I don't run Orzhov sisters but a few folks in this thread do. From what I can tell, they've been most happy with the black splash for Orzhov Charm and Lingering Souls.
Personally, I think Sanguine Bond is a little slow. It seems best with Martyr on board, and you won't be cracking Martyr for the big numbers after turn 2 or 3. Paying five mana to turn your sisters into better Suture Priest seems bad, as most decks don't run that card.
Thoughtseize seems alright, though. Slowing a deck down a turn or two is often just what we need to do our damage and it can protect you from cards that will blow you out. Definitely worth testing.
I just won a Star City IQ yesterday with the following RW Sisters build. I kept the core of sisters intact and melded it with a more aggressive top-end and an packed a surprisingly efficient burn suite. I'm sure it's probably on the edge of what some might consider Sisters, but I still consider it such as did all those I played.
First off, I'm not a modern player whatsoever. I built your typical Sisters deck a year ago for a tournament at my store to play for a box of Modern Masters. I won that basically by default because most of the competitors were playing janky homebrews that didn't work. I then played the deck again at FNM a couple months ago and did well there. Other than that I've only pulled it out for a few side games against more competitive decks and found it sorely lacking. So, when it came to a more competitive tournament, I knew I was going to need something a little special. Expecting Sisters wouldn't hold up, I decided to round it out and give it a more threatening late-game.
In my short time playing the basic build I've found the following faults which I've tried to surmount:
1) Weak Removal Suite - A set of Paths does not protect the deck well enough, hence my decision to add red and the burn suite.
2) Weak Creatures - If your opponent destroys your Pridemates and keeps you under 30, you just sit and spin your wheels. With that I decided to replace the Processions with more powerful token generating creatures.
3) Reliant on Life Gain - This falls in line with the previous issue. If you don't net life on a continuous basis, you're most valuable assets remain exposed.
4) Reliant on Turning Cards Sideways - The deck is incapable of winning any other way. Your opponent can stall you out with a stout defense and eventually overcome your board. Again, the added burn provides a secondary solution.
The IQ was the first time I played with this variant (as I just put it together the day before), and it performed well beyond my expectations.
Match 1: Affinity - The first game I opened with a perfect hand (3 land, a Sister, a Pridemate, a Brimaz, and a Hero). I followed by drawing removal and additional land. But, I overplayed and tapped out to play my Brimaz, only to have him swing with a lethal Inkmoth on his following turn. I felt alright because practically my entire sideboard was dedicated to destroying Affinity. In game two I dropped a turn two Stony Silence and pretty much locked him out. It came down to game three... and I got mana screwed... only to be mocked further by drawing Gust on my last turn and being incapable of casting it.
Record 0-1-0 (Games 1-2-0)
Match 2: Infect - In the first game I drew no removal and he hit me for unblockable lethal on his third turn. I had nothing to side in, and at this point I figure my tournament is over and my brew was subpar jank. But, luckily, I kept his critters off the board in game two for an easy win. Game three was closer, but I was able to squeak it out by forcing him to waste his pump spells.
Record 1-1-0 (Games 3-3-0)
Match 3: Burn - Game one was close. He took me down to single digits, but I was able to amass an army and overwhelm him. I sided in the Rest in Peaces because of his unearth and flashback, but I didn't need them. I got the Sword of War and Peace on Brimaz and dropped him on a three turn clock.
Record 2-1-0 (Games 5-3-0)
Match 4: UR Delver - I would have to say that this was my easiest matchup. He just never had anything of substance to contend with my board. Not to say the deck was bad, but it felt like I was goldfishing. I didn't even bother killing his Delver most of the time and I offed his Pyromancer the one moment he played it.
Record 3-1-0 (Games 7-3-0) Cut to top 8 standing 5th.
Match 5 (Quarterfinals): Affinity - This was a slightly different deck than the one I played in the first match. It didn't seem to run quite as fast. I won the first game without much effort. The second game I sided in half my board as before and dropped a second turn Suspension Field to slow him down. In an effort to take control he ensouled a Springleaf Drum and equipped it with a Ghostfire Blade on his third turn, but on my turn I played a fused Wear and Tear to destroy the enchantment and equipment. It was over shortly thereafter. Hurray sideboards.
Record 4-1-0 (Games 9-3-0)
Match 6 (Semifinals): Merfolk (the undefeated top seed and store owner) - At this point discussion of a split began, and the final decision fell on me. I decided to play it out. This was a frightening match-up. His deck was brutal and efficient. I don't even remember the first game beyond him turning my Flagstones into an Island and me killing every Master of the Pearl Trident he dropped. I eventually won, but I don't remember how.
