Kommand barely sees play anymore. 2of in jund, 2/3of in Grixis and that's about it.
Fair point.
My experience with Hero's Blade D&T was always that you needed some form of evasion for your legendary creatures. The new Thalia is a good addition to the Hero's Blade lists, but lifelink or flying would be much better than first strike. Burn wins on T4 or T5. So does Affinity. So does Infect. The Hero's Blade lists are fun to play, but they can only win if the control elements are still there.
I haven't played Hero's Blade D&T since the new Thalia came out, but I don't think that was the missing piece that the deck needed.
Also can anyone tell me why anyone would play Horizon Canopy in this? I see it in many lists but I don't see the point in theoretically drawing 3 cards...maybe. Manlands make sense, Eiganjo sure, eldrazi lands of course. Horizon seems like a odd choice since this deck doesn't recycle it, its only ever in a 3 pack, and the thinning it provides isn't really offsetting the fact that it always hurts you to use while at the same time there is no other card draw to make the random card you receive that much more likely.
Fetchlands are usually played at near 12 and have a demonstrable proven effect of making card draws better and smoothing your manabase since your usually fetching out a dual land which allows more flexibility in the overall cards played, while also thinning out lands from your draws.
Fetchlands are cards that make your manabase solid. They are not there to thin your deck, even if you want it for that reason its effect will be barely noticeable if at all. Canopy is a land that goes 'oh ***** I top decked a land, wait a minute I'll just cycle it' while also providing relevant mana. There is a reason why it costs $90 (more than a Polluted Delta pre khans).
Seems kinda excessive for a I just drew a land aw crap card. I mean I got 4 from back in the day, but there is nothing better that could be put in those spots?
darktutor is right, although he's kinda skipped over what makes Canopy good.
Horizon Canopy is the only land in all of Magic that has these three characteristics:
1) Enters the battlefield untapped
2) Taps for more than one color of mana
3) Has a relevant, non-mana activated ability
In short, that combination of characteristics is huge. It lets you hit your curve (T1 Hierarch is important), and it becomes gas when you don't need it anymore. I know that it can be hard to understand the power of this card, but if you put in a few games with it, you'll understand why it's important.
If you're talking about mono-white, then it really fills the same role in the deck. It's colored mana when you need it, and it's gas when you don't.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Kommand barely sees play anymore. 2of in jund, 2/3of in Grixis and that's about it.
Fair point.
My experience with Hero's Blade D&T was always that you needed some form of evasion for your legendary creatures. The new Thalia is a good addition to the Hero's Blade lists, but lifelink or flying would be much better than first strike. Burn wins on T4 or T5. So does Affinity. So does Infect. The Hero's Blade lists are fun to play, but they can only win if the control elements are still there.
I haven't played Hero's Blade D&T since the new Thalia came out, but I don't think that was the missing piece that the deck needed.
Also can anyone tell me why anyone would play Horizon Canopy in this? I see it in many lists but I don't see the point in theoretically drawing 3 cards...maybe. Manlands make sense, Eiganjo sure, eldrazi lands of course. Horizon seems like a odd choice since this deck doesn't recycle it, its only ever in a 3 pack, and the thinning it provides isn't really offsetting the fact that it always hurts you to use while at the same time there is no other card draw to make the random card you receive that much more likely.
Fetchlands are usually played at near 12 and have a demonstrable proven effect of making card draws better and smoothing your manabase since your usually fetching out a dual land which allows more flexibility in the overall cards played, while also thinning out lands from your draws.
Fetchlands are cards that make your manabase solid. They are not there to thin your deck, even if you want it for that reason its effect will be barely noticeable if at all. Canopy is a land that goes 'oh ***** I top decked a land, wait a minute I'll just cycle it' while also providing relevant mana. There is a reason why it costs $90 (more than a Polluted Delta pre khans).
Seems kinda excessive for a I just drew a land aw crap card. I mean I got 4 from back in the day, but there is nothing better that could be put in those spots?
darktutor is right, although he's kinda skipped over what makes Canopy good.
Horizon Canopy is the only land in all of Magic that has these three characteristics:
1) Enters the battlefield untapped
2) Taps for more than one color of mana
3) Has a relevant, non-mana activated ability
In short, that combination of characteristics is huge. It lets you hit your curve (T1 Hierarch is important), and it becomes gas when you don't need it anymore. I know that it can be hard to understand the power of this card, but if you put in a few games with it, you'll understand why it's important.
If you're talking about mono-white, then it really fills the same role in the deck. It's colored mana when you need it, and it's gas when you don't.
