Recall
// 16 Land
4 Flooded Strand
2 Windswept Heath
2 Plains
4 Seachrome Coast
1 Sacred Foundry
2 Hallowed Fountain
1 Island
4 Serum Visions
1 Grapeshot
4 Leyline of Sanctity
4 Swan Song
4 Silence
3 Fragmentize
I tried Sigarda's Aid and i wasn't really pleased with it. I think I'll just use counters and Silence instead. Leyline is still in their for hand discard. Fragmentize for Eidolon of the Great Revel as well as Stoney Silence, etc.
What do people usually sideboard out? I've mostly been doing the Serum Visions slots.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
Depending on what you are facing of course, but the 3rd basic land can possibly go along with a noxious, and then serums.
Grixis Control 1-1
First game managed to combo on turn 3. Sideboarded 3 leyline and 3 silence.
Game 2 seemed to last forever. Naturally he kept all lands open and just waited until I attempted to do anything.
RW Home-brew 2-0
Wasn't really too sure what to expect from this game but managed to win on turn 3 both games.
Burn 1-2
Game 1 I managed to play an engine and keep it alive with swan song, but didn't manage to combo. Next turn he played an eidolon.
Game 2 I think I over did it on the sideboard with: 3 leyline, 3 silence, 2 echoing truth, 1 basilisk collar, 2 PtE. Ended up mulling to 5 and quickly got beaten down.
Game 3 managed to start with leyline on the field. He also started with leyline (of punishment) on the board. I managed to survive for some time but eventually gotten beaten down by two 2/2 birds that he gained after I countered two eidolons. Now that was depressing.
Tron 2-1
Game 1 I managed to combo on turn 3.
Game 2 he managed to get lands very early and I started with a hand of no engines and two SV, but didn't find an engine until turn 5. By that point I had no way back. I can't remember what I used from my sideboard.
Game 3 went until the very last turn as time was up. I managed to combo on 1 life.
Thoughts
Had great fun playing the deck, just think I need to work on my sideboard choices.... And try and avoid burn at all costs!
Everyone loves an angry mob RWG
Why so Bloo? RU
I have found that Burrenton Forge-Tender is great out of the side of a normal Cheeri0s build to deal with Burn or Lightning Bolt in general. It can start blocking hasters T1, protects your engines if necessary, and nerfs Eidolon of the Great Revel when you want to combo off.
Personally I am trying an Esper build with Contraband Kingpin in the main. He isn't quite an engine, but the lifelink, resistance to bolt, and ability to dig for engines or past bricks during combo is amazing. Throw a shield on him and he can block most things while soaking up some life each turn with vigilance. The stress on the mana-base is real, but so far it has improved my match-ups vs the most common of our nightmare decks including Jund, Abzan, Grixis Delver, and Burn. With some Paradoxical Outcome out of the side it keeps the pressure on most games. I am also trying a twist on the protection mentioned a while back in this thread in the form of Inquisition of Kozilek / Thoughseize. So far it has been great to pitch a PTE or FP, while knowing what else to expect for the next few turns.
4 Mox Opal
4 Spidersilk Net
4 Accorder's Shield
4 Cathar's Shield
4 Paradise Mantle
3 Kite Shield
1 Sigil of Distinction
1 Lightning Greaves
Creatures:
4 Puresteel Paladin
4 Sram, Senior Edificer
2 Goblin Gaveleer
4 Retract
1 Noxious Revival
4 Serum Visions
1 Grapeshot
Lands:
4 Flooded Strand
4 Windswept Heath
1 Sacred Foundry
2 Hallowed Fountain
1 Plains
1 Seachrome Coast
2 Glimmervoid
1 Ghirapur Aether Grid
2 Favor of the Mighty
3 Echoing Truth
1 Grapeshot
1 Wear // Tear
2 Geist of Saint Traft
1 Laboratory Maniac
2 Swan Song
1 Island
1 Leyline of Sanctity
Now, before you say anything: I know the sideboard looks a little weird right now. The idea is to have 3x Leyline, I can have that tomorrow and take the Island and something more out. I know Bone Saw is better than Kite Shield, I haven't got any yet though. And also, I will play a Horizon Canopy instead of something in main, when I get it.
Here is my issues about this deck list though:
Anything else I can do to tweak the list? Thanks in advance!
EDIT: Repeal in main instead of Serum Visions or something? Bouncing those annoying Stony Silence and Chalices would be awesome G1, wouldn't it?
The Gaveleer plan doesn't really work with the all-in build anymore, as it's basically just win-more and takes up slots we could better use. I'd cut it (and Greaves) entirely. You can put more filtering/protection in those slots.
Additional wincons in the main aren't really necessary, as we're situated well against a decent number of decks game one. The board is where you want them.
Paradoxicals are for BGx decks/decks where they have a high concentration of interactive cards and a slow gameplan. The idea is that it allows you to get back in the game (and often win straight up) off of it if they've dealt with your starting engines, drawing 5-7 cards at the opponent's end step and then going off on your next turn.
Boarding depends on the matchups, but generally the flex slots (protection/filters) are the first to be boarded out. Don't board out any engines - they're what make the deck work, why would you board one out?
Also small note on the manabase - Glimmervoids can be a little awkward with the deck (especially if you hit the two glimmervoid opener, in which case you have to waste an artifact to play your land. The value of it also isn't really needed in the deck, since we only care about red at the very end. I'd recommend switching them over to more Seachrome Coasts or Fountains.
Level 1 JudgeModern:
WUR Eat a good breakfast, have some Cheeri0s!
C I've got an Affinity for running you over with artifacts
EDH:
G Ezuri
W Kemba
WUBRG Scion-spiracy (in progress)
2 GS and 2 NR aren't necessary. If you want 2 NR, drop 1 GS and use it as your flex slot for Recall or whatever else.
EDIT: So I'm suggesting to bring in 4, cut a land, a Nox & 2 serums. To bring in 6, cut a land, a Nox, 2 serum, 1 Cheeri0 and the Hurkyl's. Your mileage may vary, but the serum are worth their weight in gold if you find yourself digging for a creature, and Nox can be great there as well. Also note that I concur with Shinx that you should generally only be boarding in 4-5 cards, but I sometimes bring in 6.