The second game was exhausting. I destroyed his Æther Vial the moment he played it but he got two lords out and began beating me down. He turned one of my plains into an Island and I had to Quarter it, setting me back a turn on land. I eventually was down to three life when I dropped my Thune with two sisters on board. He swung and we traded sisters for lords and he bounced my angel. He was at 16, me at 3, and the only creature in play was his Sygg, River Cutthroat. On my turn I drew a sister and played her and an ascendant. After a few more turns both of us established a heather board state. He had a Master of Waves with three tokens, a Thassa, God of the Sea, and another merfolk. I had another sister and a Hero with a Boros Charm in my hand. At that point I had gained back up to about eight or so life and he was incapable of swinging in because I would now gain more than he would do. So, on my turn I drew a Helix, and swung in with everything. After blocks I charmed the angel, he countered it with the last card in his hand, and I cast the Helix to knock him to 13 and put an additional counter on each creature for just enough damage to take it.
Record 5-1-0 (Games 11-3-0)
Match 7 (Finals): Affinity (again - the same guy I played in the first match) - He offered a split and to give me the "official" win and invitation. I took it, because $125 was better than nothing if he beat me, but we played it out for fun after the official pomp and prizes were awarded. Game one was over fast. I kept a terrible hand that I normally would have mulled if it mattered and I scooped after a few turns. Game two I slowed him down with an early Suspension Field, but late in the game when it was close instead of equipping one Etched Champion with both his Platings and swing for lethal, he decided to play a second Champion. I got him on my following turn. Down to game three again. This one I can't recall. We had a bunch of people standing around us talking and being generally annoying telling us what bad plays we were making (one of whom literally rage-flipped a table the night before when he lost in the semis of the midnight box tournament). In the end, through the cacophony of douchbaggery surrounding us, I was able to pull out a win.
Official Final Record 6-1-0 (Games 13-4-0 if counting the faux final match) and an invitation. Yay Me!
The Deck's Future:
Overall, there are still a few changes I'm debating. The Sword in the main deck is a flex spot, and it was only useful against the Burn deck I played (though very much so in that instance). However, I believe my second option of a Wurmcoil Engine would be superior there with moving the Sword to the sideboard. The engine would allow me to actually block an Etched Champion for once, and its lifelink plays well with the Thunes and Pridemates while the token generation plays into the Sisters. If I do make that change, I'll probably have to add another Windbrisk. Another option for the board I was mulling over was Deflecting Palm. As this was my first true foray into Modern I was surprised by how many decks attempt a single great swing for often 15+ damage from a single source. Palm would practically be an instant win in those circumstances. And, since it doesn't target, it can get around Boggles, an Etched Champion, and Emrakul.
I'm curious, how good is Ascendant in a non-Martyr build? It seems like it'd be hard to hit 30 life, especially if your opponent is doing damage to you.
And, having played said 17 games with it, I wholly concur with your assumption. The Ascendants were most usually consigned to chump block duty. Hell, I even pathed one to get a land to cast a Thune. I think I only reached 30 life once or twice. And one of those was against Infect which is practically a guarantee. They are probably dispensable in this build. And, with that, comes the pleasant dilemma of finding a solid replacement. Perhaps Auriok Champion or even re-add Spectral Procession to give me a greater presence in the air.
Quote from from="KodiakCutpurse »" The Sword in the main deck is a flex spot, and it was only useful against the Burn deck I played (though very much so in that instance). However, I believe my second option of a [card »
Wurmcoil Engine[/card] would be superior there with moving the Sword to the sideboard. The engine would allow me to actually block an Etched Champion for once, and its lifelink plays well with the Thunes and Pridemates while the token generation plays into the Sisters. If I do make that change, I'll probably have to add another Windbrisk. Another option for the board I was mulling over was Deflecting Palm. As this was my first true foray into Modern I was surprised by how many decks attempt a single great swing for often 15+ damage from a single source. Palm would practically be an instant win in those circumstances. And, since it doesn't target, it can get around Boggles, an Etched Champion, and Emrakul.
You can also block etched champion with Golems off of Blade Splicer if you fancy that, it also trigger the Sistas twice.....
I don't know about decks doing 15 damage though- I go through the forum and it is a relatively small number of decks that do it, although they tend to be successful decks.
This build could theoretically use a Norrin/Porphoros engine- have you tried it?
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Splicers might be nice to try. I'll definitely give them a shot. I had originally considered them, but gave them the pink slip for some reason that probably wasn't warranted. Again, I just threw this deck together the day before the tourney and didn't have much time to flesh out my meta choices. I specifically didn't want to take the Norin route, though I did consider putting a Purphoros in for that extra win con.
I know splicers come down a earlier, but what aboutAssemble The Legion? I know it's kinda slow, but if it gets going I could see it being stupid good with even just one sister out. With two out it could gain obscene amounts of life and make a ton of blockers/attackers.
I know splicers come down a earlier, but what aboutAssemble The Legion? I know it's kinda slow, but if it gets going I could see it being stupid good with even just one sister out. With two out it could gain obscene amounts of life and make a ton of blockers/attackers.
Technically splicer comes down t3, Assemble won't make a man till t6- by which time you might as well have a Wurmcoil, and would be dead vs a big equipped Etched champion. On the low land count run in most builds 5 mana is hard to get to.
Assemble is an excellent card though- a win con in its own right in control decks.
Ok. I know it's a slow card. I just thought it might work well in a W/R sister build like the build discussed. I'm trying to build this deck myself. I have the sisters and most of the shell. I just think that the mono-w build would be vulnerable. I'm torn between Orzhov and Boros.
