* I played 2 Tarmogoyf because my Voice of Resurgence were still somewhere in the mail..
Tournament Report:
Round 1 - Vs Tarmo-Twin (0-2 : 0-1-0)
Game 1 I got stuck on 2 lands, having an opening hand with 2 lands, birds, smiter, rhino, path, decay. I was able to stall for quite some time, disrupting his combo but had not enough answers to deal with his Tarmogoyf..
Game 2 kept a similar hand and had a very close game, him only winning because I drew too many lands and he was able to combo out at the end. He got very lucky because all his lands were Sulfur Falls / Hinterland Harbors which meant my Choke didn't do much.. A slightly different land draw on his side would have meant me winning this game.
Game 1 my hand was 3 lands, Liege, Smiter, Decay, Hierarch. He started with T1 Fetch-Shock-Inquistion, taking a Abrupt Decay. I played the Hierarch and passed the turn. He played a land, played Thoughtseize and chose my Wilt-Leaf Liege.. That was gg with a Smiter coming down the turn after.
Game 2 was the most derpy game of the day. He drew 0 lands, getting stuck on 2. I drew only lands, fishing 16 out of the 23 lands from my deck.. However I had some threats which got in once of twice before being removed so I managed to win the game (Flood is better than Screw it seems :P).
Got paired against a friend, so I knew his deck beforehand.
Game 1 is not worth mentioning, he had to mulligan to 5 and was not able to answer my fast hand.
Game 2 was close, however it seems me boarding Choke just doesn't work.. He had 1 Oboro and 4 Mutavault in play so my Choke did zip. I kept a somewhat slower hand because I saw the Choke in my opener so I lost the race due to his good land draws.
Game 3 we both went to 6, but he drew too many lands to put up a fight against my deck.
Game 1 kept a hand with 2 Smiters so was able to quickly get some pressure on the board. Played around the counters and won the game when he tapped out to hard-cast Elesh Norn and I had the Path to Exile ready (Having Liege out also does a lot against Elesh Norn).
Game 2 was more of the same, sticking a Gaddock Teeg after forcing him to use his mana in my turn. Kept the pressure on with Gavony Township until I found a second Path to Exile to play around his single counterspell, remove his Collonade and rush in for the win.
Game 1 I lost due to a playing error on my side, choosing to remove the Delver in stead of the Young Pyromancer. Stupid mistake that cost me the game.
Game 2 managed to stick a surprise Choke after him tapping low (I saw the Mana Leak from a Delver flip) and played around a possible Spell Pierce by keeping 1 mana up. He almost managed to win the game (Tasigur don't care for islands) but after him attacking me down to 1 he forgot I had a Stirring Wildwood on the field which meant he should have kept one creature on defense. He didn't so I rushed in for the kill.
Game 3 he probed turn 1 to see my hand which was pretty good and had a Choke. I didn't understand his plays, going Thought Scour and Snapcaster - Probe the turn after. He was tapped out so I threw down a Choke. He drew-passed for a few more turns then conceded and showed me a hand with no counters. He had only two basic islands in his opener so he tried to draw out of it the first two turns. When that didn't work the game was lost for him to a Choke.
I had great fun playing the deck. It performed really good, having so many threats. I didn't encounter auto-loss matchups, feeling I had a chance against every deck! Only a few things beat playing an uncounterable 4/4 Elephant on turn 2
Notes:
- Tarmogoyf was underwhelming, replacing them with the 2 VoR I have incoming.
- Horizon Canopy was good to have. With 23 lands you often have enough relatively fast. Drawing that extra card won me at least 2 games.
- A main deck Scavenging Ooze performed well.
- Unless you have tons of burn in the meta, I believe 4 Smiter / 3 Finks is the way to go.
- Be careful with boarding in Stony Silence against Merfolk. They often side out Aether Vial (especially on the play).
Great fun playing this deck, will take it to the PPTQ and GPT the coming weeks.
Vial isnt terrible as i play merfolk so im used to it i guess, but I forgot i actually pulled it when i pulled flikerwisp. Currently 2-3 cloudshift in the 75 seem to be doing ok
Thanks for the report! It was a more interesting list for sure. I like having four Finks. It'sso eefficient and the lifegain and persist has been super useful. Horizon canopy I don't know how I feel as every point of damage matters. I don't like boarding in Stony Silence as vial isn't something we care about that much.
There's been some mention of Dromoka's Command in the thread but little to no consensus or mention of the regular testing.
It's it just a fringe card that is occasionally good but usually overcosted? Or is something that could be a stalwart of the archetype? It seems to make a good burn MU even better and additional twin MD hate. Though I suppose it takes the place of discard/path/decay, so you're not really upping your anti-twin cards in that respect.
Anyway, I'm going to be testing this for the Columbus Invitational and I will be looking forward to some thoughts.
It seems to me over costed. It's not a threat in a deck meant to have constant threats I don't like it. It's also more reactive then proactive hate in the form of thoughtsieze effects. Plus the burn matchup as you said is already really good so it becomes overkill for a matchup. If I need to deal with anything I can easily do it with Decay thoughtseize effects and/or path. Are you running liege rhino or the traditional build? Either way, I would love to see a tournament report!
It seems to me over costed. It's not a threat in a deck meant to have constant threats I don't like it. It's also more reactive then proactive hate in the form of thoughtsieze effects. Plus the burn matchup as you said is already really good so it becomes overkill for a matchup. If I need to deal with anything I can easily do it with Decay thoughtseize effects and/or path. Are you running liege rhino or the traditional build? Either way, I would love to see a tournament report!
I plan on Liege/Rhino. I like the 6 dork builds, as I play a lot of big-aggro decks in standard, and 6 1cmc mana dorks is really a sweet spot. Perhaps that doesn't translate to modern. I'd like to fiddle with your discard heavy build at least, but I like the quick clock of mana dork abzan lists.
There's been some mention of Dromoka's Command in the thread but little to no consensus or mention of the regular testing.
It's it just a fringe card that is occasionally good but usually overcosted? Or is something that could be a stalwart of the archetype? It seems to make a good burn MU even better and additional twin MD hate. Though I suppose it takes the place of discard/path/decay, so you're not really upping your anti-twin cards in that respect.
Anyway, I'm going to be testing this for the Columbus Invitational and I will be looking forward to some thoughts.
