The only thing I worry about the black splash is our ability to max out our life total and keep it there to keep Serra online. I hate to add in cards that aren't white. Orzhov Charm is white too so that's the only way I justified it. I worry that Bob is a non-Bo with Martyr and could potentially turn off Serra. I realize the big benefit of refilling our hand also has to do with Martyr's ability and is something that Ranger also helps out with. In a life gain deck I don't really like the idea of ticking our life down voluntarily every turn. Shock lands are bad enough and only occur once. I think I would rather have Underworld Connections than Bob. The draw is optional, always 1 life, and instant speed so you could hold up mana for removal and if you don't need it then draw a card if you are low.
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Round 1 vs Melira Pod
Game 1: I was unsure what he was on a first and initially put him on Junk as his initial plays were Voice of Resurgence and Kitchen Finks but the Viscera Seer a few turns later informed me he was on Pod. The match played out like you would expect, somewhat grindy midrange combat until he went off for infinite damage. The main deck Suppression Fields would have helped immensely had I drawn them.
Game 2: An early Rest in Peace followed by a second copy prevented any combo shenanigans, however even without the combo, Melira Pod is still a great midrange deck and he had brought in a bunch of additional removal which meant my board was almost always empty
0-1
Round 2 vs GR Aggro (A casual Standard legal deck)
Game 1: Turn 3 6/6 flier with lifelink easily lead to me being well over 30 life and after 3 hits my opponent conceded.
Game 2: Pretty much a replay of game 1. 3 hits until opponent conceded after I had a 30 life point lead.
1-1
Round 3 vs RWU Control
Game 1: Laid out a turn 2 Suppression Field and had more threat than they had answers. Was grindy but eventually took them down.
Game 2: Incredibly grindy match where both my opponent and I flooded out. All my threats get bolted or pathed as does his. Eventually he topdecks into a Sphinx's Revelation which gives him enough snapcasters to flash back a bolt and helix to kill me leaving us with 5 minutes for the final game.
Game 3: Had this game gone long enough I feel I would have won. When we ran out of extra turns I was at 27 life with a Chalice of Life out (would have flipped it but he helixed me), a Squadron Hawk + Honor, and a Suppression Field. He would have been forced to waste bolts trying to stop both of my clocks and I had plenty of threats in my hand.
1-1-1
Round 4 vs Death and Taxes
Game 1: The turn 2 Thalia prevented my turn 3 Spectral Procession which I was unable to play until much later when I finally drew my 4th land. The match wound up being incredibly drawn out and grindy with me being largely defensive before he was finally able to kill me with beats.
Game 2: I blame this loss on not bringing in my Sundering Growths. He played a turn 4 Sword of War and Peace which he followed up with a series of Blade Splicers, Flickerwisp, and Mirran Crusader. I drew both of the sideboard cards I had brought in Runed Halo and Stony Silence and had either of those been Sundering Growth, we would have definitely gone to a game 3.
1-2-1
Pod is always going to be one of the hardest matchups for Soul Sisters. Combo is our greatest weakness and even stopping the combo against Pod leaves you with a very formidable Midrange deck that can silver bullet easily. Control worked more or less as I expected. Game 1 they kept an answer light hand and were severely punished for it. Game 2 both of us flooded out and in a topdeck war you expect the control deck to win. Game 3 I managed to stick both a grindy win condition and a taxing effect, had it gone longer I would have expected to win. The Death and Taxes match up was my first time playing against that deck as such I was unfamiliar with it and for some reason I forgot to consider Swords of X&Y while sideboarding, focusing mainly on disabling Aether Vial and using Runed Halo as a piece of pseudo-removal. Without the Sword, the game would have been largely in my favor.
If you noticed, I ran two Suppression Fields in the mainboard of my deck. My local meta is largely combo decks, Jund, and RWU, against all of which S-Field is a good card. S-Field hurts most combo decks by either delaying them or preventing them from going infinite and makes fetchlands and manlands worse. I used to run mainboard Aven Mindcensor to stop searching and delay mana development but I found I bring in Suppression Field in many match ups so why shouldn't I run it in the main? It performs the same function as Mindcensor in delaying mana development, just in a different way.
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The Primer for this thread mentions that the deck is "bad" and has a link to a blog on why it is "bad", but the link doesn't go to a blog about Soul Sisters.
