Round 1: Drew with a slow lantern player unintentionally. It stunk but it happens. 0-0-1
Round 2: Played against burn. Game one i won the die roll and was able to curve hierach into Thalia Guardian of thraben into spellskite. When he finally was able to double burn skite i Resto'd it with the second spell on the stack and proceeded to beat down from there. Game 2 was tough. He curved Guide into Eidolon, Eidolon, Eidolon. I was dead on turn 4. Game 3 I mulled to five keeping Horizon Canopy, Hierarch, Coco, Resto. Turn one I played hiercach and passed. my opponent played Goblin Guide and attacked and i revealed a ghost quarter. Turn two I played a Selfless Spirit i drew after the GQ and passed. His turn two he played a Footihills, bolted spirit and swung in revealing arbiter. turn 3 i cast arbiter and he doesn't respond by cracking his foothills. I proceed to GQ his one mana producing land and he drew fetches for the rest of the game. I won 2-1. Was then 1-0-1.
Round 3: Played against jund. He out midranged me game one but in games 2 and 3 with a combination of Brimaz RIP and Gideon and Courser let me outgrind him and prevail in the match 2-1. 2-0-1
Round 4: Mono Blue tron opponent mulled to 5 game one and had natural tron O-stone and Platinum angel. Opponent was playing a little slow so i conceded to him to try t have enough time to finish the match even though he was at -3 life and i had 3 wisp 4 paths as outs. Games 2 and 3 Ghost Quarters and E-wit locked him out of the game pretty effectively. Won 2-1. 3-0-1
Round 1: A new player on a combo deck I explained a lot this match up and gave him some lines that may have lead to a win but in all reality this was a buy.
Round 2: Bogles Game 1 I lose to a giant hexproof creature with lifelink. Games 2 and 3 I saw Spellskite and a Fracturing Gust. I had a lot of fun playing this match my opponent was laughing and pumping my spellskite with enchantments just to draw cards looking for the path to exile.
Round 3: Affinty Game 1 he wins on the play in a pretty close match up. Game 2 I see no sideboard hate but we race and I win on the back of flickered blade splicers. My opponent had a vault skirge and a bunch small creatures and ravager. The scourge had a cranial plating on it. I flicker wisped the scourge on his end step to open my way to swing for lethal. Game 3 we are grinding it out he thoughtseizes me on t3 to get my ghostly prison before I can play it. I have a fracturing gust in hand as well. I stall a few more turns drawing lands to get up to fracturing gust mana. Time is called and we go to rounds, I panic and make a stupid attack trading a flickerwisp for a vault skirge before using fracturing gust. Opponents at 4 life he draws a memnite to stall my ground guys after I gust. Opponent pulls out the draw.
Round 4: I get the pair down the affinity player gets the pair up. I play against a melira pod deck with lifegain, and combo kills. First game is a grinder where my flyer go over for the win. Used path to interrupt any combo attempts. It was a really close game and having 2 selfless spirits really helped win it.
Game 2 opponent plays a spellskite on 3 and passes. I play arbiter and ghost quarter. I get opponents land, opponent misses land drop and a top deck another ghost quarter. Game went quickly after that.
I ended up in 2nd with the affinity player I drew with winning his round and taking first. This was my first tournament on paper with this deck and it did pretty much what it was supposed to. Still debating the smuggler's copters and thraben though I think the debate on thraben is out for me the cards just great and early chump block plus card draw it just good for this deck.
Hi guys, am planning to finally switch to this deck after being affected by the banning. Is their a mono-W list that took a spot in the top 8 of any recent competition? Hope you can share a list with me. Thank you.
Though I wouldn't suggest just copying a list, the deck is very meta-dependent so what works for certain tournaments doesn't necessarily mean that it is the ultimate build.
Hello all, this will be my first post, so let me introduce myself! I have been playing MTG casually since 6th Edition, competitively since OG Ravnica. I prefer to play Modern, but my close group of friends prefer Legacy, so I don't get to play as much as I would like. I have R/G Tron and an older style of Jeskai Control (Pre-Nahiri) built, and I recently put together B/W E&T. I am loving it! I got to play a couple side events at GP Louisville and went 2-1-1 in both events. I lost round 3 both times to BantDrazi and Grixis Control, and ID'd round 4 both times. When the spoilers came out for AER, I immediately saw Renegade Rallier and wanted to test him out. The W/R list above gave me the idea to try to abuse Ghost Quarter/Tec Edge with Rallier, and I want your opinions. The few hands I've goldfished with the list felt slow, but everyone seems to think the format is going to slow down, so it might be viable. Anyway, Thanks for the great community! (I wish I knew what site you guys use to display decklists!)