It's pretty much always good in my experience. Burn is a reasonable match-up but it's not a bye in any way, so it helps there. Making them sac Edilon and fighting something, or negating a burn spell is game swinging. Having more outs to Blood Moon is good to protect your mana and get value out of your man lands and gavony. It can help against Affinity as they often run Ensoul in some number these days. It's good against storm as well; better than decay as it makes them sac Pyro's Ascension while adding a +1/+1 to the clock.
Being able to reset Finks while having Smiter/Rhino kill something is pretty helpful, as well as saving something from burn (with the +1/+1 being enough often times) and removing something of their's being nice too.
My current disruption suite is 4 Decay, 2 Path, 3 Dromoka's Command, 3 Thoughtseize in the main with additional discard in the board. I could see playing 2, but I feel like it's a very strong card and well worth the cost.
There's been some mention of Dromoka's Command in the thread but little to no consensus or mention of the regular testing.
It's it just a fringe card that is occasionally good but usually overcosted? Or is something that could be a stalwart of the archetype? It seems to make a good burn MU even better and additional twin MD hate. Though I suppose it takes the place of discard/path/decay, so you're not really upping your anti-twin cards in that respect.
Anyway, I'm going to be testing this for the Columbus Invitational and I will be looking forward to some thoughts.
It's pretty much always good in my experience. Burn is a reasonable match-up but it's not a bye in any way, so it helps there. Making them sac Edilon and fighting something, or negating a burn spell is game swinging. Having more outs to Blood Moon is good to protect your mana and get value out of your man lands and gavony. It can help against Affinity as they often run Ensoul in some number these days. It's good against storm as well; better than decay as it makes them sac Pyro's Ascension while adding a +1/+1 to the clock.
Being able to reset Finks while having Smiter/Rhino kill something is pretty helpful, as well as saving something from burn (with the +1/+1 being enough often times) and removing something of their's being nice too.
My current disruption suite is 4 Decay, 2 Path, 3 Dromoka's Command, 3 Thoughtseize in the main with additional discard in the board. I could see playing 2, but I feel like it's a very strong card and well worth the cost.
would love to see your list. i think D-Command is very strong.
I brought Liege Rhino* to the SCG Prov Modern 5k, ultimately going 5-3 and 35th out of ~150. The deck has serious play, and if not for some unfortunate draws, definitely could have gone all the way. I'll be doing a write-up at some point soon.
*Not sure what the hell the correct name is, I ran 6 dorks with discard in the SB.
Making a couple of changes to my deck for the first time in a long time. The guy I keep mentioning who is my most trusted playtesting partner borrowed the deck for an IQ and I respect his opinion enough I will be changing it up: I am going to be cutting a razor verge thicket for a godless Shrine as the only reason why he didn't top 8 was because he consistently felt screwed on black, but he didn't get mana screwed at all. Also, I will be cutting a gavony for vault of the archangel. This adds diversity and makes things a threat similar to gavony does especially without dorks we can't utilize gavony as much. Vault also makes it easier to stabilize against other decks as well as making the burn matchup even more in our favor. It makes us not care about opponents gavony townships. Finally, I am going to be cutting Zealous Persecution in the board for golgari charms. Blowing up a twin, Leyline, eidolon, or blood moon is great. Minus 1 effect is also there. It may give us - 1 on our guys but when we board it in we don't care our stuff doesn't die to it unlike infect or boggles or tokens. It even stalls against twin the same. Zealous is a great combat trick, but so is regeneration! He took out Zealous for golgari charms for the IQ and he won multiple games through wrath effects based off of the regeneration. He also won through the mirror match in a stalled board state due to being able to regenerate to save his dudes and kill the opponents. I feel this makes the deck a lot better and would love it if past liege rhino players or even mana dork players give this a whirl at the tournament. The sideboard guide becomes similar replace Zealous with golgari charm and you can bring in golgari charm in many other matches based off of judgement that's pretty logical and simple. I will give a tournament report on my FNM as I know other people who do it and Ido well but ddidn't think it through to do it. My FNM is cutthroat competitive at both the standard and modern portion but they are great guys so I feel its justified to do the same as them. If nobody is interested though let me know!
Here is an updated Decklist and Sideboarding guide for the Dorkless Liege Rhino build.
Emracool you can quote me and edit this list for your exact changes.
This list includes a few small changes I'm trying out (2x Dromoka's Command, 1x Isolated Chapel)
Look below for Sideboard guide, hidden under spoiler.
Liege Rhino - Podless Pod Abzan Aggro - 0 Mana dorks.
Affinity:
Out: 4 thoughtseize 2 inquisition 4 voice 1 liege
In: 2 stony silence 2 engineered explosives 2 Golgari Charm 2 Nature's Claim 3 Lingering Souls
50 playtested matchups 49 wins
This matchup is laughably easy. Our amount of disruption combined with our clock is insane here. Taking out the hand disruption here is because it gets outclassed by our affinity hate. Liege is great, but a bit to slow here. The final card to consider cutting would be between sculler and voice. In the end, I chose voice as whipflare is sideboarded in in some lists and sculler cant be hit by it. In addition, it still allows us to curve and disrupt if need be and is a better topdeck then the other hand disruption. Affinity is all about flying so voice can rarely get its token.
Twin:
Out: 4 finks
In 2 scooze 2 engineered explosives
30 tempo twin matches 28 wins, 10 geist of saint twin (UWR twin) 5 wins, Tarmo 3 matches won all 3
We have a problem in a good way in that there are different routes you can take to put in, but very little to take out. Finks is the worst here as we have what we need against the tempo plan already. Scavenging ooze shrinks goyf and slows the clock of tasigur and murderous cut if grixis is a problem for you. It also blanks snapcaster targets and is an insane topdeck should twin find a way to successfully one for one you. Twin takes out pretty much the entire combo against us due to their very hard ability to combo off, making this a very favorable matchup due to our clock. The key to this is baiting counters, pressuring, and always bluffing or having the answer to a potential combo. They rarely go for it with open mana. Engineered explosives is great here. Put it on 3 and they literally can not win. They cant stick blood moon, they cant combo as the copies have the CMC of 3 , and they cant even geist us. Very rarely will they board something for it as its hard to expect it. If it is a more all in version of twin, I would add the nature's claim and possibly zealous persecution cutting voice as it becomes significantly worse if they only want to combo off.