Why do people consider it a bad deck? Is it because it can be hated out easily? i.e. Rain of Gore
@gibbousm - Thanks for the report. I really like your brew. I've been debating the maindeck Suppression Field because I've been bringing it in so many matches, as well. I'd probably move my Proclamation of Rebirths to the side for it. Did you see your spear at all? That's a pretty neat tech that could be deadly to a lot of decks.
@mulkers - From what I can tell, many people think this is a "bad" deck because it's highly match up dependent. It completely wrecks the decks it is good against, but then has match ups like Pod that are just so rough to do anything against. Sadly, most of the top tier decks in the format just happen to be this deck's bad matchups (Pod and Affinity especially), which makes people believe it's bad. I disagree, but competitive players are going to thing like that.
@mozz - You faced some interesting match ups, which I don't know if I'd personally base assessment of the deck over. The land destruction lands are best against things with manlands (Affinity, Infect, Control builds that swing with lands, etc) and other special lands which it doesn't seem like you faced. Auriok Champion is great in the sideboard unless you see a lot of Jund and Cruel Control, then I think it's completely maindeckable. I don't think I'd ever play this deck without 4 Path maindeck unless your meta is completely storm oriented, then I probably wouldn't play the deck.
@BoBoCTiberius - The Suppression Fields were drawn in 3 games. 2 againsts Control where they slowed down his mana development and prevented Colonnade activations and 1 against Death & Taxes where it was pretty useless as they don't have too many activated abilities. Had I drawn it game 1 against Pod it may have significantly shifted the game in my favor, but thats entirely speculation. The Spear of Heliod I use almost entirely as a 5th Honor effect. More pumps = faster clocks which in a meta heavy on combo and control is always nice. While Path of Bravery also works as a 5th Honor, Spear is more reliable and helps stabilize faster. I use the spear's activated ability incredibly rarely. Its uncommon for me to hold up the 3 mana necessary for it to be used. I've used its destroy ability maybe 5 times since I started including it in my list back in January.
@mulkers - Soul Sisters is a very underrated deck and severely underestimated. Its good against every single aggro deck barring Affinity and has decent matchups against B/G/x midrange lists. It however struggles to beat Combo, Control, and Ramp strategies. Soul Sisters is like Affinity in that it is a synergistic aggro deck, remove the important pieces and it stumbles. However, Soul Sisters has a lot of consistency and a wide range of threats which helps to balance out its reliance on synergy. While it is an aggro deck it is not as blisteringly fast as Zoo or Affinity, however it has a greater amount of card advantage, better mana, and a better mid-late game than any other aggro deck. The fact that Combo is so dominant in Modern is one of the main reasons that Soul Sisters is considered "bad" as gaining 20+ life means nothing against infinite damage.
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@Alaskan Gantzer - Cutting the Spear for a third Suppression Field is certainly something I would consider testing at my next Modern event. The Luminarch Ascension piques my curiosity quite a bit. This is the first time I have heard anyone mention the Ascension in the Soul Sisters thread, 5 turns is very long in 1v1 Magic and RWU packs tons of Bolts, especially post-board. Have you tested Ascension yourself? If so how has it worked out for you in the past?
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Thanks for the answers gibbousm and BoBoCTiberius, it is much appreciated. I was watching Kevin Crimmin play the deck on one of the youtube channels that he does videos for and thought it looked fun. I built a budget version on mtgo and it was fun. My brother has bought the deck off of me on mtgo and ended up building it irl.
IT seems to be amazing vs some combo decks. Auriok Champions make Splinter Twin and Pod matches much better, as there are very few outs to a soul sister that has pro red and black.
Control seems to be a rough match up for it though. I guess it is just a case of getting the god draw? Some primers have a matchup guide with key cards and interactions. Does anyone have a matchup guide for Soul Sisters?
I'm still not 100 percent comfortable with the format to write one, but I've been doing them in my head as I see common decks. Most of the control match ups seem to boil down (as is common with aggro vs. control) to knowing the difference between establishing yourself as a threat and not overextending or playing into their counters. This is a little easier in modern than other eternal formats since there are no free counters, but your job is to know how they could be countering your spell and seeing if that situation is possible based on the current board state.