Just some inputs about your list as I have not tested Rallier myself yet (I agree though that he looks like he has potential):
Witness may not be needed if you have four Ralliers. The only thing he can get back that Rallier can't is path.
Mindcensor certainly is a meta call. In an open meta he has generally fallen out of favor, this might change if big mana decks become better in the future though.
I think if you run Ralliers you should consider some fetchlands (1-4).
Horiozon Canopy is a fantastic land in general, even more so in GW and only gets better with Rallier. It enables Revolt and is also something to get back with it. Should probably be in the list.
As for decklists you can display it directly on this site.[ deck] [ /deck] (this is the command, without spaces)
I posted earlier about rallier, and mentioned some synergies. I still haven't gotten around to playtesting, but I think oath of nissa is worth giving a shot. It dies from legendary, which triggers revolt, and is a resonable target for revolt. I also can be flickered with wisp. I've tried oath before and it amost seemed good enough, just for the card selection and ability to grind.
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Maybe I should elaborate. Including rallier automatically encorages you to lower the curve to ensure targets for his trigger. This means you are more likely to have free mana in any game which oath allows you to leverage. Furthermore rallier is at its best when abusing certain lines, like gq into gq with an arbiter out, Oath, helps find the pieces nessecary to make him effective. Finally it provides another way to trigger/get value out of rallier. Remember oath is no just card advantage, it finds arbiter, thalia, kataki, ghost quarter, or even just a creature with the same cmc as vials counters. Unlike a blind draw, it helps you find the right cards for a situation.
You may be right about it often fuctioning like a conditional finks. I still want to give it a chance because the ceiling is so high.
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Hi everyone. First time posting on here. Always have thought E&T was good, and with the bans and fatal push, I'm gonna be building this. While never having played it, the archetype is so old and spans the eternal formats, so I'm very familiar with it and have a really good idea of how it works. I just have one question.
I understand that arbiter negates path's downside, but it's still pretty bad to path an early creature sans arbiter. I also understand that our worst matchups in general are other creature decks that are bigger (read goyf).
That being said, it seems that fatal push enables you to cut the cutesy one ofs in the main to just run 4 push/2 path with 2 more path in the board. I would still run 4 strangler because I think the interaction between it and sculler/flickerwisp is brutal, even if you have to target your own dude. The mana doesn't seem like it would be a problem since every land that produces white also produces black except for the plains. Flickerwisp is the only double white card too. It just seems way better to have push as the default so you can hold path until you draw an arbiter. The deck I'm envisioning would look like this:
22 lands (standard config, 20 of the slots are locked in after all)
Considerations: more removal might be dead against combo/control, but those are good matchups right?
One ofs like splicer, big Thalia, etc would be fine in the board as I don't think any of them are essential to the main gameplan.
No smasher may be suboptimal with push around, but I'm convinced that being lower to the ground is better. Also can go in side if you really want it.
I have read the past 10 pages so I'm aware of all the discussion on push, but it is better than path and should be a 4 in basically every deck that would run it in the first place. Thoughts?
Edit: with midrange becoming a thing, Gideon or elspeth seem like a must in the board. I'm also thinking revoker would be good against tron and is also good against mana dorks, cause they seem like a pain.
Edit 2: I also believe burn should become the premier aggro deck now, at least in the beginning as people brew. How is our matchup against it? Kor firewalker enough?
I think Fatal Push is worse then Path in our deck. Push is a good card but its not a game changer. You are forgetting some of the reason we run paths, such as pathing our own creature in response to a blood moon. Revolt isn't an instant enabler in our deck either. Push best value is going to be early game interations which is much tougher for us to unable revolt. There is lots of hype about push but in all reality its a huge boon to esper and sultai and marginally better maybe worse in other decks. Bear in mind I am a monowhite version right now so push isn't even an option in my deck atm.
I play mono white (have tested u/w and b/w a lot) and losses to burn are rare. I think a 1 of Gideon in the board is the real deal, haven't tested it much but its a great walker. Tron's another match up I rarely lose as mono-white.
I think we'll see a lot of trons and eldrazi trons. Fatal Push may (or may not) push unfair decks (and creatures that avoids fatal push, such reality smasher, gurmag angler, hooting mandrills and tasigur) to play more. I like fatal push in our deck. We can play fetch lands to make it more viable. Fetch lands in our deck is totally easy to work around arbiter, so I don't think it is a problem.
