Just tried out the toolbox build with 3 OtA mainboard. Pretty happy with the results, went 3-1, loosing to dredge in a close match. Most my wins were blow outs which was nice, but didn't get to test OtA much, but the few times I used it I was happy I had it. There was once against dredge I had to really manage my land use to try and be most effective. Was nice being able to fish for what I needed though. Will definitely keep and see how it maintains.
Hello,
what do you think about Kruphix's Insight and Commune with the Gods ?
When I play, I remain often with no cards in hand due playing and also due to discard effects from opponent and maybe also with no cards on board due to oblivion stone, engineered explosives, etc.
Thanks
for me, a lot of times I'm able to sustain okay between spiritdancers and gryff's boon and rancor. Sometimes I don't have the resources to bounce back, but a lot of times I have enough to recover okay, sometimes with some thoughtful playing, and then sometimes I haven enough spiritdancers and raincors/boons coming in and out of the graveyard and triggering card draw that I just go off. I was able to bounce back from two fracturing gusts and various other bant control with said cards.
After winning my SCG States with Bogles, i'm going to stay on it for an upcoming SCG IQ and then GP LA. I tweaked things a little bit, though, but think this is a sweet final build. I've been doing very well online against the current meta in my testing:
I upped my Open the Armory count to 2, at the expense of a Spirit Mantle. While i love Spirit Mantle, OtA counts as evasion. It can grab the singleton SM, or anything else, and it has been awesome. Most of the time, i'm using it at 3 mana for a Rancor or Ethereal Armor to finish out a game/apply crazy pressure. Rarely, it seems, do i go get a Coronet, surprisingly enough, but that option is there, too. Having access to Boon, SM, and Rancor make for great evasion targets. This mix of tutors and enchantments has been working out real well for me.
I like one Arbor in the main, i go all in on Arbor a lot, or as a last resort. Obviously, it is particularly good against BGx decks, to the point where i was really considering a second Arbor in the main. I tested it, and didnt like it, though. One in the side, however, for those BGx matches, has been great.
Speaking of the sideboard, I dropped down in count on Stony Silences, got rid of Suppression Field (which is a shame, i like this card), and added Grafdigger's Cages to fight against CoCo/Chord decks. Against Abzan Company, i'm only bringing in the 2 Cages and 1 RIP, which is usually enough to stop the combo.
All in all, i still think this deck is very well positioned and it is getting even smoother with Oopen the Armory. Yes, you still need to find a creature and protect it, but getting your mix of auras out there has never been easier.
Yes, this deck punts to Infect and Living End, but you cant beat them all, many people feel the same way towards Bogles with their deck. This is Modern, after all.
After winning my SCG States with Bogles, i'm going to stay on it for an upcoming SCG IQ and then GP LA. I tweaked things a little bit, though, but think this is a sweet final build. I've been doing very well online against the current meta in my testing:
I upped my Open the Armory count to 2, at the expense of a Spirit Mantle. While i love Spirit Mantle, OtA counts as evasion. It can grab the singleton SM, or anything else, and it has been awesome. Most of the time, i'm using it at 3 mana for a Rancor or Ethereal Armor to finish out a game/apply crazy pressure. Rarely, it seems, do i go get a Coronet, surprisingly enough, but that option is there, too. Having access to Boon, SM, and Rancor make for great evasion targets. This mix of tutors and enchantments has been working out real well for me.
I like one Arbor in the main, i go all in on Arbor a lot, or as a last resort. Obviously, it is particularly good against BGx decks, to the point where i was really considering a second Arbor in the main. I tested it, and didnt like it, though. One in the side, however, for those BGx matches, has been great.
Speaking of the sideboard, I dropped down in count on Stony Silences, got rid of Suppression Field (which is a shame, i like this card), and added Grafdigger's Cages to fight against CoCo/Chord decks. Against Abzan Company, i'm only bringing in the 2 Cages and 1 RIP, which is usually enough to stop the combo.
All in all, i still think this deck is very well positioned and it is getting even smoother with Oopen the Armory. Yes, you still need to find a creature and protect it, but getting your mix of auras out there has never been easier.
Yes, this deck punts to Infect and Living End, but you cant beat them all, many people feel the same way towards Bogles with their deck. This is Modern, after all.
Have you tried wheel of sun and moon in the side?
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Current Deck(s): TappedOut Would love to have more input to improve!