I have been considering running Spear as a 5th anthem. I feel like we can do a pretty good WW impression. My build is a W/b version where I replaced Ranger of Eos with Orzhov Charm (Recursion is like tutoring but not as good with Martyr but provides the option for removal or bounce for 2cmc critters). As it stands now the highest CMC spell I run is Lingering Souls at 3cmc and everything else is two or less. I run 21 lands and I was thinking of dropping 1 (20 total lands) and running a Spear instead. What experience have you had with the Spear? Did you ever get to play it? I've also considered dropping a 1 of Ajani Goldmane I have laying around in that slot but I don't expect him to be great.
Have you played the Chalices? Did you like it? When you brought them in what did you replace? I'm assuming the Serra Ascendant because they fill the most similar role. The Chalice is nice since it doesn't flip back if your life total drops but its also incapable of blocking should you need to and it doesn't gain you any life once it flips the way that Serra does. I currently have 2 in my board but I've never actually bothered to use them since I built the Soul Sisters. I had a casual life gain deck before building this one that I loved them in once I could get them to flip but that's a whole different monster.
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What ever happened to the Phyrexian Metamorph-Leonin Relic-Warder infinite life version of Soul Sisters? Does anyone know why that doesn't see play anymore?
I don't like it because it's a pretty easy to disrupt three-card combo that messes up my Martyr activation and doesn't do a whole lot on its own. I'd imagine the changing of the legendary rule (Metamorph used to be able to destroy any legendary before it switched) didn't help, either.
Mainly because it's a gimmicky win condition for 6 mana....
it will not steal any games and that alternate win con will only work if everything else is already on your favor.
it's pretty fragile...
1- you need to get to 40 life.... if that happens you're probably winning anyway.... 2 more attacks with Serra Ascendant or Ajani's Pridemate will most likely seal the deal at this point in 99% of all matches.
2- you need to be able to pay 4WW.
3- the card needs to survive a whole turn... and all he has going for him to help with this is those 6 toughness... which is mostly relevant against red removal and nothing else.
If you manage to have 1, 2 and 3....
AND no other relevant win conditions, which would debunk the "win more" aspect of the gimmicky alternate wincon.
then Felidar Sovereign will trigger and win...
I don't think this is very likely... really.
Every game I have played agains you guys with my affinity deck your life is in the 80-120s. However, I in those games I still managed to win due to some luck and a lot of time to assemble a better board position. I think you would win more if you would utilize him. You need 30 life to make use of your angel what's another 10? Throw in Spellskite, which also helps during the splinter twin match up and the beast can't be path to exiled.
No just no It's 6 mana. We only run about 21 or 22 land. Why would we up that to 25 to play a 'win more' 6 mana creature?
If people lost against you while having that amount of life, they were obviously doing something horrible wrong :). Especially if the same thing happened in games 2 and 3. We run Stony Silence, which kills affinity pretty much on the spot. Sorry, but I highl;y doubt you win every single game against souls sisters, let alone against a soul sister player that has 80+ lives.
In most matchups soul sisters, depending on the build, will hover between 25 and 35 life, not around 40. All in all, it's a very bad card.
I can usually get to 40-60 against Affinity, but that's because Affinity isn't hitting my life total in most games, it's going for the infect kill. Even in those situations, I'd rather have more removal to stop their hitter or their plating than a 6-mana creature I may never get to drop. I cannot think of a single situation where I'd topdeck that cat and go "Alright!" even if I already met all of its conditions. Besides, if I'm hitting my 6th land in the game, I'm thinking I should have had this win by now, and if I don't I'm probably not at 30 life, let alone 40.
Spellskite is a fine sideboard card, but I wouldn't play him. That's not how we use life as a resource and he hurts Martyr activations, which is what gets you to those high life totals most consistently.
I just realized you were playing Brimaz and that I'm not in the B/W Tokens thread lol. Is Brimaz in your main deck or sideboard? If he is in your sideboard what did you take out for him?
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The Primer for this thread mentions that the deck is "bad" and has a link to a blog on why it is "bad", but the link doesn't go to a blog about Soul Sisters.