I think Fatal Push is worse then Path in our deck. Push is a good card but its not a game changer. You are forgetting some of the reason we run paths, such as pathing our own creature in response to a blood moon. Revolt isn't an instant enabler in our deck either. Push best value is going to be early game interations which is much tougher for us to unable revolt. There is lots of hype about push but in all reality its a huge boon to esper and sultai and marginally better maybe worse in other decks. Bear in mind I am a monowhite version right now so push isn't even an option in my deck atm.
I play mono white (have tested u/w and b/w a lot) and losses to burn are rare. I think a 1 of Gideon in the board is the real deal, haven't tested it much but its a great walker. Tron's another match up I rarely lose as mono-white.
I understand that path enables strangler and has some other cute interactions, but you can still run 2 and 2 more in the board for when you really need them. Fatal push doesn't really need to be revolted early game, and late game you have flickerwisp, displacer, and ghost quarters to enable revolt. I don't think you need to include fetches cause it's so bad with arbiter.
I'm personally starting with two Fatal Pushes in EnT until I get a better feel for how the meta is going to shape up. I've got a big tournament at the end of the month so I want to stick with EnT because its what I know best.
I have to admit though I have had the strangest urge to go back to mono white for a bit. Not for power reasons, more for nostalgia sake.
I am going to do some testing tomorrow (Wednesday) on my Twitch channel. I want to take a look at some finds with UW and check in on some other variants. I also finally built variants for GW that could use some testing. I plan on splitting it into two sessions.
Schedule is as follows below:
Channel: DeathandCatmix
Time Slot 1: 1PM (MST) w/@Spiderspace
Time Slot 2: 9PM (MST) w/All the Squad!
Content: Multiple variant testing in league matches.
I hope you can be there and offer some decent insight (especially for GW). Look forward to it!
-Catmix
Hey, just built this real quick and played a quick game. Couldn't go to game 2 because have to take care of kids, but I'll record the replay and upload to my Youtube channel. I did make a misplay, but even then it was a relatively easy win. Played against Bant Company, opp had KotR and Spell Quellers, Path, Collected Company. Still undecided on the sideboard.
I am going to do some testing tomorrow (Wednesday) on my Twitch channel. I want to take a look at some finds with UW and check in on some other variants. I also finally built variants for GW that could use some testing. I plan on splitting it into two sessions.
Schedule is as follows below:
Channel: DeathandCatmix
Time Slot 1: 1PM (MST) w/@Spiderspace
Time Slot 2: 9PM (MST) w/All the Squad!
Content: Multiple variant testing in league matches.
I hope you can be there and offer some decent insight (especially for GW). Look forward to it!
-Catmix
Any change at getting some games in with a Copter variant of the deck? I'm watching a VOD that got posted on youtube today from you and you briefly touched it.
playing E&T the biggest issue I've had is with aggro creature decks. Specifically tiny zoo and merfolk. I was running 2 wall of resurgence to help but I replaced them with 2 pushes in the main and 2 in the board. I'm not looking to kill creatures with revolt though I would be happy to do so if the situation arises. I feel push allows us to get to the grind part of the game against aggro decks where we have the advantage. I've always felt a little removal light against those decks and push is just what I was looking for. Its a cheap, efficient early play that allows us to push the game in the mid turns. Where we should be able to out value a lot of aggro decks.
Hi everyone. First time posting on here. Always have thought E&T was good, and with the bans and fatal push, I'm gonna be building this. While never having played it, the archetype is so old and spans the eternal formats, so I'm very familiar with it and have a really good idea of how it works. I just have one question.
I understand that arbiter negates path's downside, but it's still pretty bad to path an early creature sans arbiter. I also understand that our worst matchups in general are other creature decks that are bigger (read goyf).
That being said, it seems that fatal push enables you to cut the cutesy one ofs in the main to just run 4 push/2 path with 2 more path in the board. I would still run 4 strangler because I think the interaction between it and sculler/flickerwisp is brutal, even if you have to target your own dude. The mana doesn't seem like it would be a problem since every land that produces white also produces black except for the plains. Flickerwisp is the only double white card too. It just seems way better to have push as the default so you can hold path until you draw an arbiter. The deck I'm envisioning would look like this:
22 lands (standard config, 20 of the slots are locked in after all)
Considerations: more removal might be dead against combo/control, but those are good matchups right?
One ofs like splicer, big Thalia, etc would be fine in the board as I don't think any of them are essential to the main gameplan.
No smasher may be suboptimal with push around, but I'm convinced that being lower to the ground is better. Also can go in side if you really want it.
I have read the past 10 pages so I'm aware of all the discussion on push, but it is better than path and should be a 4 in basically every deck that would run it in the first place. Thoughts?