GBx:
Out 4 thoughtseize 2 IoK 2 Scullers
In 2 Golgari Charm 3 scavenging ooze and 3 lingering souls
(30 matches yet to lose a game)
Why I have yet to lose a game should be self explanitory. This was meant to pray on GBx and it does just that. The hand disruption is very bad here and we go larger then them and literally produce a threat every turn while having the disruption to stop the bob and goyf. The scullers get the remaining due to it being the best topdeck out of the hand disruption spells as a 2/2 body at worst. Make sure in match ups like this to always say "anything with the trigger on the stack?" Most people dont see sculler much and will 2 for 1 themselves.
Burn:
Out 4 thoughtseize 1 path
In 3 scavenging ooze 2 nature's claim
40 matches 38 won. This is another easy matchup with the lifegain, the disruption for the creature base and taking the higher impact spells in conjunction with careful fetching. Thoughtseize is the only bad hand disruption spell here even though it does say save a damage, I would prefer save 3 or require burn to hit a creature with a burn spell to get a spell back in the form of sculler. Nature's Claim hits eidolon and our own scullers as well while slowing burns clock a turn or two which is all we need as they are a combo deck. It even hits more fringe sideboard play with things like ensnaring bridge (which is actually insane for burn). Scavenging ooze is more lifegain and a clock in topdeck mode.
Infect:
Out 4 rhino 4 liege 2 finks
In 3 engineered explosivs 3 lingering souls 2 Golgari Charm 2 Nature's Claim
10 matches played (Tyler Hill) won 5 of them
This matchup generally is unfavorable according to Tyler, but his mass experience with the deck has taught him how to plan against it, making it against a player like Tyler 50-50, but normally favorable for us. Rhino and liege are a clock, but here so are our other things. They have a hard time with the damage plan against us, most of our things are either disruption, low curve clock, or block twice. Lifegain isnt as relavent against infect , so finks gets the cut. The only sideboard choice here that might need explaning is natures claim. Natures claim hits inkmoth, rancor, ichorclaw sometimes if they run it, and the cards they might sideboard against us.
All control varients:
Out 4 abrupt decay 2 inquisition of kozilek 1 Dromoka's Command
In 3 scavenging ooze 3 lingering souls 1 Golgari Charm
(30 matches against UWR lost one game total, 2 macthes against esper and sultai won all games)
Most of our things are good against control similar to twin. what I like to do is slam a voice and play one more high end threat then never tap out again untill they answer whats on board, or slam a smiter and ride it to town after taking a path with the hand disruption. Inquisition doesnt hit the high end spells such as cryptic, batterskull, and keranos. Path stays in to deal with manlands, but abrupt decay hits very little. Scavenging ooze is a great topdeck, is a huge must answer threat by itself, is lifegain as every point of damage matters when control is trying to hit for exactsies, and blanks snapcaster mages.
Amulet:
Out 2 IoK
In 2 Nature's Claim
Hitting amulet and potentially leyline against a combo deck.Enough said. This is generally favorable as I playtested it 4 matches won 2 of them the 2 I lost he always had one turn to topdeck his only out to the situation and they somehow always did. Disruption is great against them provided we have the clock to back it up which we do most of the time. In this matchup, ALWAYS TAKE SUMMER BLOOM!! Steven Speck released an article saying that is the mistake almost every player makes. Summer bloom is the threat. We can decay the amulet if its a problem, but generally it slows them down a ton to take bloom. It is what makes GBx a favorable matchup for amulet, is that single mistake.
BW tokens:
Out 4 voice 2 path to exile 1 Abrupt Decay
In 3 Engineered Explosives 2 Golgari Charm 2 Nature's Claim
20 matches played against it all 20 won
Tokens blanks spot removal, so path comes out. Decay stays in to hit anthems as the 1/1's are terrible against us, the 2/2's and 3/3's however are a different story. Voice isnt needed as most of the things they do are in the air and are sorcery speed and they dont run enough removal to justify it. Engineered explosives just wins games when it comes in. Persecution is often a board wipe but it also screws with combat math and again just wins games. Nature's Claim at worst hits scullers to stall, but it is mostly a way to deal with hate and hit anthems.
Zoo:
Out 4 thoughtseize 2 inquisition 3 tidehollow
In 3 scavenging ooze 3 engineered explosives 3 lingering souls 40 tested matches
(30 tribal 10 naya) won all of the naya won 27 tribal
Souls is a clock with township as well as blockers to stall as every turn matters. Engineered explosives is often game over for them, and scooze is terrible for them as lifegain as well as blanking snapcaster mages. Hand disruption isnt good here as it normally just takes a creature that gets outclassed by ours anyway.
GR tron:
Out 4 decay
In 2 stony silence 2 Nature's Claim
6 matches played lost one game. Stony silence is the ***** against tron. In addition, claim is fantastic for us as it hits early dorks as well as wurmcoil and its tokens and O stone. Decay has few targets. This matchup is bad on paper, but in practice we keep them off tron a ton and provide a clock. They cant go over the top if tron isnt complete! It does help I played against it quite a bit prior to this deck and even used to play it for about 9 months.
U tron:
Out 4 decay 3 finks
In 2 stony silence 2 Nature's Claim 3 Scavenging Ooze
This is only here for if you play MTGO (I only play paper as I dont feel like wasting money on an online version where there is little payoff).
Stony is better here as it shuts off mindslaver and the mana accelerants they have, as does nature's claim but it also hits platinum angel. scavenging ooze shuts off snapcaster, the mindslaver combo, and provides a clock when all else fails. U tron has trouble against aggro, and this would be no different.
Living End:
Out 3 thoughtseize
In 3 scavenging Ooze
The only spells you care about are 3 CMC; the cascade enablers, fulminator mage, and blood moon. This could go either way for us as we can disrupt them with scooze and make them dig for the combo. If they get it fast enough, we lose. This is untested but is such a little part of the meta anyway that if it really is a problem I can suggest ways to tweak the board to beat it.
Blue Moon:
Out 3 Thoughtsieze 4 Sculler 2 Path 1 Inquisition of Kozilek
In 2 Golgari Charm 3 lingering souls 2 nature's claim 3 engineered explosives.
5 matches 4 won. Blood moon and shackles as well as batterskull are all hit by claim, and 2 of those are hit by nature's claim. Souls provides a clock and blanks removal. Zealous screws with combat math, and deals with an increasing win con in the form of master of waves. It was in the original and it is in this one to.