Why do people consider it a bad deck? Is it because it can be hated out easily? i.e. Rain of Gore
The forum Change messed the blog up, the link was fixed but here's the blog:
Every time I lose with soul sisters it is not from misplays, it is from my inability to interact with my opponent. Because the deck is so reliant on it's game plan there is basically no room to seriously shift things around. It has to contain all the core cards in order for the deck to work. Four Path to Exile is not enough, although the card is good we look at the top tier decks such as UWR and Jund. These both play a plethora the formats best removal spells, counter spells, and profit cards. Because we have such a strict game plan our resources are limited to just 4 measly removal spells. When soul sisters wins, it wins from gaining life to try to make the absence of removal irrelevant. To put enough early pressure and go ahead for the win. We play cards like Ranger of Eos and Squadron Hawk to fill our hand with creatures and to keep putting down threats even after we get board wiped. We try to ignore what our opponent is doing and stick to what we do best. Gaining life and beating down. When we run into the predicament where attacking with any of our creatures is no longer relevant is where we struggle. Our opponent drops down a huge creature and our attacks would just die is where we need that Path to Exile, if we don't get it we are pretty much screwed. Trying to avoid or fix this problem is where the deck really struggles. We can't deviate from our main game plan, because it will seriously hurt the decks tempo. The decks is so unreliable when it comes to dealing with our opponents threats that those threats soon outclass ours. The problem grows as the game reaches turns 3-4. If you can get enough early pressure on the board to overcome their plays, good for you. It isn't necessarily hard for the deck to do. However, That certain fact of uncertainly is the glaring weakness of the deck.
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The forum Change messed the blog up, the link was fixed but here's the blog:
Every time I lose with soul sisters it is not from misplays, it is from my inability to interact with my opponent. Because the deck is so reliant on it's game plan there is basically no room to seriously shift things around. It has to contain all the core cards in order for the deck to work. Four Path to Exile is not enough, although the card is good we look at the top tier decks such as UWR and Jund. These both play a plethora the formats best removal spells, counter spells, and profit cards. Because we have such a strict game plan our resources are limited to just 4 measly removal spells. When soul sisters wins, it wins from gaining life to try to make the absence of removal irrelevant. To put enough early pressure and go ahead for the win. We play cards like Ranger of Eos and Squadron Hawk to fill our hand with creatures and to keep putting down threats even after we get board wiped. We try to ignore what our opponent is doing and stick to what we do best. Gaining life and beating down. When we run into the predicament where attacking with any of our creatures is no longer relevant is where we struggle. Our opponent drops down a huge creature and our attacks would just die is where we need that Path to Exile, if we don't get it we are pretty much screwed. Trying to avoid or fix this problem is where the deck really struggles. We can't deviate from our main game plan, because it will seriously hurt the decks tempo. The decks is so unreliable when it comes to dealing with our opponents threats that those threats soon outclass ours. The problem grows as the game reaches turns 3-4. If you can get enough early pressure on the board to overcome their plays, good for you. It isn't necessarily hard for the deck to do. However, That certain fact of uncertainly is the glaring weakness of the deck.
The problem is....Modern format doesn't change. the decks we see now are the decks we will face in the near future.....and looking at their lists there are very few "huge creatures" we can't handle.
If we're talking about Eldrazi & Iona, they are the finishing line of the deck they belong to...meaning when they touch the ground you have lost...no matter the deck you are playing.
Every other creature in the format is usually......small, and our deck packs a lot of 1/1 with honor of the pure, and Serra Ascendant + Ajani's Pridemate can handle things like Tarmo, restoration Angel and so on.
Maindeck we can easily handle:
Splinter Twin (2 Sisters out and they cannot combo, 1 path and you block them)
Storm (1 Martyr is usually enough, but you can play more)
Scapeshift (1 Martyr is usually enough, but you can play more)
To a certain extent Pod (3 sisters for angel-kiki combo, 2 Auriok champion for redcap-melira combo, 2 sisters for finks-melira combo, a path for all of the above).
As for Aggro decks, we have to play aggro (Ascendant, Pridemate, Honor of the Pure)
And UWx control simply kill us on the spot.
I really don't see how the deck can be bad considering the top Tier decks.