It seemed to me that Assemble could give us a late game threat that would help stabilize/push through the end. I've been looking at BBoV and Assemble the Legion. I like archangel, but in my meta every deck it seems has some kind of creature removal and dropping a fatty that isn't pro black/white/red or a creature is just a wasted turn.
For me Assemble is slow, not so much because of the five cost, but because it doesn't do anything when you drop it. If I'm going to play a card that makes guaranteed tokens every turn, I'd rather put a Goblin Rabblemaster on the table.
As for Thune. That was far and away my all-star of the tournament (Lightning Helix being second - particularly in conjunction with Thune and Pridemate for the surprise extra counters). I would have lost many games without her. Merfolk, in particular, would have crushed me ten times over. I didn't play against any black decks, so I can't say how she would have fared in those match-ups, but that's what sideboards are for I suppose.
Thune should be the first name on the teamsheet for my money.
Its just a question of how many and what to do with the mana as a consequence. It is just nuts.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I'm thinking of giving this deck a try, how has it performed for you guys? I'll be playing it at my local tournaments. Most of the local competition runs, Pod, twin, RWU control, scapeshift, and tron. Occasionally there are a few affinity players. How well do you think this deck would compare?
You have a good match up against Twin, just make sure to run Auriok Champions to dodge their removal. The match up against Affinity is about even. The rest are unfortunately bad match ups.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
They are bad match ups but not unwinnable ones. The thing is Soul Sisters is best in an aggro heavy meta, which at the moment, Modern is almost entirely Combo.
Its entirely your choice if you want to put it together.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
In addition, your bad match ups can be made better because you're in white, which is the best sideboard color in Modern. My meta is similar to yours and I love bringing Sisters to it, even if I only win about 50 percent of my games.
You have a good match up against Twin, just make sure to run Auriok Champions to dodge their removal. The match up against Affinity is about even. The rest are unfortunately bad match ups.
Actually I have never been that impressed with the twin match up unless you run brave the elements, which is a very bad card in large numbers. I have decked twin before, but also had 0-0s. You stop them winning with two Aurioks, but have no way to attack through an active combo, and only 4 paths to disrupt said combo. Pod, all varieties, has always been a positive match up for me, winning a large chunk of game ones through aerial power or going all in on martyr/ascendant and having a superb sideboard against it to boot, as bob alluded to above. I think it can be very board dependent.
Affinity is better if you run a kami and a Proclamation of Rebirth, but these are just terrible cards in any modern meta right now. Windbrisk versions do much better against affinity, as do versions running Blade Splicer.
The maximum damage you get off scapeshift is 72, but this is very rare, and often requires the versions that use the enchantment that alters all land types. The magic numbers are multiples of 18, and specifically 18 itself. If you start with the "wrong play" t1 ascendant into t2 martyr they will loose pretty much every game where they are not holding bolt. A t2 martyr puts them back 2 turns combo wise, as an 18 point combo is now useless. Tech edge versions can hold them off a turn again. I have played it a fair few times, it is for my money in Sista's favour if you know what they are on or are on the play game 1.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Report 4-0 local paper event, higher standard than FNM, most decks were serious- Jund, Burn, Zoo, Pod, etc. with some tier two/one point five decks too.
3 spellskite (twin, boggles, red deck wins, infect, affinity, delver, some usa matches) 1 aven mindcensor (scapeshift, zoo, ad nauseam, pods, jund, delver, some usa matches) 1 grafdigger's cage (pods, some usa matches, regular storm, insta reanimator) 1 linvala, keeper of silence (twin, pods, elves, affinity, delver decks with twin potential/lavamancers) 2 rest in peace (goyf running zoo, melira pod, reanimator, regular storm, 4 col gifts, UW gifts, loam etc.) 2 leyline of sanctity (8 rack, ad nauseam, red. storm, 4 col gifts) 3 stony silence (affinity, ad nauseam, tron) 2 aura of silence (affinity, 8 rack, boggles, regular storm, new ascendency storm)
This is no budget version obviously, and the cards are by choice (I feel sistas development has been constrained a bit by it being a cheap-ish deck sometimes, as we get data that often applies to slightly sub optimal deck lists, especially in terms of sideboarding)
R1 Red deck wins. Win the first. Go all in on allowing a martyr to block t2 with mana open. Could have been nasty with an anti lifegain effect, as my opponent had two mana open- but I would have been strong anyway with a second martyr had this happened. Scoop happened at 40 life, with a windbrisk getting me a naughty early Archangel.
G2- I lost. Eidolon t2, I just coughed up paths and archangels and leylines and choked on 2 mana having mulled to 6. Resolved to board out archangels fully, and go for full 3 spellskites and auras of silence, which can premptively be laid before the eidolon comes down for a pain free kill, as well as dealing with leylines and any ratchet bombs.
G3- dream- pro red champs, aura did its job taking out a ratchet bomb, and t0 leyline. Not much lifegain but some dtrong beats.