I cant think of a common circumstance where Wheel would be better than RIP or Cage. RIP hurts us with Rancor and Boon not being able to come back, but i like that RIP gets rid of the graveyards right away. The one sided effect of Wheel seems attractive (it only hit your opponents), but it doesnt clear the yard of a Griselbrand if one is already in there. RIP and Cage would both prevent Griselbrand from coming into play.
RIP, Cage, and Wheel would all prevent a Finks from persisting, but only Cage prevents Collected Company and Chord, too. Cage does not stop Thopter Combo, but its been figured out that Thopters isnt that great. When evaluating all 3 cards against the popular decks, i think it goes Cage > RIP > Wheel. Abzan CoCo is the real deal and we need a way to not give it a free win. Its beatable, while decks like Living End or Infect just arent.
After winning my SCG States with Bogles, i'm going to stay on it for an upcoming SCG IQ and then GP LA. I tweaked things a little bit, though, but think this is a sweet final build. I've been doing very well online against the current meta in my testing:
I upped my Open the Armory count to 2, at the expense of a Spirit Mantle. While i love Spirit Mantle, OtA counts as evasion. It can grab the singleton SM, or anything else, and it has been awesome. Most of the time, i'm using it at 3 mana for a Rancor or Ethereal Armor to finish out a game/apply crazy pressure. Rarely, it seems, do i go get a Coronet, surprisingly enough, but that option is there, too. Having access to Boon, SM, and Rancor make for great evasion targets. This mix of tutors and enchantments has been working out real well for me.
I like one Arbor in the main, i go all in on Arbor a lot, or as a last resort. Obviously, it is particularly good against BGx decks, to the point where i was really considering a second Arbor in the main. I tested it, and didnt like it, though. One in the side, however, for those BGx matches, has been great.
Speaking of the sideboard, I dropped down in count on Stony Silences, got rid of Suppression Field (which is a shame, i like this card), and added Grafdigger's Cages to fight against CoCo/Chord decks. Against Abzan Company, i'm only bringing in the 2 Cages and 1 RIP, which is usually enough to stop the combo.
All in all, i still think this deck is very well positioned and it is getting even smoother with Oopen the Armory. Yes, you still need to find a creature and protect it, but getting your mix of auras out there has never been easier.
Yes, this deck punts to Infect and Living End, but you cant beat them all, many people feel the same way towards Bogles with their deck. This is Modern, after all.
May I ask for a sideboard guide of your deck? We have almost the same deck list, except for the 1x Dryad Arbor in the side which is +1 Rest In Peace for me. Thanks. Still struggling sometimes what to remove from the main deck against the other decks. lol.
Instead of another Dryad Arbor in the side, what are your thoughts on 1xBeckon Apparition in the side. It serves the same purpose against Jund, but also gives evasion and can be used as graveyard hate (can be used against CoCo Finks/Snapcaster/scavenging ooze/goyf/etc).
Instead of another Dryad Arbor in the side, what are your thoughts on 1xBeckon Apparition in the side. It serves the same purpose against Jund, but also gives evasion and can be used as graveyard hate (can be used against CoCo Finks/Snapcaster/scavenging ooze/goyf/etc).
The token can be Abrupt Decay'd, which is a very good side effect for Arbor. Also, like Noobin pointed out, being able to fetch Arbor makes it feel like you have 6/7/8 Arbors.
I think Geist is a little too slow. ideally we want to be swinging for 4-5 on turn 2, not casting a creature T3. Splashing for a third color also generates mana consistency problems
Instead of another Dryad Arbor in the side, what are your thoughts on 1xBeckon Apparition in the side. It serves the same purpose against Jund, but also gives evasion and can be used as graveyard hate (can be used against CoCo Finks/Snapcaster/scavenging ooze/goyf/etc).
The token can be Abrupt Decay'd, which is a very good side effect for Arbor. Also, like Noobin pointed out, being able to fetch Arbor makes it feel like you have 6/7/8 Arbors.
Guys.. Would having only 3 path to exile and 1 gelid shackles in the main be enough with the current creature-centric meta? And should I just have 4 path instead of 3 path and 1 gelid in the main? Does actually having only 3 path in the whole 75 be enough? I know many only run 3 path in the main, but recently it seems there's quite a few running 4 in the main..
Here is my loose guide, sometimes things change on the fly, for whatever reason. In general, i dont like to side out too many Auras, and almost always side out some number of Kors and Paths. My main deck has 25 Auras (if you count Open the Armory, which lets just say we count it), which means that by turn 5 we should have seen about 4-5 Auras. I dont like to make that % too much lower, but you obviously need to side out some Auras sometimes. In regards to Paths (creature removal), i think 3 is a good number. Our creatures should be bigger, and hopefully with lifelink, which beats any race. One Path a game is usually enough to keep other creature decks in check.