Merfolk:
Out 4 sculler 2 voice
In 3 engineeered explosives 3 lingering souls
3 matches 3 won. Souls forces them to have a spreading seas after our disruption to win. In addition, Engineered Explosives on 2 spells game over. Sculler gets hit by vapor snag and cant really attack or block much, so he is the worst here. He also gets hit with our explosives. Voice is cut as explosives hits it and there are few counterspellls merfolk runs. This is favorable for us.
Ad Nauseam:
Out 4 voice
In 2 stony silence 2 nature's claim.
3 matches 3 won. Hand disruption is a ***** for them, and we can get under leyline or destroy it with nature's claim. Claim also hits phyrexian unlife as well as the other mana rocks. Stony silence means game over. No spellskite to protect things, no lotus bloom, and no mana rocks. Voice is literally useless here.
Storm:
Out 2 path 4 voice 3 rhino.
In 2 nature's claim 3 engineered explosives 3 scavenging ooze
This is an untested matchup, however this is favorable. We have a ton of disruption preboard to stop the bombs from sticking. Post board, scooze deals with past in flames shennanigans. If they try and combo off fast with warrens, engineered explosives takes care of it and they lose from there. Explosives also takes care of ascension and electromancer. Nature's Claim beats the things they will board. We also have a clock thats low curve.
Scapeshift:
Out 4 decay 2 inquisition
In 3 scavenging ooze 3 lingering souls
10 matches played 8 won. Souls is a clock on its own that blanks counters. We have so much disruption and such a fast clock that the only way they have won every game against me is when they chained 4 cryptics in a row. Scooze hits snapcaster mages as well as is a clock. I like taking the enablers of scapeshift instead of scapeshift or if they have a slower hand the cryptic someitmes being taken spells instant win.
Bogles:
Out 2 path 4 voice 1 Abrupt Decay
In 3 Engineered Explosives 2 Nature's Claim 2 Golgari Charm
2 matches won both. This is super favorable. Zealuos persecution turn 2 often means game over as they lost the creature to suit up with. Explosives also spells game over. Hand disruption preboard is great but post board they board in leyline which isnt terrible against us but at worst we can natures claim it when we need to. Often though, we dont care about leyline and we just destroy an enchantment when they go for corronet and only try to keep the creatures at bay as a 1/1. This spells almost sure victory.
The mirror:
Out 4 thoughtseize 2 inquisition 2 sculler
In 3 lingering souls 3 scavenging ooze 2 zealous persecution
Persecution is great at screwing up combat math and wiping the opponents board as they always run the dork version. Souls is a clock and can block at worst. Scavenging ooze screws with other souls , is a great topdeck on its own, and is lifegain. I feel we are favored as we have more disruption then they do and we run manlands so we go bigger. The only not bad hand disruption here is sculler as it exiles liege or smiter or even rhino. I do feel although we seem favored, this becomes hand dependent and skill dependent.
For those asking, this is my current decklist. I hope it's what you're looking for: I've done reasonably against all the tier 1 decks with it as is. I've played against good pilots and a variety of them, and the deck is solid. I've also done good against a range of tier 2 and 3 decks as well.
This deck is not the nuts. It's not a tier .5 deck that has a good match against anything. It has weaknesses and flaws like any deck. But I think it's a strong choice in the current meta and is competitive with any other choice, and in the hands of a good pilot could go far in any major tournament.
If I was to sleeve up for a large tournament right now, considering the meta, this is what I would bring:
I have a few notes on the deck I feel like making:
*Yep, no colorless lands. No Gavony or Vault. If I was going to put in another utility land, I'd put in a Treetop Village or 2. My version of the deck values aggression and consistency over anything else. Colorless lands force tough keeps, and if your opponent kills your BoP and you kept a 2 land hand, it can be impossible to cast your spells.
*I run 22 lands. This deck doesn't draw cards, so you have to keep lands to a minimum.
*I have yet to meet a creature based deck that has more raw power. Zoo is significantly faster and more aggressive, and Junk Midrange has more powerful disruption (as does Merfolk), but in the long term grind, Little Kid has an extremely powerful game.
*In grindy games, Thragtusk and Resto help you outgrind most decks.
*I've thought of playing 1 Dragonlord Dromoka or Sun Titan in the sideboard before. These cards go over the top of most matches. I've humored Elspeth, Sun's Champion as well.
*If I expected a meta of Grixis Delver and Twin, I'd go up to 2-3 Illness in the sideboard.
*My build of the deck has only a reasonable combo match-up, it's not bullet proof.
*Tron is hard to win. It's a bad match-up.
For those asking, this is my current decklist. I hope it's what you're looking for: I've done reasonably against all the tier 1 decks with it as is. I've played against good pilots and a variety of them, and the deck is solid. I've also done good against a range of tier 2 and 3 decks as well.
This deck is not the nuts. It's not a tier .5 deck that has a good match against anything. It has weaknesses and flaws like any deck. But I think it's a strong choice in the current meta and is competitive with any other choice, and in the hands of a good pilot could go far in any major tournament.
If I was to sleeve up for a large tournament right now, considering the meta, this is what I would bring:
I have a few notes on the deck I feel like making:
*Yep, no colorless lands. No Gavony or Vault. If I was going to put in another utility land, I'd put in a Treetop Village or 2. My version of the deck values aggression and consistency over anything else. Colorless lands force tough keeps, and if your opponent kills your BoP and you kept a 2 land hand, it can be impossible to cast your spells.
*I run 22 lands. This deck doesn't draw cards, so you have to keep lands to a minimum.
*I have yet to meet a creature based deck that has more raw power. Zoo is significantly faster and more aggressive, and Junk Midrange has more powerful disruption (as does Merfolk), but in the long term grind, Little Kid has an extremely powerful game.
*In grindy games, Thragtusk and Resto help you outgrind most decks.
*I've thought of playing 1 Dragonlord Dromoka or Sun Titan in the sideboard before. These cards go over the top of most matches. I've humored Elspeth, Sun's Champion as well.
*If I expected a meta of Grixis Delver and Twin, I'd go up to 2-3 Illness in the sideboard.
*My build of the deck has only a reasonable combo match-up, it's not bullet proof.
*Tron is hard to win. It's a bad match-up.
For those asking, this is my current decklist. I hope it's what you're looking for: I've done reasonably against all the tier 1 decks with it as is. I've played against good pilots and a variety of them, and the deck is solid. I've also done good against a range of tier 2 and 3 decks as well.