R2 UW geist/cyptic/resto,finks, walls of omen, banslayers. Main deck pro white swords were scary too. G1 I go off but great hands and cards end up being stuffed by two active ascendents being faced down by two baneslayers that can gang block. Seeing no grunt t hit the bin hurt, and no brave the elements to force a win. I conceed at 60 life, a wrath effect being followed by late game sphinx rev into a flashbacked rev giving him a perfect hand and a pro white sword on the table.
G2 I win! Not much boarding- a skite or two comes in, but it is enough. He gets stuck on 2 land for a turn and 3 land for a turn and I pounce with an aggressive hand. I get to the magical point where if he wipes the board I can follow with ranger/ranger/spectral.
G3 I win on the last turn of extras. Early Martyr/ascendant, Grunt turns up and stops his flashback shenanigans. Path on a resto as I swing with two active ascendants does it. I did get board wiped once, but the follow up was ridiculously strong. I needed the path in hand on my last attack and the Grunt to take away his chance of flashing back key path/board wipe.
A match I was not expecting to win.
R3 Ad nauseam
G1 mull to 5, go all in but my opponent and I flouder somewhat. In the end I sneak it the turn before he goes off. Grunt t2 stops him casting a second cantrip, and I path my own grunt to get to 4 land a turn earlier. Ranger into double ascendant wins it slowly, Honor comming down to get me up in life but not out of range.
G2 Auras and Stony silence come in, as does leyline. I get a leyline/ grunt/ stony start. The game goes very long as he can get out of it with Patricians scorn and an angels grace. A tec edge keeps him off the mana he needs, and the fact that he is below 0 means he can't pay life off a shock land. I martyr to 50 and that is it.
R4 Zoo with delvers.
Perfect game 1 and 2. G1 he deals with two active ascendants, but not the third as I sneak a ranger pass his counters that have already hindered me a fair bit. To be fair had I not had the cards in hand I would not have given him the opportunity to take out the first two.
Game 2 I get Skite into Mindcensor, turning his fetchland attempt into the wrong col mana. That proves it as Grunt hits and Rangers/Archangel resolve.
This is my first report. So it may have many errors, and Included the English language in the middle, because it isn't my native tongue.
The day before yesterday we had a modern FNM at my local store.
I went with a Soul Sisters version based on the Reid Duke's.
16x Plains
4x Horizon Canopy
4x Windbrisk Heights
2x Lone Missionary
2x Martyr of Sands
4x Soul's Attendant
4x Soul Warden
4x Serra Ascendant
4x Ajani's Pridemate
4x Ranger of Eos
4x Archangel of Thune
4x Path to Exile
4x Spectral Procession
Sideboard
3x Thalia, Guardian of Thraben
2x Ethersworn Canonist
3x Rest in Peace
3x Disenchant
2x Oblivion Ring
1x Stony Silence
1x Ghostly Prison
I went 3-1-1
Match 1: Birthing Pod
G1: I risked T1 Serra Ascendant and T2 Martyr of Sands. I didn't know he is playing Birthing Pod, I was thinking he was GW Aggro. With Serra Ascendant online on turn 2 the game was mine. But he thinks too much and the time goes past. He conceded in the turn 5.
G2: My hand had Serra Ascendant and Martyr again, but without white cards to make Serra online on turn 2. On turn 3 Serra Ascendant was on-line, but he played Birthing Pod on turn 2, goes for Pestermite and then sacrifice Restoration Angel. Path to Exile on his Pestermite with the ability on the stack, but then he searched for Archangel of Thune and in the next turn he gets Spike Feeder and won with only 1 life left... Rest in Peace didn't worked (he hadn't have Melira)
G3: Time is over. Draw
Match 2: GW Aggro
G1: This was a good match for me. This version of Soul Sisters is very good against non-combo creature decks. Archangel of Thune on turn 4 with Windbrisk Heights gives the game.
G2: His sideboard wasn't prepared for Soul Sisters. Turn 5 Archangel of Thune gives the game again.
Match 3: Affinity
G1: He rush me with Vault Skirge with Cranial Plating. I resist with Spectral Procession until I find 3x Ranger of Eos (who gives me 6 Sisters), them I find Ajani's Pridemate, followed by Archangel of Thune which ends the game.
G2: My sideboard cards didn't came. But his hand was too much slow for a Affinity. I resist with Spectral Procession, them find Ajani's Pridemate and Ranger of Eos. My Serra Ascendant came on-line on turn 6. Them I beat slowly with Serra Ascendant because he had two Inkmoth Nexus, a Cranial Plating and Ravager.
Match 4: Goblins
G1: Martyr of Sands on turn 2 give me the time I needed until find Ajani's Pridemate, which grows too much and he can't hold.
G2: I start with 3x Sisters, which takes Electrickery on turn 2. His Goblin Guide gives me 2 lands and I topdecked 2x Path to Exile and 2x Lone Missionary, which holds the game until I make Soul Warden and Archangel of Thune (I was with 4 life).