VS Burn: +4 Leyline, +2 Nature Claim, -4 Kor, -1 Path, -1 Spider Umbra. They have way too much direct damage to even try to get there with Kor, dont do it. I side in a few Claims to either hit my own Rancor or kill their Eidolon of the Great Revel, which is the only threat I am worried about. The goal here is to get a Coronet or Spirit Link ASAP, then you auto win.
VS Jund/Junk/BUG/BGx: +4 Leyline, +1 Dryad Arbor, -2 Kor, -1 Path, -1 Spirit Link, -1 Spider Umbra. Kor with an Umbra is really good in the Jund matchup, but i still side out a few. However, i'm more than happy to keep a hand with a Fetchland, a Kor, and an Umbra, unless youre against Junk who play Paths. Leyline is pretty clutch here to stop discard effects, Liliana's sac effect, and Lili's ultimate. Almost any deck can potentially run Spellskite, so if you see one, add in Paths or Claims for game 3. They will keep in some number of Bolts, so if you go in on an Arbor, try and get an umbra on it right away while they are tapped out. These decks are the hardest for us to beat, but i did get lucky and beat 3 BGx decks on my way to winning Colorado States.
VS Abzan Company: +2 Grafdigger's Cage, +1 Rest in Peace, +1 Dryad Arbor, -1 Kor, -1 Spirit Link, -1 Spider Umbra, -1 Bogle. This plays no main deck kill spells, but will side in Abrupt Decay. They dont bring in Path, which means Arbor is basically hexproof and you can afford to shave a Bogle. They will try to combo, so either kill them fast or hope to hit one of your sideboard cards. Cage is great, so they cant Chord for Pridemage.
VS Affinity: +3 Nature's Claim, +2 Stony Silence, -2 Path, -2 Kor, -1 Hyena Umbra. Claim is just better than Path here, but i still dont want too many kill spells because the goal is to get a bigger creature than they have. An opening hand of 3 kill spells isnt really that great. Like any aggro match, you are looking for a Coronet and some evasion.
VS Zoo and Merfolk: I dont do sh|t unless they have Spellskites or something weird. I could see bringing in a few Claims against fish since it hits Spreading Seas and Vial, but really both of these decks cant beat a Coronet. Mono blue fish cant handle a huge Kor, feel free to go all in on her. EDIT: i see mono-U fish are playing some Vapor Snags now, so maybe be cautious on the Kor plan. I dont think i've seen Snags in my local meta, though.
VS Scapeshift: +4 Leyline, +2 Gaddock Teeg, -3 Path, -1 Spider Umbra, -1 Hyena Umbra, -1 Kor. This is another matchup where you can usually rely on Kor if you need to, but i still shave 1 because its better to have a good density of Auras. Teeg stops Scape, Bring to Light, and Crpytics, which is a big deal. They simply cant kill you if you have Leyline out, which buys you a turn since they have to Cryptic bounce it before they can combo. Still, bringing in Leyline's is dubious here, i'm not sure if it is right. You dont need Path at all, even if they use their 'creature package' out of the board, i'm not afraid of Obstinate Baloths. This deck is the most likely to have a Spellskite in the board, but usually only 1, and they have to hit it.
VS Tron: +2 Stony Silence, +2 Gaddock Teeg, -2 Kor, -1 Path, -1 Spirit Link. This matchup can be kind of tough, but Teeg stops Karn and Ugin. Stony is really annoying for them to not be able to crack maps, spheres, and stars. You need to keep a few Paths for Wurmcoil. Stony stops Spellskites, too.
VS Jeskai/Grixis/UW Control: +1 Rest in Peace, -1 Path. It depends on what kind of deck we are facing, but usually we are faster than they can handle. Teeg might be a consideration here as it stop sweepers and Planeswalkers, but he doesnt stop Kiki/Angel combo. I think you just want to stay dense in Auras and present a fast clock. Dont attack into Snapcaster mana if your creature cant handle it. I see a lot of people attack with a Bogle with only a Rancor on it, only to have it get ambush viper'd.
I guess thats all i can think about for now. Like i've said before, we just lose to decks like Infect and Living End and i'm not going to waste a slot in the board for a one-of Melira that is very unlikely for me to draw. Even if you get a Rest in Peace out against Living End, they can still cascade into sweepers until they can hard cast their dudes, its rough.