This deck is not the nuts. It's not a tier .5 deck that has a good match against anything. It has weaknesses and flaws like any deck. But I think it's a strong choice in the current meta and is competitive with any other choice, and in the hands of a good pilot could go far in any major tournament.
If I was to sleeve up for a large tournament right now, considering the meta, this is what I would bring:
I have a few notes on the deck I feel like making:
*Yep, no colorless lands. No Gavony or Vault. If I was going to put in another utility land, I'd put in a Treetop Village or 2. My version of the deck values aggression and consistency over anything else. Colorless lands force tough keeps, and if your opponent kills your BoP and you kept a 2 land hand, it can be impossible to cast your spells.
*I run 22 lands. This deck doesn't draw cards, so you have to keep lands to a minimum.
*I have yet to meet a creature based deck that has more raw power. Zoo is significantly faster and more aggressive, and Junk Midrange has more powerful disruption (as does Merfolk), but in the long term grind, Little Kid has an extremely powerful game.
*In grindy games, Thragtusk and Resto help you outgrind most decks.
*I've thought of playing 1 Dragonlord Dromoka or Sun Titan in the sideboard before. These cards go over the top of most matches. I've humored Elspeth, Sun's Champion as well.
*If I expected a meta of Grixis Delver and Twin, I'd go up to 2-3 Illness in the sideboard.
*My build of the deck has only a reasonable combo match-up, it's not bullet proof.
*Tron is hard to win. It's a bad match-up.
No noble hierarchs? Feel like they are a pretty big part of us going big considering the exalted
@OperationRemie: Thank you! He's amazing in this deck as a value card.
@jwf239: I'd probably run them over the birds if I had them, but the birds ability to get in for 1 flying with Liege is actually relevant more than one might think. Getting black off of them is also pretty nice sometimes.
@DoggieDoo: It's an interesting match-up, hard to call. Play around Blood Moon for sure. I've found Young Pyromancer to be one of the strongest cards against us if it goes unanswered. Things like Rhino seem strong, but really turn on their counterspells in the midgame. I think their somewhat favored overall.
From my deck I'd bring in the Path, Thragtusk, and Resto for certain. Also probably Zealous Persecution and a Scooze {+8). Out comes Qasali, Thoughtseize, and Souls (-8).
@Emracool what is your current list? Do you mind copying and pasting it onto this thread? Tapped out isn't working for me. Also, i'm planning on taking your deck to a few upcoming tournaments; will report. Finally, will we ever get to see you actually playing the deck?
Thanks
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2 Birds of Paradise
4 Noble Hierarch
1 Voice of Resurgence
2 Tarmogoyf
2 Qasali Pridemage
1 Scavenging Ooze
4 Loxodon Smiter
3 Kitchen Finks
4 Siege Rhino
3 Wilt-Leaf Liege
Spells
4 Path to Exile
2 Thoughtseize
2 Abrupt Decay
3 Lingering Souls
4 Verdant Catacombs
4 Windswept Heath
1 Misty Rainforest
1 Horizon Canopy
1 Stirring Wildwood
2 Gavony Township
2 Temple Garden
2 Overgrown Tomb
1 Godless Shrine
3 Forest
1 Plains
1 Swamp
2 Thoughtseize
2 Abrupt Decay
2 Kor Firewalker
2 Stony Silence
2 Choke
2 Gaddock Teeg
2 Relic of Progenitus
1 Fracturing Gust
* I played 2 Tarmogoyf because my Voice of Resurgence were still somewhere in the mail..
Tournament Report:
Round 1 - Vs Tarmo-Twin (0-2 : 0-1-0)
Game 1 I got stuck on 2 lands, having an opening hand with 2 lands, birds, smiter, rhino, path, decay. I was able to stall for quite some time, disrupting his combo but had not enough answers to deal with his Tarmogoyf..
Game 2 kept a similar hand and had a very close game, him only winning because I drew too many lands and he was able to combo out at the end. He got very lucky because all his lands were Sulfur Falls / Hinterland Harbors which meant my Choke didn't do much.. A slightly different land draw on his side would have meant me winning this game.
SB: In: 2 Gaddock Teeg, 2 Choke. Out: 2 Thoughtseize, 2 Lingering Souls
Round 2 - Vs Abzan (2-0 : 1-1-0)
Game 1 my hand was 3 lands, Liege, Smiter, Decay, Hierarch. He started with T1 Fetch-Shock-Inquistion, taking a Abrupt Decay. I played the Hierarch and passed the turn. He played a land, played Thoughtseize and chose my Wilt-Leaf Liege.. That was gg with a Smiter coming down the turn after.
Game 2 was the most derpy game of the day. He drew 0 lands, getting stuck on 2. I drew only lands, fishing 16 out of the 23 lands from my deck.. However I had some threats which got in once of twice before being removed so I managed to win the game (Flood is better than Screw it seems :P).
SB : In: 2 Thoughtseize, 2 Abrupt Decay. Out: 2 Qasali Pridemage, 2 Lingering Souls
Round 3 - Vs Merfolk (2-1 : 2-1-0)
Got paired against a friend, so I knew his deck beforehand.
Game 1 is not worth mentioning, he had to mulligan to 5 and was not able to answer my fast hand.
Game 2 was close, however it seems me boarding Choke just doesn't work.. He had 1 Oboro and 4 Mutavault in play so my Choke did zip. I kept a somewhat slower hand because I saw the Choke in my opener so I lost the race due to his good land draws.
Game 3 we both went to 6, but he drew too many lands to put up a fight against my deck.
SB: In 2 Stony Silence, 2 Choke. Out: 2 Lingering Souls, 2 Thoughtseize
Round 4 - Vs UWRb Control / Gifts (2-0 : 3-1-0)
Game 1 kept a hand with 2 Smiters so was able to quickly get some pressure on the board. Played around the counters and won the game when he tapped out to hard-cast Elesh Norn and I had the Path to Exile ready (Having Liege out also does a lot against Elesh Norn).
Game 2 was more of the same, sticking a Gaddock Teeg after forcing him to use his mana in my turn. Kept the pressure on with Gavony Township until I found a second Path to Exile to play around his single counterspell, remove his Collonade and rush in for the win.
SB: In 2 Gaddock Teeg, 2 Choke. Out: 2 Thougtseize, 2 Abrupt Decay
Round 5 - Vs Grixis Delver (2-1 : 4-1-0)
Game 1 I lost due to a playing error on my side, choosing to remove the Delver in stead of the Young Pyromancer. Stupid mistake that cost me the game.