Match 5: UWr Control
G1: I didn't played. My hand was very good with 3x Lands, 1x Ranger of Eos, 2x Sisters and Path to Exile. I make Ranger of Eos on turn 4, but on turn 5 he casts Supreme Verdict. I restart my gameplain with 2x Serra Ascendant, who takes Electrolyze. Archangel of Thune takes Mana Leak, Ajani's Pridemate takes Path to Exile. Them he casts Snapcaster to Supreme Verdict again. This was a very dificult game for me.
G2: Out 4x Path to Exile, a Archangel of Thune and a land. In 3x Thalia and 2x Ethersworn Canonist. I started with Martyr of Sands, them Soul's Attendant. He Electrolyze them. Spectral Procession takes Mana Leak. He casts Ajani Vengeant, taking out my creatures. I was beated too easily in the two games.
This was my FNM. This version was very good against fair creature decks, need a bit of luck against Pod (Reid Duke himself said that not only played with Soul Sisters because of the horrible matchup against Pod decks) and I was demolished against UWr Control.
I liked the 2x Martyr of Sands in the maindeck, disliked Lone Missionary (a bet of mine) and I went off the store thinking in how to defeat the UWr Control. This deck has space for Cavern of Souls? What cards put in the sideboard?
Private Mod Note
():
Rollback Post to RevisionRollBack
Current playing:
Modern: Soul Sisters
Commander: Isperia, Supreme Judge
Its mostly because its a "Win More" type of effect. It doesn't do anything if you are behind or have an empty board. It isn't something that demands an answer or can take over a game by itself such as Archangel of Thune.
It is a good card, just not really strong enough to take a slot in the deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
"If we don't know what we are doing, the enemy certainly can't anticipate our future actions!"
-Anonymous
Personally, I think Sanguine Bond is a little slow. It seems best with Martyr on board, and you won't be cracking Martyr for the big numbers after turn 2 or 3. Paying five mana to turn your sisters into better Suture Priest seems bad, as most decks don't run that card.
Thoughtseize seems alright, though. Slowing a deck down a turn or two is often just what we need to do our damage and it can protect you from cards that will blow you out. Definitely worth testing.
First off, I'm not a modern player whatsoever. I built your typical Sisters deck a year ago for a tournament at my store to play for a box of Modern Masters. I won that basically by default because most of the competitors were playing janky homebrews that didn't work. I then played the deck again at FNM a couple months ago and did well there. Other than that I've only pulled it out for a few side games against more competitive decks and found it sorely lacking. So, when it came to a more competitive tournament, I knew I was going to need something a little special. Expecting Sisters wouldn't hold up, I decided to round it out and give it a more threatening late-game.
In my short time playing the basic build I've found the following faults which I've tried to surmount:
1) Weak Removal Suite - A set of Paths does not protect the deck well enough, hence my decision to add red and the burn suite.
2) Weak Creatures - If your opponent destroys your Pridemates and keeps you under 30, you just sit and spin your wheels. With that I decided to replace the Processions with more powerful token generating creatures.
3) Reliant on Life Gain - This falls in line with the previous issue. If you don't net life on a continuous basis, you're most valuable assets remain exposed.
4) Reliant on Turning Cards Sideways - The deck is incapable of winning any other way. Your opponent can stall you out with a stout defense and eventually overcome your board. Again, the added burn provides a secondary solution.
4x Soul Warden
4x Soul's Attendant
4x Ajani's Pridemate
4x Serra Ascendant
Established Presence
2x Archangel of Thune
2x Brimaz, King of Oreskos
2x Hero of Bladehold
Surprise
4x Lightning Bolt
4x Lightning Helix
2x Boros Charm
4x Path to Exile
1x Sword of War and Peace
3x Flagstones of Trokair
3x Ghost Quarter
4x Sacred Foundry
2x Battlefield Forge
3x Clifftop Retreat
2x Windbrisk Heights
1x Mountain
5x Plains
2x Aven Mindcensor
3x Leyline of Sanctity
1x Blind Obedience
2x Rest in Peace
1x Fracturing Gust
2x Stony Silence
2x Wear/Tear
2x Suppression Field
The IQ was the first time I played with this variant (as I just put it together the day before), and it performed well beyond my expectations.
Match 1: Affinity - The first game I opened with a perfect hand (3 land, a Sister, a Pridemate, a Brimaz, and a Hero). I followed by drawing removal and additional land. But, I overplayed and tapped out to play my Brimaz, only to have him swing with a lethal Inkmoth on his following turn. I felt alright because practically my entire sideboard was dedicated to destroying Affinity. In game two I dropped a turn two Stony Silence and pretty much locked him out. It came down to game three... and I got mana screwed... only to be mocked further by drawing Gust on my last turn and being incapable of casting it.
Record 0-1-0 (Games 1-2-0)
Match 2: Infect - In the first game I drew no removal and he hit me for unblockable lethal on his third turn. I had nothing to side in, and at this point I figure my tournament is over and my brew was subpar jank. But, luckily, I kept his critters off the board in game two for an easy win. Game three was closer, but I was able to squeak it out by forcing him to waste his pump spells.