Here is my loose guide, sometimes things change on the fly, for whatever reason. In general, i dont like to side out too many Auras, and almost always side out some number of Kors and Paths. My main deck has 25 Auras (if you count Open the Armory, which lets just say we count it), which means that by turn 5 we should have seen about 4-5 Auras. I dont like to make that % too much lower, but you obviously need to side out some Auras sometimes. In regards to Paths (creature removal), i think 3 is a good number. Our creatures should be bigger, and hopefully with lifelink, which beats any race. One Path a game is usually enough to keep other creature decks in check.
VS Burn: +4 Leyline, +2 Nature Claim, -4 Kor, -1 Path, -1 Spider Umbra. They have way too much direct damage to even try to get there with Kor, dont do it. I side in a few Claims to either hit my own Rancor or kill their Eidolon of the Great Revel, which is the only threat I am worried about. The goal here is to get a Coronet or Spirit Link ASAP, then you auto win.
VS Jund/Junk/BUG/BGx: +4 Leyline, +1 Dryad Arbor, -2 Kor, -1 Path, -1 Spirit Link, -1 Spider Umbra. Kor with an Umbra is really good in the Jund matchup, but i still side out a few. However, i'm more than happy to keep a hand with a Fetchland, a Kor, and an Umbra, unless youre against Junk who play Paths. Leyline is pretty clutch here to stop discard effects, Liliana's sac effect, and Lili's ultimate. Almost any deck can potentially run Spellskite, so if you see one, add in Paths or Claims for game 3. They will keep in some number of Bolts, so if you go in on an Arbor, try and get an umbra on it right away while they are tapped out. These decks are the hardest for us to beat, but i did get lucky and beat 3 BGx decks on my way to winning Colorado States.
VS Abzan Company: +2 Grafdigger's Cage, +1 Rest in Peace, +1 Dryad Arbor, -1 Kor, -1 Spirit Link, -1 Spider Umbra, -1 Bogle. This plays no main deck kill spells, but will side in Abrupt Decay. They dont bring in Path, which means Arbor is basically hexproof and you can afford to shave a Bogle. They will try to combo, so either kill them fast or hope to hit one of your sideboard cards. Cage is great, so they cant Chord for Pridemage.
VS Affinity: +3 Nature's Claim, +2 Stony Silence, -2 Path, -2 Kor, -1 Hyena Umbra. Claim is just better than Path here, but i still dont want too many kill spells because the goal is to get a bigger creature than they have. An opening hand of 3 kill spells isnt really that great. Like any aggro match, you are looking for a Coronet and some evasion.
VS Zoo and Merfolk: I dont do sh|t unless they have Spellskites or something weird. I could see bringing in a few Claims against fish since it hits Spreading Seas and Vial, but really both of these decks cant beat a Coronet. Mono blue fish cant handle a huge Kor, feel free to go all in on her. EDIT: i see mono-U fish are playing some Vapor Snags now, so maybe be cautious on the Kor plan. I dont think i've seen Snags in my local meta, though.
VS Scapeshift: +4 Leyline, +2 Gaddock Teeg, -3 Path, -1 Spider Umbra, -1 Hyena Umbra, -1 Kor. This is another matchup where you can usually rely on Kor if you need to, but i still shave 1 because its better to have a good density of Auras. Teeg stops Scape, Bring to Light, and Crpytics, which is a big deal. They simply cant kill you if you have Leyline out, which buys you a turn since they have to Cryptic bounce it before they can combo. Still, bringing in Leyline's is dubious here, i'm not sure if it is right. You dont need Path at all, even if they use their 'creature package' out of the board, i'm not afraid of Obstinate Baloths. This deck is the most likely to have a Spellskite in the board, but usually only 1, and they have to hit it.
VS Tron: +2 Stony Silence, +2 Gaddock Teeg, -2 Kor, -1 Path, -1 Spirit Link. This matchup can be kind of tough, but Teeg stops Karn and Ugin. Stony is really annoying for them to not be able to crack maps, spheres, and stars. You need to keep a few Paths for Wurmcoil. Stony stops Spellskites, too.
VS Jeskai/Grixis/UW Control: +1 Rest in Peace, -1 Path. It depends on what kind of deck we are facing, but usually we are faster than they can handle. Teeg might be a consideration here as it stop sweepers and Planeswalkers, but he doesnt stop Kiki/Angel combo. I think you just want to stay dense in Auras and present a fast clock. Dont attack into Snapcaster mana if your creature cant handle it. I see a lot of people attack with a Bogle with only a Rancor on it, only to have it get ambush viper'd.