Game 2 managed to stick a surprise Choke after him tapping low (I saw the Mana Leak from a Delver flip) and played around a possible Spell Pierce by keeping 1 mana up. He almost managed to win the game (Tasigur don't care for islands) but after him attacking me down to 1 he forgot I had a Stirring Wildwood on the field which meant he should have kept one creature on defense. He didn't so I rushed in for the kill.
Game 3 he probed turn 1 to see my hand which was pretty good and had a Choke. I didn't understand his plays, going Thought Scour and Snapcaster - Probe the turn after. He was tapped out so I threw down a Choke. He drew-passed for a few more turns then conceded and showed me a hand with no counters. He had only two basic islands in his opener so he tried to draw out of it the first two turns. When that didn't work the game was lost for him to a Choke.
I had great fun playing the deck. It performed really good, having so many threats. I didn't encounter auto-loss matchups, feeling I had a chance against every deck! Only a few things beat playing an uncounterable 4/4 Elephant on turn 2
Notes:
- Tarmogoyf was underwhelming, replacing them with the 2 VoR I have incoming.
- Horizon Canopy was good to have. With 23 lands you often have enough relatively fast. Drawing that extra card won me at least 2 games.
- A main deck Scavenging Ooze performed well.
- Unless you have tons of burn in the meta, I believe 4 Smiter / 3 Finks is the way to go.
- Be careful with boarding in Stony Silence against Merfolk. They often side out Aether Vial (especially on the play).
Great fun playing this deck, will take it to the PPTQ and GPT the coming weeks.
As a merfolk player this made me smile... lol. Always good to see how players of diff archetypes view you.
It's it just a fringe card that is occasionally good but usually overcosted? Or is something that could be a stalwart of the archetype? It seems to make a good burn MU even better and additional twin MD hate. Though I suppose it takes the place of discard/path/decay, so you're not really upping your anti-twin cards in that respect.
Anyway, I'm going to be testing this for the Columbus Invitational and I will be looking forward to some thoughts.
I plan on Liege/Rhino. I like the 6 dork builds, as I play a lot of big-aggro decks in standard, and 6 1cmc mana dorks is really a sweet spot. Perhaps that doesn't translate to modern. I'd like to fiddle with your discard heavy build at least, but I like the quick clock of mana dork abzan lists.
It's pretty much always good in my experience. Burn is a reasonable match-up but it's not a bye in any way, so it helps there. Making them sac Edilon and fighting something, or negating a burn spell is game swinging. Having more outs to Blood Moon is good to protect your mana and get value out of your man lands and gavony. It can help against Affinity as they often run Ensoul in some number these days. It's good against storm as well; better than decay as it makes them sac Pyro's Ascension while adding a +1/+1 to the clock.
Being able to reset Finks while having Smiter/Rhino kill something is pretty helpful, as well as saving something from burn (with the +1/+1 being enough often times) and removing something of their's being nice too.
My current disruption suite is 4 Decay, 2 Path, 3 Dromoka's Command, 3 Thoughtseize in the main with additional discard in the board. I could see playing 2, but I feel like it's a very strong card and well worth the cost.
Modern - GB Elves, UW Ojutai Control
Legacy - BWG Junk Stoneblade
Gay and Proud
#MakeAmericaGreatAgain
would love to see your list. i think D-Command is very strong.
*Not sure what the hell the correct name is, I ran 6 dorks with discard in the SB.
Emracool you can quote me and edit this list for your exact changes.
This list includes a few small changes I'm trying out (2x Dromoka's Command, 1x Isolated Chapel)
I think Dromoka's Command will be particularly strong.
2x Forest
1x Gavony Township
1x Godless Shrine
1x Isolated Chapel
2x Overgrown Tomb
1x Plains
2x Razorverge Thicket
2x Stirring Wildwood
1x Swamp
1x Temple Garden
1x Vault of the Archangel
4x Verdant Catacombs
4x Windswept Heath
4x Kitchen Finks
4x Loxodon Smiter
4x Siege Rhino
3x Tidehollow Sculler
4x Voice of Resurgence
4x Wilt-Leaf Liege
Instant & Sorcery (13)
4x Abrupt Decay
2x Dromoka's Command
2x Path to Exile
2x Inquisition of Kozilek
4x Thoughtseize
3x Engineered Explosives
3x Lingering Souls
2x Nature's Claim
3x Scavenging Ooze
2x Stony Silence
2x Golgari Charm
Look below for Sideboard guide, hidden under spoiler.
Liege Rhino - Podless Pod Abzan Aggro - 0 Mana dorks.
Affinity:
Out: 4 thoughtseize 2 inquisition 4 voice 1 liege
In: 2 stony silence 2 engineered explosives 2 Golgari Charm 2 Nature's Claim 3 Lingering Souls
50 playtested matchups 49 wins
This matchup is laughably easy. Our amount of disruption combined with our clock is insane here. Taking out the hand disruption here is because it gets outclassed by our affinity hate. Liege is great, but a bit to slow here. The final card to consider cutting would be between sculler and voice. In the end, I chose voice as whipflare is sideboarded in in some lists and sculler cant be hit by it. In addition, it still allows us to curve and disrupt if need be and is a better topdeck then the other hand disruption. Affinity is all about flying so voice can rarely get its token.
Twin:
Out: 4 finks
In 2 scooze 2 engineered explosives
30 tempo twin matches 28 wins, 10 geist of saint twin (UWR twin) 5 wins, Tarmo 3 matches won all 3
We have a problem in a good way in that there are different routes you can take to put in, but very little to take out. Finks is the worst here as we have what we need against the tempo plan already. Scavenging ooze shrinks goyf and slows the clock of tasigur and murderous cut if grixis is a problem for you. It also blanks snapcaster targets and is an insane topdeck should twin find a way to successfully one for one you. Twin takes out pretty much the entire combo against us due to their very hard ability to combo off, making this a very favorable matchup due to our clock. The key to this is baiting counters, pressuring, and always bluffing or having the answer to a potential combo. They rarely go for it with open mana. Engineered explosives is great here. Put it on 3 and they literally can not win. They cant stick blood moon, they cant combo as the copies have the CMC of 3 , and they cant even geist us. Very rarely will they board something for it as its hard to expect it. If it is a more all in version of twin, I would add the nature's claim and possibly zealous persecution cutting voice as it becomes significantly worse if they only want to combo off.