I'd definitely play horizon canopy in my g/w deck (or even mono white if i played it) if i could afford them. I think every g/w deck that recently top 8'd a GP or SCG tournament played 4. I must admit i'd be a little scared of playing a full set without kitchen finks main deck, because of damage and all.
I'd definitely play horizon canopy in my g/w deck (or even mono white if i played it) if i could afford them. I think every g/w deck that recently top 8'd a GP or SCG tournament played 4. I must admit i'd be a little scared of playing a full set without kitchen finks main deck, because of damage and all.
Still worth playing 4 without finks?
No, because hands with more than one Canopy are really, really rough. I frequently run 2, occasionally run 3, and never run 4, even with Finks.
Hatebears is a little more forgiving with the Canopies, because they maintain a larger board presence than we do. Think about it this way: we have so many creatures with 1 toughness that we inevitably let through more damage than Hatebears does. We use our life total as a resource by setting up our taxes and controlling the board. Hatebears uses its life total as a resource by maxing out on Canopies while dropping efficient creatures that create value, including Kitchen Finks and Voice of Resurgence.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Essentially, I won't be running a version of D&T without 2 in the deck. More is questionable without something like finks. I've found 2 to be my magic number.
I've played with him abit, it is a slightly worse Dark Confidant imo, by the time it is relevant its working for your opponent too, sometimes first as well, I'm in awe over the new fast lands and can't wait to try some bw/rw lists I have going in my head.
@Lt.Glitter how does the interaction work with Tunnel Ignis and Scapeshift? I'd assume that because it is all at the same time, he gets to stack the triggers so you die first would he not? I might be reading it incorrectly though.
Correct. Valakuts and Ignus would trigger at the same time, so they are stacked in APNAP order and your triggers will resolve on top of your opponent's. Dark Confidant is unconditional card advantage, that vampire isn't and what's worse it can backfire.
I find that Ignus a pretty good candidate in RW. If they fetch on their turn they take 4, and if they do it on your turn you can punish them by untapping and reacting with a spell or punish them with a Ghost Quarter and they can have the Lightning Bolt to the face they were trying to avoid, the same with Path to Exile when they get the ramp. It provides a faster clock against decks that want to keep us at bay and want to go a long game, taxing their removal to protect other threats (if they don't kill it fast they take a big tempo loss ). I like it, it also adds up well with the reach provided by R.
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"At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life."
At no point does your opponent ever draw a card. You can potentially draw 2 cards off this card if your hand is constantly being emptied.
I think it has potential as a 5th slot of Dark Confidant, maybe if you're playing Pack Rat or some form of discard, but there are probably better options.
Way back in the first D&t thread I played a red deck with tunnel Ignus in a fnm level tourny. Was 1-1 going into round 3 and played vs Naya landfall I believe. It was definitly the best day to have Ignus in the deck.
the thing about tunnel Ignus that i don't really like is that your opponent gets to choose how it works. For instance, if they're at 3 and you want to turn that GQ into a bolt, then they simply won't search. equally at the start of the game they'll probably take 3 instead where their life doesn't matter as much.
Does anyone run mono white D&T anymore? I feel like everyone is playing BW or GW. I stick with mono-white and love it. Just 3-0'd an event beating Planeswalker control, Eldrazi, and Jund. Here's my list for anyone interested:
Creatures (28)
4x Blade Splicer
2x Brimaz, King of Oreskos
4x Flickerwisp
2x Kytheon, Hero of Akros
4x Leonin Arbiter
3x Mirran Crusader
2x Restoration Angel
2x Serra Avenger
4x Thalia, Guardian of Thraben
1x Thalia, Heretic Cathar
I still run mono-W, but the thing to bear in mind is that WG and WB are pretty much the same power level-wise; it's mostly about metagame positioning. Your deck looks like it has a bit of 3-drop bloat for my taste - why no Selfless Spirits?
Aaron_the_kid: I mostly play test with mono-white and am thinking of a budget build including flash-able cards like Wall of Omens, but without a play-set of vials because they cost a lot of money. But Budget constraints aside I think Mirran Crusader in the main is the wrong choice, and in many cases a worse version of Thalia HC, which I still don't play due to %40 of Modern decks having bolt.
Also I like the Restoration Angel at 4 IMO it's nice to get huge value off of splicer, and your build in general only has 2 4 drops, but Thought-Knot Seer is also an option for the combo match-up, and still works decently well without the Eldrazi Temple.
Mirran Crusader has been amazing week in and week out for me. I definitely won't be removing it. You need to know how to play the deck properly for it to be good. Against bolt decks it tends to be the last thing I play. Usually Leonin Arbiter will eat a bolt, so they can fetch or Serra Avenger will get bolted so they don't get hit in the air non-stop every turn. Then after the dust settles I cast Mirran Crusader. Not to mention I play 2 Sideboard Mark of Asylum which protects crusader. IMO Thalia, HC is really bad and I'm going to be removing it for 1 mainboard dismember. I want that extra bit of mainboard removal for Junk, Jund, Eldrazi, Affinity, and Death Shadow Zoo.