I guess thats all i can think about for now. Like i've said before, we just lose to decks like Infect and Living End and i'm not going to waste a slot in the board for a one-of Melira that is very unlikely for me to draw. Even if you get a Rest in Peace out against Living End, they can still cascade into sweepers until they can hard cast their dudes, its rough.
for me, a lot of times I'm able to sustain okay between spiritdancers and gryff's boon and rancor. Sometimes I don't have the resources to bounce back, but a lot of times I have enough to recover okay, sometimes with some thoughtful playing, and then sometimes I haven enough spiritdancers and raincors/boons coming in and out of the graveyard and triggering card draw that I just go off. I was able to bounce back from two fracturing gusts and various other bant control with said cards.
1 Forest
1 Plains
4 Horizon Canopy
4 Razorverge Thicket
4 Windswept Heath
2 Wooded Foothills
3 Temple Garden
1 Dryad Arbor
4 Slippery Bogle
4 Gladecover Scout
4 Kor Spiritdancer
4 Ethereal Armor
4 Spider Umbra
4 Hyena Umbra
4 Daybreak Coronet
1 Gryff's Boon
1 Spirit Link
1 Spirit Mantle
2 Open the Armory
3 Path to Exile
4 Leyline of Sanctity
2 Stoney Silence
1 Rest in Peace
2 Gaddock Teeg
3 Nature's Claim
2 Grafdigger's Cage
1 Dryad Arbor
I upped my Open the Armory count to 2, at the expense of a Spirit Mantle. While i love Spirit Mantle, OtA counts as evasion. It can grab the singleton SM, or anything else, and it has been awesome. Most of the time, i'm using it at 3 mana for a Rancor or Ethereal Armor to finish out a game/apply crazy pressure. Rarely, it seems, do i go get a Coronet, surprisingly enough, but that option is there, too. Having access to Boon, SM, and Rancor make for great evasion targets. This mix of tutors and enchantments has been working out real well for me.
I like one Arbor in the main, i go all in on Arbor a lot, or as a last resort. Obviously, it is particularly good against BGx decks, to the point where i was really considering a second Arbor in the main. I tested it, and didnt like it, though. One in the side, however, for those BGx matches, has been great.
Speaking of the sideboard, I dropped down in count on Stony Silences, got rid of Suppression Field (which is a shame, i like this card), and added Grafdigger's Cages to fight against CoCo/Chord decks. Against Abzan Company, i'm only bringing in the 2 Cages and 1 RIP, which is usually enough to stop the combo.
All in all, i still think this deck is very well positioned and it is getting even smoother with Oopen the Armory. Yes, you still need to find a creature and protect it, but getting your mix of auras out there has never been easier.
Yes, this deck punts to Infect and Living End, but you cant beat them all, many people feel the same way towards Bogles with their deck. This is Modern, after all.
Have you tried wheel of sun and moon in the side?
TappedOut
Would love to have more input to improve!
I cant think of a common circumstance where Wheel would be better than RIP or Cage. RIP hurts us with Rancor and Boon not being able to come back, but i like that RIP gets rid of the graveyards right away. The one sided effect of Wheel seems attractive (it only hit your opponents), but it doesnt clear the yard of a Griselbrand if one is already in there. RIP and Cage would both prevent Griselbrand from coming into play.
RIP, Cage, and Wheel would all prevent a Finks from persisting, but only Cage prevents Collected Company and Chord, too. Cage does not stop Thopter Combo, but its been figured out that Thopters isnt that great. When evaluating all 3 cards against the popular decks, i think it goes Cage > RIP > Wheel. Abzan CoCo is the real deal and we need a way to not give it a free win. Its beatable, while decks like Living End or Infect just arent.
Ohh, interesting. Still doesnt change my opinion on it.
May I ask for a sideboard guide of your deck? We have almost the same deck list, except for the 1x Dryad Arbor in the side which is +1 Rest In Peace for me. Thanks. Still struggling sometimes what to remove from the main deck against the other decks. lol.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
The token can be Abrupt Decay'd, which is a very good side effect for Arbor. Also, like Noobin pointed out, being able to fetch Arbor makes it feel like you have 6/7/8 Arbors.
May I ask for your sideboard guide dude. Thanks
TappedOut
Would love to have more input to improve!