GBx:
Out 4 thoughtseize 2 IoK 2 Scullers
In 2 Golgari Charm 3 scavenging ooze and 3 lingering souls
(30 matches yet to lose a game)
Why I have yet to lose a game should be self explanitory. This was meant to pray on GBx and it does just that. The hand disruption is very bad here and we go larger then them and literally produce a threat every turn while having the disruption to stop the bob and goyf. The scullers get the remaining due to it being the best topdeck out of the hand disruption spells as a 2/2 body at worst. Make sure in match ups like this to always say "anything with the trigger on the stack?" Most people dont see sculler much and will 2 for 1 themselves.
Burn:
Out 4 thoughtseize 1 path
In 3 scavenging ooze 2 nature's claim
40 matches 38 won. This is another easy matchup with the lifegain, the disruption for the creature base and taking the higher impact spells in conjunction with careful fetching. Thoughtseize is the only bad hand disruption spell here even though it does say save a damage, I would prefer save 3 or require burn to hit a creature with a burn spell to get a spell back in the form of sculler. Nature's Claim hits eidolon and our own scullers as well while slowing burns clock a turn or two which is all we need as they are a combo deck. It even hits more fringe sideboard play with things like ensnaring bridge (which is actually insane for burn). Scavenging ooze is more lifegain and a clock in topdeck mode.
Infect:
Out 4 rhino 4 liege 2 finks
In 3 engineered explosivs 3 lingering souls 2 Golgari Charm 2 Nature's Claim
10 matches played (Tyler Hill) won 5 of them
This matchup generally is unfavorable according to Tyler, but his mass experience with the deck has taught him how to plan against it, making it against a player like Tyler 50-50, but normally favorable for us. Rhino and liege are a clock, but here so are our other things. They have a hard time with the damage plan against us, most of our things are either disruption, low curve clock, or block twice. Lifegain isnt as relavent against infect , so finks gets the cut. The only sideboard choice here that might need explaning is natures claim. Natures claim hits inkmoth, rancor, ichorclaw sometimes if they run it, and the cards they might sideboard against us.
All control varients:
Out 4 abrupt decay 2 inquisition of kozilek 1 Dromoka's Command
In 3 scavenging ooze 3 lingering souls 1 Golgari Charm
(30 matches against UWR lost one game total, 2 macthes against esper and sultai won all games)
Most of our things are good against control similar to twin. what I like to do is slam a voice and play one more high end threat then never tap out again untill they answer whats on board, or slam a smiter and ride it to town after taking a path with the hand disruption. Inquisition doesnt hit the high end spells such as cryptic, batterskull, and keranos. Path stays in to deal with manlands, but abrupt decay hits very little. Scavenging ooze is a great topdeck, is a huge must answer threat by itself, is lifegain as every point of damage matters when control is trying to hit for exactsies, and blanks snapcaster mages.
Amulet:
Out 2 IoK
In 2 Nature's Claim
Hitting amulet and potentially leyline against a combo deck.Enough said. This is generally favorable as I playtested it 4 matches won 2 of them the 2 I lost he always had one turn to topdeck his only out to the situation and they somehow always did. Disruption is great against them provided we have the clock to back it up which we do most of the time. In this matchup, ALWAYS TAKE SUMMER BLOOM!! Steven Speck released an article saying that is the mistake almost every player makes. Summer bloom is the threat. We can decay the amulet if its a problem, but generally it slows them down a ton to take bloom. It is what makes GBx a favorable matchup for amulet, is that single mistake.
BW tokens:
Out 4 voice 2 path to exile 1 Abrupt Decay
In 3 Engineered Explosives 2 Golgari Charm 2 Nature's Claim
20 matches played against it all 20 won
Tokens blanks spot removal, so path comes out. Decay stays in to hit anthems as the 1/1's are terrible against us, the 2/2's and 3/3's however are a different story. Voice isnt needed as most of the things they do are in the air and are sorcery speed and they dont run enough removal to justify it. Engineered explosives just wins games when it comes in. Persecution is often a board wipe but it also screws with combat math and again just wins games. Nature's Claim at worst hits scullers to stall, but it is mostly a way to deal with hate and hit anthems.
Zoo:
Out 4 thoughtseize 2 inquisition 3 tidehollow
In 3 scavenging ooze 3 engineered explosives 3 lingering souls 40 tested matches
(30 tribal 10 naya) won all of the naya won 27 tribal
Souls is a clock with township as well as blockers to stall as every turn matters. Engineered explosives is often game over for them, and scooze is terrible for them as lifegain as well as blanking snapcaster mages. Hand disruption isnt good here as it normally just takes a creature that gets outclassed by ours anyway.
GR tron:
Out 4 decay
In 2 stony silence 2 Nature's Claim
6 matches played lost one game. Stony silence is the ***** against tron. In addition, claim is fantastic for us as it hits early dorks as well as wurmcoil and its tokens and O stone. Decay has few targets. This matchup is bad on paper, but in practice we keep them off tron a ton and provide a clock. They cant go over the top if tron isnt complete! It does help I played against it quite a bit prior to this deck and even used to play it for about 9 months.
U tron:
Out 4 decay 3 finks
In 2 stony silence 2 Nature's Claim 3 Scavenging Ooze
This is only here for if you play MTGO (I only play paper as I dont feel like wasting money on an online version where there is little payoff).
Stony is better here as it shuts off mindslaver and the mana accelerants they have, as does nature's claim but it also hits platinum angel. scavenging ooze shuts off snapcaster, the mindslaver combo, and provides a clock when all else fails. U tron has trouble against aggro, and this would be no different.
Living End:
Out 3 thoughtseize
In 3 scavenging Ooze
The only spells you care about are 3 CMC; the cascade enablers, fulminator mage, and blood moon. This could go either way for us as we can disrupt them with scooze and make them dig for the combo. If they get it fast enough, we lose. This is untested but is such a little part of the meta anyway that if it really is a problem I can suggest ways to tweak the board to beat it.
Blue Moon:
Out 3 Thoughtsieze 4 Sculler 2 Path 1 Inquisition of Kozilek
In 2 Golgari Charm 3 lingering souls 2 nature's claim 3 engineered explosives.
5 matches 4 won. Blood moon and shackles as well as batterskull are all hit by claim, and 2 of those are hit by nature's claim. Souls provides a clock and blanks removal. Zealous screws with combat math, and deals with an increasing win con in the form of master of waves. It was in the original and it is in this one to.