I'm so excited for Concealed Courtyard!!!! We've been waiting for this land for years!
With this land in play, will a Dark Confidant based list become reasonable again? The manabase for straight B/W DnT has always been difficult, and I know people have shifted the deck to Eldrazi to overcome this weakness. Can the non-eldrazi version make a comeback now?
Basically my goal is to play Dark Confidant in this deck and not feel like I'm just playing a worse version of the deck
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My experience with Hero's Blade D&T was always that you needed some form of evasion for your legendary creatures. The new Thalia is a good addition to the Hero's Blade lists, but lifelink or flying would be much better than first strike. Burn wins on T4 or T5. So does Affinity. So does Infect. The Hero's Blade lists are fun to play, but they can only win if the control elements are still there.
I haven't played Hero's Blade D&T since the new Thalia came out, but I don't think that was the missing piece that the deck needed.
darktutor is right, although he's kinda skipped over what makes Canopy good.
Horizon Canopy is the only land in all of Magic that has these three characteristics:
1) Enters the battlefield untapped
2) Taps for more than one color of mana
3) Has a relevant, non-mana activated ability
In short, that combination of characteristics is huge. It lets you hit your curve (T1 Hierarch is important), and it becomes gas when you don't need it anymore. I know that it can be hard to understand the power of this card, but if you put in a few games with it, you'll understand why it's important.
If you're talking about mono-white, then it really fills the same role in the deck. It's colored mana when you need it, and it's gas when you don't.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
A small added bonus is that it makes engineered explosives more playable.
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
Still worth playing 4 without finks?
Hatebears is a little more forgiving with the Canopies, because they maintain a larger board presence than we do. Think about it this way: we have so many creatures with 1 toughness that we inevitably let through more damage than Hatebears does. We use our life total as a resource by setting up our taxes and controlling the board. Hatebears uses its life total as a resource by maxing out on Canopies while dropping efficient creatures that create value, including Kitchen Finks and Voice of Resurgence.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
Had anyone any experience with him?
DnT! I'm a power-load
DnT! Watch me Explode
Correct. Valakuts and Ignus would trigger at the same time, so they are stacked in APNAP order and your triggers will resolve on top of your opponent's.
Dark Confidant is unconditional card advantage, that vampire isn't and what's worse it can backfire.
I find that Ignus a pretty good candidate in RW. If they fetch on their turn they take 4, and if they do it on your turn you can punish them by untapping and reacting with a spell or punish them with a Ghost Quarter and they can have the Lightning Bolt to the face they were trying to avoid, the same with Path to Exile when they get the ramp. It provides a faster clock against decks that want to keep us at bay and want to go a long game, taxing their removal to protect other threats (if they don't kill it fast they take a big tempo loss ). I like it, it also adds up well with the reach provided by R.
But how? I mean, OK, You may lose 2 lives for 2 cards both in your and your enemy's upkeep, but you're also may draw a 3CMC spell with the Bob.
DnT! I'm a power-load
DnT! Watch me Explode
"At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life."
At no point does your opponent ever draw a card. You can potentially draw 2 cards off this card if your hand is constantly being emptied.
I think it has potential as a 5th slot of Dark Confidant, maybe if you're playing Pack Rat or some form of discard, but there are probably better options.
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
Creatures (28)
4x Blade Splicer
2x Brimaz, King of Oreskos
4x Flickerwisp
2x Kytheon, Hero of Akros
4x Leonin Arbiter
3x Mirran Crusader
2x Restoration Angel
2x Serra Avenger
4x Thalia, Guardian of Thraben
1x Thalia, Heretic Cathar
Lands (23)
1x Eiganjo Castle
4x Ghost Quarter
2x Mutavault
13x Plains
3x Tectonic Edge
Artifacts (5)
4x AEther Vial
1x Sword of Fire and Ice
Instants (4)
4x Path to Exile
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Also I like the Restoration Angel at 4 IMO it's nice to get huge value off of splicer, and your build in general only has 2 4 drops, but Thought-Knot Seer is also an option for the combo match-up, and still works decently well without the Eldrazi Temple.
With this land in play, will a Dark Confidant based list become reasonable again? The manabase for straight B/W DnT has always been difficult, and I know people have shifted the deck to Eldrazi to overcome this weakness. Can the non-eldrazi version make a comeback now?
Basically my goal is to play Dark Confidant in this deck and not feel like I'm just playing a worse version of the deck