As for the control MU, i went for a green splash. MD is still the usual Soul Sister, with 2 Ranger of Eos (kinda need my martyr out asap if i'm against combo or scapeshift and they didn't kill me by the time i play the ranger, something that Brimaz won't help on). I added 2 Thrun and 4 Loxodon Smiter in the side. Thrun is GG for any Control deck. And Smither can be killed only by Path, Wrath or 2+ removals. They both cannot be countered, so every one of them is a problem. Simply Mono-W Soul Sister has 0 chances against UWx control, and i cannot play the deck at big events (PTQ, GPT, Big tourneys) knowing that if i face one of the top tier i simply lose....
@mozz - you mentioned that Brimaz, King of Oreskos was good for activating Windbrisk Heights. I don't see how this is possible since you need to declare 3 attackers for Windbrisk to activate. Tokens created by Brimaz or Hero of Bladehold don't count towards the activation of Windbrisk. So how were you getting the value off of Brimaz?
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So I played this list of Sisters on Friday
4x Ajani's Pridemate
3x Martyr of Sands
3x Ranger of Eos
4x Serra Ascendant
3x Soul Warden
3x Soul's Attendant
4x Squadron Hawk
Instants & Sorceries
4x Path to Exile
4x Spectral Procession
4x Honor of the Pure
1x Spear of Heliod
2x Suppression Field
Lands
1x Cavern of Souls
3x Ghost Quarter
15x Plains
2x Windbrisk Heights
2x Auriok Champion
2x Aven Mindcensor
2x Chalice of Life
1x Elspeth, Knight-Errant
2x Rest in Peace
2x Runed Halo
2x Stony Silence
2x Sundering Growth
Round 1 vs Melira Pod
Game 1: I was unsure what he was on a first and initially put him on Junk as his initial plays were Voice of Resurgence and Kitchen Finks but the Viscera Seer a few turns later informed me he was on Pod. The match played out like you would expect, somewhat grindy midrange combat until he went off for infinite damage. The main deck Suppression Fields would have helped immensely had I drawn them.
Game 2: An early Rest in Peace followed by a second copy prevented any combo shenanigans, however even without the combo, Melira Pod is still a great midrange deck and he had brought in a bunch of additional removal which meant my board was almost always empty
0-1
Round 2 vs GR Aggro (A casual Standard legal deck)
Game 1: Turn 3 6/6 flier with lifelink easily lead to me being well over 30 life and after 3 hits my opponent conceded.
Game 2: Pretty much a replay of game 1. 3 hits until opponent conceded after I had a 30 life point lead.
1-1
Round 3 vs RWU Control
Game 1: Laid out a turn 2 Suppression Field and had more threat than they had answers. Was grindy but eventually took them down.
Game 2: Incredibly grindy match where both my opponent and I flooded out. All my threats get bolted or pathed as does his. Eventually he topdecks into a Sphinx's Revelation which gives him enough snapcasters to flash back a bolt and helix to kill me leaving us with 5 minutes for the final game.
Game 3: Had this game gone long enough I feel I would have won. When we ran out of extra turns I was at 27 life with a Chalice of Life out (would have flipped it but he helixed me), a Squadron Hawk + Honor, and a Suppression Field. He would have been forced to waste bolts trying to stop both of my clocks and I had plenty of threats in my hand.
1-1-1
Round 4 vs Death and Taxes
Game 1: The turn 2 Thalia prevented my turn 3 Spectral Procession which I was unable to play until much later when I finally drew my 4th land. The match wound up being incredibly drawn out and grindy with me being largely defensive before he was finally able to kill me with beats.
Game 2: I blame this loss on not bringing in my Sundering Growths. He played a turn 4 Sword of War and Peace which he followed up with a series of Blade Splicers, Flickerwisp, and Mirran Crusader. I drew both of the sideboard cards I had brought in Runed Halo and Stony Silence and had either of those been Sundering Growth, we would have definitely gone to a game 3.
1-2-1
Pod is always going to be one of the hardest matchups for Soul Sisters. Combo is our greatest weakness and even stopping the combo against Pod leaves you with a very formidable Midrange deck that can silver bullet easily. Control worked more or less as I expected. Game 1 they kept an answer light hand and were severely punished for it. Game 2 both of us flooded out and in a topdeck war you expect the control deck to win. Game 3 I managed to stick both a grindy win condition and a taxing effect, had it gone longer I would have expected to win. The Death and Taxes match up was my first time playing against that deck as such I was unfamiliar with it and for some reason I forgot to consider Swords of X&Y while sideboarding, focusing mainly on disabling Aether Vial and using Runed Halo as a piece of pseudo-removal. Without the Sword, the game would have been largely in my favor.