VS Burn: +4 Leyline, +2 Nature Claim, -4 Kor, -1 Path, -1 Spider Umbra. They have way too much direct damage to even try to get there with Kor, dont do it. I side in a few Claims to either hit my own Rancor or kill their Eidolon of the Great Revel, which is the only threat I am worried about. The goal here is to get a Coronet or Spirit Link ASAP, then you auto win.
VS Jund/Junk/BUG/BGx: +4 Leyline, +1 Dryad Arbor, -2 Kor, -1 Path, -1 Spirit Link, -1 Spider Umbra. Kor with an Umbra is really good in the Jund matchup, but i still side out a few. However, i'm more than happy to keep a hand with a Fetchland, a Kor, and an Umbra, unless youre against Junk who play Paths. Leyline is pretty clutch here to stop discard effects, Liliana's sac effect, and Lili's ultimate. Almost any deck can potentially run Spellskite, so if you see one, add in Paths or Claims for game 3. They will keep in some number of Bolts, so if you go in on an Arbor, try and get an umbra on it right away while they are tapped out. These decks are the hardest for us to beat, but i did get lucky and beat 3 BGx decks on my way to winning Colorado States.
VS Abzan Company: +2 Grafdigger's Cage, +1 Rest in Peace, +1 Dryad Arbor, -1 Kor, -1 Spirit Link, -1 Spider Umbra, -1 Bogle. This plays no main deck kill spells, but will side in Abrupt Decay. They dont bring in Path, which means Arbor is basically hexproof and you can afford to shave a Bogle. They will try to combo, so either kill them fast or hope to hit one of your sideboard cards. Cage is great, so they cant Chord for Pridemage.
VS Affinity: +3 Nature's Claim, +2 Stony Silence, -2 Path, -2 Kor, -1 Hyena Umbra. Claim is just better than Path here, but i still dont want too many kill spells because the goal is to get a bigger creature than they have. An opening hand of 3 kill spells isnt really that great. Like any aggro match, you are looking for a Coronet and some evasion.
VS Zoo and Merfolk: I dont do sh|t unless they have Spellskites or something weird. I could see bringing in a few Claims against fish since it hits Spreading Seas and Vial, but really both of these decks cant beat a Coronet. Mono blue fish cant handle a huge Kor, feel free to go all in on her. EDIT: i see mono-U fish are playing some Vapor Snags now, so maybe be cautious on the Kor plan. I dont think i've seen Snags in my local meta, though.
VS Scapeshift: +4 Leyline, +2 Gaddock Teeg, -3 Path, -1 Spider Umbra, -1 Hyena Umbra, -1 Kor. This is another matchup where you can usually rely on Kor if you need to, but i still shave 1 because its better to have a good density of Auras. Teeg stops Scape, Bring to Light, and Crpytics, which is a big deal. They simply cant kill you if you have Leyline out, which buys you a turn since they have to Cryptic bounce it before they can combo. Still, bringing in Leyline's is dubious here, i'm not sure if it is right. You dont need Path at all, even if they use their 'creature package' out of the board, i'm not afraid of Obstinate Baloths. This deck is the most likely to have a Spellskite in the board, but usually only 1, and they have to hit it.
VS Tron: +2 Stony Silence, +2 Gaddock Teeg, -2 Kor, -1 Path, -1 Spirit Link. This matchup can be kind of tough, but Teeg stops Karn and Ugin. Stony is really annoying for them to not be able to crack maps, spheres, and stars. You need to keep a few Paths for Wurmcoil. Stony stops Spellskites, too.
VS Jeskai/Grixis/UW Control: +1 Rest in Peace, -1 Path. It depends on what kind of deck we are facing, but usually we are faster than they can handle. Teeg might be a consideration here as it stop sweepers and Planeswalkers, but he doesnt stop Kiki/Angel combo. I think you just want to stay dense in Auras and present a fast clock. Dont attack into Snapcaster mana if your creature cant handle it. I see a lot of people attack with a Bogle with only a Rancor on it, only to have it get ambush viper'd.
I guess thats all i can think about for now. Like i've said before, we just lose to decks like Infect and Living End and i'm not going to waste a slot in the board for a one-of Melira that is very unlikely for me to draw. Even if you get a Rest in Peace out against Living End, they can still cascade into sweepers until they can hard cast their dudes, its rough.
Thanks man.
Or are you interested in a Fiora flavor cube? Conspire and win!
Level 2 Judge
TappedOut
Would love to have more input to improve!
I think it would look the same as against Abzan CoCo, just bring in your graveyard hate, but also keep in Paths.