Record 1-1-0 (Games 3-3-0)
Match 3: Burn - Game one was close. He took me down to single digits, but I was able to amass an army and overwhelm him. I sided in the Rest in Peaces because of his unearth and flashback, but I didn't need them. I got the Sword of War and Peace on Brimaz and dropped him on a three turn clock.
Record 2-1-0 (Games 5-3-0)
Match 4: UR Delver - I would have to say that this was my easiest matchup. He just never had anything of substance to contend with my board. Not to say the deck was bad, but it felt like I was goldfishing. I didn't even bother killing his Delver most of the time and I offed his Pyromancer the one moment he played it.
Record 3-1-0 (Games 7-3-0) Cut to top 8 standing 5th.
Match 5 (Quarterfinals): Affinity - This was a slightly different deck than the one I played in the first match. It didn't seem to run quite as fast. I won the first game without much effort. The second game I sided in half my board as before and dropped a second turn Suspension Field to slow him down. In an effort to take control he ensouled a Springleaf Drum and equipped it with a Ghostfire Blade on his third turn, but on my turn I played a fused Wear and Tear to destroy the enchantment and equipment. It was over shortly thereafter. Hurray sideboards.
Record 4-1-0 (Games 9-3-0)
Match 6 (Semifinals): Merfolk (the undefeated top seed and store owner) - At this point discussion of a split began, and the final decision fell on me. I decided to play it out. This was a frightening match-up. His deck was brutal and efficient. I don't even remember the first game beyond him turning my Flagstones into an Island and me killing every Master of the Pearl Trident he dropped. I eventually won, but I don't remember how.
The second game was exhausting. I destroyed his Æther Vial the moment he played it but he got two lords out and began beating me down. He turned one of my plains into an Island and I had to Quarter it, setting me back a turn on land. I eventually was down to three life when I dropped my Thune with two sisters on board. He swung and we traded sisters for lords and he bounced my angel. He was at 16, me at 3, and the only creature in play was his Sygg, River Cutthroat. On my turn I drew a sister and played her and an ascendant. After a few more turns both of us established a heather board state. He had a Master of Waves with three tokens, a Thassa, God of the Sea, and another merfolk. I had another sister and a Hero with a Boros Charm in my hand. At that point I had gained back up to about eight or so life and he was incapable of swinging in because I would now gain more than he would do. So, on my turn I drew a Helix, and swung in with everything. After blocks I charmed the angel, he countered it with the last card in his hand, and I cast the Helix to knock him to 13 and put an additional counter on each creature for just enough damage to take it.
Record 5-1-0 (Games 11-3-0)
Match 7 (Finals): Affinity (again - the same guy I played in the first match) - He offered a split and to give me the "official" win and invitation. I took it, because $125 was better than nothing if he beat me, but we played it out for fun after the official pomp and prizes were awarded. Game one was over fast. I kept a terrible hand that I normally would have mulled if it mattered and I scooped after a few turns. Game two I slowed him down with an early Suspension Field, but late in the game when it was close instead of equipping one Etched Champion with both his Platings and swing for lethal, he decided to play a second Champion. I got him on my following turn. Down to game three again. This one I can't recall. We had a bunch of people standing around us talking and being generally annoying telling us what bad plays we were making (one of whom literally rage-flipped a table the night before when he lost in the semis of the midnight box tournament). In the end, through the cacophony of douchbaggery surrounding us, I was able to pull out a win.
Official Final Record 6-1-0 (Games 13-4-0 if counting the faux final match) and an invitation. Yay Me!
The Deck's Future:
Overall, there are still a few changes I'm debating. The Sword in the main deck is a flex spot, and it was only useful against the Burn deck I played (though very much so in that instance). However, I believe my second option of a Wurmcoil Engine would be superior there with moving the Sword to the sideboard. The engine would allow me to actually block an Etched Champion for once, and its lifelink plays well with the Thunes and Pridemates while the token generation plays into the Sisters. If I do make that change, I'll probably have to add another Windbrisk. Another option for the board I was mulling over was Deflecting Palm. As this was my first true foray into Modern I was surprised by how many decks attempt a single great swing for often 15+ damage from a single source. Palm would practically be an instant win in those circumstances. And, since it doesn't target, it can get around Boggles, an Etched Champion, and Emrakul.
You can also block etched champion with Golems off of Blade Splicer if you fancy that, it also trigger the Sistas twice.....
I don't know about decks doing 15 damage though- I go through the forum and it is a relatively small number of decks that do it, although they tend to be successful decks.
This build could theoretically use a Norrin/Porphoros engine- have you tried it?
Technically splicer comes down t3, Assemble won't make a man till t6- by which time you might as well have a Wurmcoil, and would be dead vs a big equipped Etched champion. On the low land count run in most builds 5 mana is hard to get to.
Assemble is an excellent card though- a win con in its own right in control decks.
It seemed to me that Assemble could give us a late game threat that would help stabilize/push through the end. I've been looking at BBoV and Assemble the Legion. I like archangel, but in my meta every deck it seems has some kind of creature removal and dropping a fatty that isn't pro black/white/red or a creature is just a wasted turn.