If you noticed, I ran two Suppression Fields in the mainboard of my deck. My local meta is largely combo decks, Jund, and RWU, against all of which S-Field is a good card. S-Field hurts most combo decks by either delaying them or preventing them from going infinite and makes fetchlands and manlands worse. I used to run mainboard Aven Mindcensor to stop searching and delay mana development but I found I bring in Suppression Field in many match ups so why shouldn't I run it in the main? It performs the same function as Mindcensor in delaying mana development, just in a different way.
-Anonymous
Why do people consider it a bad deck? Is it because it can be hated out easily? i.e. Rain of Gore
@mulkers - From what I can tell, many people think this is a "bad" deck because it's highly match up dependent. It completely wrecks the decks it is good against, but then has match ups like Pod that are just so rough to do anything against. Sadly, most of the top tier decks in the format just happen to be this deck's bad matchups (Pod and Affinity especially), which makes people believe it's bad. I disagree, but competitive players are going to thing like that.
@mozz - You faced some interesting match ups, which I don't know if I'd personally base assessment of the deck over. The land destruction lands are best against things with manlands (Affinity, Infect, Control builds that swing with lands, etc) and other special lands which it doesn't seem like you faced. Auriok Champion is great in the sideboard unless you see a lot of Jund and Cruel Control, then I think it's completely maindeckable. I don't think I'd ever play this deck without 4 Path maindeck unless your meta is completely storm oriented, then I probably wouldn't play the deck.
@mulkers - Soul Sisters is a very underrated deck and severely underestimated. Its good against every single aggro deck barring Affinity and has decent matchups against B/G/x midrange lists. It however struggles to beat Combo, Control, and Ramp strategies. Soul Sisters is like Affinity in that it is a synergistic aggro deck, remove the important pieces and it stumbles. However, Soul Sisters has a lot of consistency and a wide range of threats which helps to balance out its reliance on synergy. While it is an aggro deck it is not as blisteringly fast as Zoo or Affinity, however it has a greater amount of card advantage, better mana, and a better mid-late game than any other aggro deck. The fact that Combo is so dominant in Modern is one of the main reasons that Soul Sisters is considered "bad" as gaining 20+ life means nothing against infinite damage.
-Anonymous
-Anonymous
IT seems to be amazing vs some combo decks. Auriok Champions make Splinter Twin and Pod matches much better, as there are very few outs to a soul sister that has pro red and black.
Control seems to be a rough match up for it though. I guess it is just a case of getting the god draw? Some primers have a matchup guide with key cards and interactions. Does anyone have a matchup guide for Soul Sisters?
I have been considering running Spear as a 5th anthem. I feel like we can do a pretty good WW impression. My build is a W/b version where I replaced Ranger of Eos with Orzhov Charm (Recursion is like tutoring but not as good with Martyr but provides the option for removal or bounce for 2cmc critters). As it stands now the highest CMC spell I run is Lingering Souls at 3cmc and everything else is two or less. I run 21 lands and I was thinking of dropping 1 (20 total lands) and running a Spear instead. What experience have you had with the Spear? Did you ever get to play it? I've also considered dropping a 1 of Ajani Goldmane I have laying around in that slot but I don't expect him to be great.
Have you played the Chalices? Did you like it? When you brought them in what did you replace? I'm assuming the Serra Ascendant because they fill the most similar role. The Chalice is nice since it doesn't flip back if your life total drops but its also incapable of blocking should you need to and it doesn't gain you any life once it flips the way that Serra does. I currently have 2 in my board but I've never actually bothered to use them since I built the Soul Sisters. I had a casual life gain deck before building this one that I loved them in once I could get them to flip but that's a whole different monster.
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it will not steal any games and that alternate win con will only work if everything else is already on your favor.
it's pretty fragile...
1- you need to get to 40 life.... if that happens you're probably winning anyway.... 2 more attacks with Serra Ascendant or Ajani's Pridemate will most likely seal the deal at this point in 99% of all matches.
2- you need to be able to pay 4WW.
3- the card needs to survive a whole turn... and all he has going for him to help with this is those 6 toughness... which is mostly relevant against red removal and nothing else.