Merfolk:
Out 4 sculler 2 voice
In 3 engineeered explosives 3 lingering souls
3 matches 3 won. Souls forces them to have a spreading seas after our disruption to win. In addition, Engineered Explosives on 2 spells game over. Sculler gets hit by vapor snag and cant really attack or block much, so he is the worst here. He also gets hit with our explosives. Voice is cut as explosives hits it and there are few counterspellls merfolk runs. This is favorable for us.
Ad Nauseam:
Out 4 voice
In 2 stony silence 2 nature's claim.
3 matches 3 won. Hand disruption is a ***** for them, and we can get under leyline or destroy it with nature's claim. Claim also hits phyrexian unlife as well as the other mana rocks. Stony silence means game over. No spellskite to protect things, no lotus bloom, and no mana rocks. Voice is literally useless here.
Storm:
Out 2 path 4 voice 3 rhino.
In 2 nature's claim 3 engineered explosives 3 scavenging ooze
This is an untested matchup, however this is favorable. We have a ton of disruption preboard to stop the bombs from sticking. Post board, scooze deals with past in flames shennanigans. If they try and combo off fast with warrens, engineered explosives takes care of it and they lose from there. Explosives also takes care of ascension and electromancer. Nature's Claim beats the things they will board. We also have a clock thats low curve.
Scapeshift:
Out 4 decay 2 inquisition
In 3 scavenging ooze 3 lingering souls
10 matches played 8 won. Souls is a clock on its own that blanks counters. We have so much disruption and such a fast clock that the only way they have won every game against me is when they chained 4 cryptics in a row. Scooze hits snapcaster mages as well as is a clock. I like taking the enablers of scapeshift instead of scapeshift or if they have a slower hand the cryptic someitmes being taken spells instant win.
Bogles:
Out 2 path 4 voice 1 Abrupt Decay
In 3 Engineered Explosives 2 Nature's Claim 2 Golgari Charm
2 matches won both. This is super favorable. Zealuos persecution turn 2 often means game over as they lost the creature to suit up with. Explosives also spells game over. Hand disruption preboard is great but post board they board in leyline which isnt terrible against us but at worst we can natures claim it when we need to. Often though, we dont care about leyline and we just destroy an enchantment when they go for corronet and only try to keep the creatures at bay as a 1/1. This spells almost sure victory.
The mirror:
Out 4 thoughtseize 2 inquisition 2 sculler
In 3 lingering souls 3 scavenging ooze 2 zealous persecution
Persecution is great at screwing up combat math and wiping the opponents board as they always run the dork version. Souls is a clock and can block at worst. Scavenging ooze screws with other souls , is a great topdeck on its own, and is lifegain. I feel we are favored as we have more disruption then they do and we run manlands so we go bigger. The only not bad hand disruption here is sculler as it exiles liege or smiter or even rhino. I do feel although we seem favored, this becomes hand dependent and skill dependent.
This deck is not the nuts. It's not a tier .5 deck that has a good match against anything. It has weaknesses and flaws like any deck. But I think it's a strong choice in the current meta and is competitive with any other choice, and in the hands of a good pilot could go far in any major tournament.
If I was to sleeve up for a large tournament right now, considering the meta, this is what I would bring:
2x Forest
2x Plains
1x Swamp
2x Stirring Wildwood
1x Razorverge Thicket
1x Godless Shrine
2x Overgrown Tomb
3x Temple Garden
4x Verdant Catacombs
4x Windswept Heath
Creatures
4x Birds of Paradise
3x Voice of Resurgence
2x Qasali Pridemage
3x Kitchen Finks
3x Lingering Souls
4x Loxodon Smiter
3x Wilt-Leaf Liege
4x Siege Rhino
2x Path to Exile
3x Thoughtseize
3x Dromoka's Command
4x Abrupt Decay
1x Path to Exile
1x Illness in the Ranks
2x Stony Silence
2x Thragtusk
2x Restoration Angel
2x Scavenging Ooze
2x Zealous Persecution
3x Duress
I have a few notes on the deck I feel like making:
*Yep, no colorless lands. No Gavony or Vault. If I was going to put in another utility land, I'd put in a Treetop Village or 2. My version of the deck values aggression and consistency over anything else. Colorless lands force tough keeps, and if your opponent kills your BoP and you kept a 2 land hand, it can be impossible to cast your spells.
*I run 22 lands. This deck doesn't draw cards, so you have to keep lands to a minimum.
*I have yet to meet a creature based deck that has more raw power. Zoo is significantly faster and more aggressive, and Junk Midrange has more powerful disruption (as does Merfolk), but in the long term grind, Little Kid has an extremely powerful game.
*In grindy games, Thragtusk and Resto help you outgrind most decks.
*I've thought of playing 1 Dragonlord Dromoka or Sun Titan in the sideboard before. These cards go over the top of most matches. I've humored Elspeth, Sun's Champion as well.
*If I expected a meta of Grixis Delver and Twin, I'd go up to 2-3 Illness in the sideboard.
*My build of the deck has only a reasonable combo match-up, it's not bullet proof.
*Tron is hard to win. It's a bad match-up.
Modern - GB Elves, UW Ojutai Control
Legacy - BWG Junk Stoneblade
Gay and Proud
#MakeAmericaGreatAgain
you have thragtusks. i'm in love
No noble hierarchs? Feel like they are a pretty big part of us going big considering the exalted
How's this version vs. Grixis Delver or Grixis Delve (Gurmag Angler > Delver of Decrets)?
Any idea what the sideboarding's like in that match?
@jwf239: I'd probably run them over the birds if I had them, but the birds ability to get in for 1 flying with Liege is actually relevant more than one might think. Getting black off of them is also pretty nice sometimes.
@DoggieDoo: It's an interesting match-up, hard to call. Play around Blood Moon for sure. I've found Young Pyromancer to be one of the strongest cards against us if it goes unanswered. Things like Rhino seem strong, but really turn on their counterspells in the midgame. I think their somewhat favored overall.
From my deck I'd bring in the Path, Thragtusk, and Resto for certain. Also probably Zealous Persecution and a Scooze {+8). Out comes Qasali, Thoughtseize, and Souls (-8).
Modern - GB Elves, UW Ojutai Control
Legacy - BWG Junk Stoneblade
Gay and Proud
#MakeAmericaGreatAgain
Thanks