As for Thune. That was far and away my all-star of the tournament (Lightning Helix being second - particularly in conjunction with Thune and Pridemate for the surprise extra counters). I would have lost many games without her. Merfolk, in particular, would have crushed me ten times over. I didn't play against any black decks, so I can't say how she would have fared in those match-ups, but that's what sideboards are for I suppose.
Its just a question of how many and what to do with the mana as a consequence. It is just nuts.
-Anonymous
Its entirely your choice if you want to put it together.
-Anonymous
Actually I have never been that impressed with the twin match up unless you run brave the elements, which is a very bad card in large numbers. I have decked twin before, but also had 0-0s. You stop them winning with two Aurioks, but have no way to attack through an active combo, and only 4 paths to disrupt said combo. Pod, all varieties, has always been a positive match up for me, winning a large chunk of game ones through aerial power or going all in on martyr/ascendant and having a superb sideboard against it to boot, as bob alluded to above. I think it can be very board dependent.
Affinity is better if you run a kami and a Proclamation of Rebirth, but these are just terrible cards in any modern meta right now. Windbrisk versions do much better against affinity, as do versions running Blade Splicer.
The maximum damage you get off scapeshift is 72, but this is very rare, and often requires the versions that use the enchantment that alters all land types. The magic numbers are multiples of 18, and specifically 18 itself. If you start with the "wrong play" t1 ascendant into t2 martyr they will loose pretty much every game where they are not holding bolt. A t2 martyr puts them back 2 turns combo wise, as an 18 point combo is now useless. Tech edge versions can hold them off a turn again. I have played it a fair few times, it is for my money in Sista's favour if you know what they are on or are on the play game 1.
4 martyr of sands
2 soul warden
2 soul's attendant
4 auriok champion
3 jotun grunt
4 spectral procession
2 blade splicer (concession to affinity and infect with its pro white crusaders)
2 ranger of eos
3 archangel of thune
3 honor of the pure
4 path to exile
15 plains
4 windbrisk heights
1 ghost quarter
3 tectonic edge
1 aven mindcensor (scapeshift, zoo, ad nauseam, pods, jund, delver, some usa matches)
1 grafdigger's cage (pods, some usa matches, regular storm, insta reanimator)
1 linvala, keeper of silence (twin, pods, elves, affinity, delver decks with twin potential/lavamancers)
2 rest in peace (goyf running zoo, melira pod, reanimator, regular storm, 4 col gifts, UW gifts, loam etc.)
2 leyline of sanctity (8 rack, ad nauseam, red. storm, 4 col gifts)
3 stony silence (affinity, ad nauseam, tron)
2 aura of silence (affinity, 8 rack, boggles, regular storm, new ascendency storm)
This is no budget version obviously, and the cards are by choice (I feel sistas development has been constrained a bit by it being a cheap-ish deck sometimes, as we get data that often applies to slightly sub optimal deck lists, especially in terms of sideboarding)
R1 Red deck wins. Win the first. Go all in on allowing a martyr to block t2 with mana open. Could have been nasty with an anti lifegain effect, as my opponent had two mana open- but I would have been strong anyway with a second martyr had this happened. Scoop happened at 40 life, with a windbrisk getting me a naughty early Archangel.
G2- I lost. Eidolon t2, I just coughed up paths and archangels and leylines and choked on 2 mana having mulled to 6. Resolved to board out archangels fully, and go for full 3 spellskites and auras of silence, which can premptively be laid before the eidolon comes down for a pain free kill, as well as dealing with leylines and any ratchet bombs.
G3- dream- pro red champs, aura did its job taking out a ratchet bomb, and t0 leyline. Not much lifegain but some dtrong beats.
R2 UW geist/cyptic/resto,finks, walls of omen, banslayers. Main deck pro white swords were scary too. G1 I go off but great hands and cards end up being stuffed by two active ascendents being faced down by two baneslayers that can gang block. Seeing no grunt t hit the bin hurt, and no brave the elements to force a win. I conceed at 60 life, a wrath effect being followed by late game sphinx rev into a flashbacked rev giving him a perfect hand and a pro white sword on the table.
G2 I win! Not much boarding- a skite or two comes in, but it is enough. He gets stuck on 2 land for a turn and 3 land for a turn and I pounce with an aggressive hand. I get to the magical point where if he wipes the board I can follow with ranger/ranger/spectral.
G3 I win on the last turn of extras. Early Martyr/ascendant, Grunt turns up and stops his flashback shenanigans. Path on a resto as I swing with two active ascendants does it. I did get board wiped once, but the follow up was ridiculously strong. I needed the path in hand on my last attack and the Grunt to take away his chance of flashing back key path/board wipe.
A match I was not expecting to win.
R3 Ad nauseam
G1 mull to 5, go all in but my opponent and I flouder somewhat. In the end I sneak it the turn before he goes off. Grunt t2 stops him casting a second cantrip, and I path my own grunt to get to 4 land a turn earlier. Ranger into double ascendant wins it slowly, Honor comming down to get me up in life but not out of range.