If you manage to have 1, 2 and 3....
AND no other relevant win conditions, which would debunk the "win more" aspect of the gimmicky alternate wincon.
then Felidar Sovereign will trigger and win...
I don't think this is very likely... really.
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If people lost against you while having that amount of life, they were obviously doing something horrible wrong :). Especially if the same thing happened in games 2 and 3. We run Stony Silence, which kills affinity pretty much on the spot. Sorry, but I highl;y doubt you win every single game against souls sisters, let alone against a soul sister player that has 80+ lives.
In most matchups soul sisters, depending on the build, will hover between 25 and 35 life, not around 40. All in all, it's a very bad card.
Spellskite is a fine sideboard card, but I wouldn't play him. That's not how we use life as a resource and he hurts Martyr activations, which is what gets you to those high life totals most consistently.
I just realized you were playing Brimaz and that I'm not in the B/W Tokens thread lol. Is Brimaz in your main deck or sideboard? If he is in your sideboard what did you take out for him?
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The forum Change messed the blog up, the link was fixed but here's the blog:
Every time I lose with soul sisters it is not from misplays, it is from my inability to interact with my opponent. Because the deck is so reliant on it's game plan there is basically no room to seriously shift things around. It has to contain all the core cards in order for the deck to work. Four Path to Exile is not enough, although the card is good we look at the top tier decks such as UWR and Jund. These both play a plethora the formats best removal spells, counter spells, and profit cards. Because we have such a strict game plan our resources are limited to just 4 measly removal spells. When soul sisters wins, it wins from gaining life to try to make the absence of removal irrelevant. To put enough early pressure and go ahead for the win. We play cards like Ranger of Eos and Squadron Hawk to fill our hand with creatures and to keep putting down threats even after we get board wiped. We try to ignore what our opponent is doing and stick to what we do best. Gaining life and beating down. When we run into the predicament where attacking with any of our creatures is no longer relevant is where we struggle. Our opponent drops down a huge creature and our attacks would just die is where we need that Path to Exile, if we don't get it we are pretty much screwed. Trying to avoid or fix this problem is where the deck really struggles. We can't deviate from our main game plan, because it will seriously hurt the decks tempo. The decks is so unreliable when it comes to dealing with our opponents threats that those threats soon outclass ours. The problem grows as the game reaches turns 3-4. If you can get enough early pressure on the board to overcome their plays, good for you. It isn't necessarily hard for the deck to do. However, That certain fact of uncertainly is the glaring weakness of the deck.
The problem is....Modern format doesn't change. the decks we see now are the decks we will face in the near future.....and looking at their lists there are very few "huge creatures" we can't handle.
If we're talking about Eldrazi & Iona, they are the finishing line of the deck they belong to...meaning when they touch the ground you have lost...no matter the deck you are playing.
Every other creature in the format is usually......small, and our deck packs a lot of 1/1 with honor of the pure, and Serra Ascendant + Ajani's Pridemate can handle things like Tarmo, restoration Angel and so on.
Maindeck we can easily handle:
Splinter Twin (2 Sisters out and they cannot combo, 1 path and you block them)
Storm (1 Martyr is usually enough, but you can play more)
Scapeshift (1 Martyr is usually enough, but you can play more)
To a certain extent Pod (3 sisters for angel-kiki combo, 2 Auriok champion for redcap-melira combo, 2 sisters for finks-melira combo, a path for all of the above).
As for Aggro decks, we have to play aggro (Ascendant, Pridemate, Honor of the Pure)
And UWx control simply kill us on the spot.
I really don't see how the deck can be bad considering the top Tier decks.
As for the control MU, i went for a green splash. MD is still the usual Soul Sister, with 2 Ranger of Eos (kinda need my martyr out asap if i'm against combo or scapeshift and they didn't kill me by the time i play the ranger, something that Brimaz won't help on). I added 2 Thrun and 4 Loxodon Smiter in the side. Thrun is GG for any Control deck. And Smither can be killed only by Path, Wrath or 2+ removals. They both cannot be countered, so every one of them is a problem. Simply Mono-W Soul Sister has 0 chances against UWx control, and i cannot play the deck at big events (PTQ, GPT, Big tourneys) knowing that if i face one of the top tier i simply lose....