G2 Auras and Stony silence come in, as does leyline. I get a leyline/ grunt/ stony start. The game goes very long as he can get out of it with Patricians scorn and an angels grace. A tec edge keeps him off the mana he needs, and the fact that he is below 0 means he can't pay life off a shock land. I martyr to 50 and that is it.
R4 Zoo with delvers.
Perfect game 1 and 2. G1 he deals with two active ascendants, but not the third as I sneak a ranger pass his counters that have already hindered me a fair bit. To be fair had I not had the cards in hand I would not have given him the opportunity to take out the first two.
Game 2 I get Skite into Mindcensor, turning his fetchland attempt into the wrong col mana. That proves it as Grunt hits and Rangers/Archangel resolve.
So 4-0.
This is my first report. So it may have many errors, and Included the English language in the middle, because it isn't my native tongue.
The day before yesterday we had a modern FNM at my local store.
I went with a Soul Sisters version based on the Reid Duke's.
16x Plains
4x Horizon Canopy
4x Windbrisk Heights
2x Lone Missionary
2x Martyr of Sands
4x Soul's Attendant
4x Soul Warden
4x Serra Ascendant
4x Ajani's Pridemate
4x Ranger of Eos
4x Archangel of Thune
4x Path to Exile
4x Spectral Procession
Sideboard
3x Thalia, Guardian of Thraben
2x Ethersworn Canonist
3x Rest in Peace
3x Disenchant
2x Oblivion Ring
1x Stony Silence
1x Ghostly Prison
I went 3-1-1
Match 1: Birthing Pod
G1: I risked T1 Serra Ascendant and T2 Martyr of Sands. I didn't know he is playing Birthing Pod, I was thinking he was GW Aggro. With Serra Ascendant online on turn 2 the game was mine. But he thinks too much and the time goes past. He conceded in the turn 5.
G2: My hand had Serra Ascendant and Martyr again, but without white cards to make Serra online on turn 2. On turn 3 Serra Ascendant was on-line, but he played Birthing Pod on turn 2, goes for Pestermite and then sacrifice Restoration Angel. Path to Exile on his Pestermite with the ability on the stack, but then he searched for Archangel of Thune and in the next turn he gets Spike Feeder and won with only 1 life left... Rest in Peace didn't worked (he hadn't have Melira)
G3: Time is over. Draw
Match 2: GW Aggro
G1: This was a good match for me. This version of Soul Sisters is very good against non-combo creature decks. Archangel of Thune on turn 4 with Windbrisk Heights gives the game.
G2: His sideboard wasn't prepared for Soul Sisters. Turn 5 Archangel of Thune gives the game again.
Match 3: Affinity
G1: He rush me with Vault Skirge with Cranial Plating. I resist with Spectral Procession until I find 3x Ranger of Eos (who gives me 6 Sisters), them I find Ajani's Pridemate, followed by Archangel of Thune which ends the game.
G2: My sideboard cards didn't came. But his hand was too much slow for a Affinity. I resist with Spectral Procession, them find Ajani's Pridemate and Ranger of Eos. My Serra Ascendant came on-line on turn 6. Them I beat slowly with Serra Ascendant because he had two Inkmoth Nexus, a Cranial Plating and Ravager.
Match 4: Goblins
G1: Martyr of Sands on turn 2 give me the time I needed until find Ajani's Pridemate, which grows too much and he can't hold.
G2: I start with 3x Sisters, which takes Electrickery on turn 2. His Goblin Guide gives me 2 lands and I topdecked 2x Path to Exile and 2x Lone Missionary, which holds the game until I make Soul Warden and Archangel of Thune (I was with 4 life).
Match 5: UWr Control
G1: I didn't played. My hand was very good with 3x Lands, 1x Ranger of Eos, 2x Sisters and Path to Exile. I make Ranger of Eos on turn 4, but on turn 5 he casts Supreme Verdict. I restart my gameplain with 2x Serra Ascendant, who takes Electrolyze. Archangel of Thune takes Mana Leak, Ajani's Pridemate takes Path to Exile. Them he casts Snapcaster to Supreme Verdict again. This was a very dificult game for me.
G2: Out 4x Path to Exile, a Archangel of Thune and a land. In 3x Thalia and 2x Ethersworn Canonist. I started with Martyr of Sands, them Soul's Attendant. He Electrolyze them. Spectral Procession takes Mana Leak. He casts Ajani Vengeant, taking out my creatures. I was beated too easily in the two games.
This was my FNM. This version was very good against fair creature decks, need a bit of luck against Pod (Reid Duke himself said that not only played with Soul Sisters because of the horrible matchup against Pod decks) and I was demolished against UWr Control.
I liked the 2x Martyr of Sands in the maindeck, disliked Lone Missionary (a bet of mine) and I went off the store thinking in how to defeat the UWr Control. This deck has space for Cavern of Souls? What cards put in the sideboard?
Modern: Soul Sisters
Commander: Isperia, Supreme Judge
It is a good card, just not really strong enough to take a slot in the deck.
-Anonymous