Edit: with midrange becoming a thing, Gideon or elspeth seem like a must in the board. I'm also thinking revoker would be good against tron and is also good against mana dorks, cause they seem like a pain.
Edit 2: I also believe burn should become the premier aggro deck now, at least in the beginning as people brew. How is our matchup against it? Kor firewalker enough?
I don't want to spoil the fun here but Fatal Push is not the card that will catapult E&T into new heights. If you want to build a deck where Fatal Push is good Eldrazi & Taxes is not it! Path will always be a four-of and the deck really does not need more removal in the maindeck. Wasteland Strangler takes care of small creatures and the two possibilities to enable him on curve are Sculler and Path. So in distinction to other decks E&T is fine with casting a path in the early game.
Furthermore enabling revolt is not trivial in this deck. We can not rely on 8+ fetchlands like other three colour midrange decks. Yes, three colour midrange. Colourless is a colour and a something the manabase has to facilitate. So we will not just shoehorn fetchlands into the deck even taking the risk screwing us with our own Arbiters. Flickering things isn't a practicable option as well. It roughly takes an initial investment of 3 mana to flicker something or a vial with 3 counters i.e. turn 4 the earliest. And then you still need another black mana open for push. The usage of our flickers are very vital to the function of the deck so further considering Fatal Push in our flicker dicisions does not seem feasible.
So if Push finds its way into E&T lists (IF!) then maybe as a one-of in the board but I still favor other options here.
This isn't very convincing. No Thalia deck is "fine" giving opponents lands, no matter how synergistic it is with strangler. Sure, path into thalia into strangler is great against zoo, but push is clearly better in basically any other situation. It's possible I'm overvaluing it cause i'm really high on it, and it should be reversed (4 path, 2 push), but generally speaking, push is a better card than path. Push is your default removal, with path being the sideboard card that you bring in against those few pesky creatures you can't hit with push, ie. path is the new dismember.
Also, your rant about not enabling revolt is weak, since you don't want to enable revolt until turn 4 anyway. I mean, what 3 and 4 cmc creature are you desperately trying to push in the first couple of turns of the game anyway? I didn't say to shoehorn fetches in there, though another poster seems to think it is clear 4 would work. To think that it would be too hard to add push as another option/thing to think about is also a weak argument. More options are always better. That you don't want to make tough decisions doesn't mean having those decisions isn't better than not.
That you only think adding push is an IF! is the nail in the coffin for your argument. There is no question E&T should be running it, and almost certainly the full playset. It's too good, and helps in the worst matchups.
playing E&T the biggest issue I've had is with aggro creature decks. Specifically tiny zoo and merfolk. I was running 2 wall of resurgence to help but I replaced them with 2 pushes in the main and 2 in the board. I'm not looking to kill creatures with revolt though I would be happy to do so if the situation arises. I feel push allows us to get to the grind part of the game against aggro decks where we have the advantage. I've always felt a little removal light against those decks and push is just what I was looking for. Its a cheap, efficient early play that allows us to push the game in the mid turns. Where we should be able to out value a lot of aggro decks.
At the risk of showing confirmation bias, this sounds a lot more reasonable.
Round 1: Drew with a slow lantern player unintentionally. It stunk but it happens. 0-0-1
Round 2: Played against burn. Game one i won the die roll and was able to curve hierach into Thalia Guardian of thraben into spellskite. When he finally was able to double burn skite i Resto'd it with the second spell on the stack and proceeded to beat down from there. Game 2 was tough. He curved Guide into Eidolon, Eidolon, Eidolon. I was dead on turn 4. Game 3 I mulled to five keeping Horizon Canopy, Hierarch, Coco, Resto. Turn one I played hiercach and passed. my opponent played Goblin Guide and attacked and i revealed a ghost quarter. Turn two I played a Selfless Spirit i drew after the GQ and passed. His turn two he played a Footihills, bolted spirit and swung in revealing arbiter. turn 3 i cast arbiter and he doesn't respond by cracking his foothills. I proceed to GQ his one mana producing land and he drew fetches for the rest of the game. I won 2-1. Was then 1-0-1.
Round 3: Played against jund. He out midranged me game one but in games 2 and 3 with a combination of Brimaz RIP and Gideon and Courser let me outgrind him and prevail in the match 2-1. 2-0-1
Round 4: Mono Blue tron opponent mulled to 5 game one and had natural tron O-stone and Platinum angel. Opponent was playing a little slow so i conceded to him to try t have enough time to finish the match even though he was at -3 life and i had 3 wisp 4 paths as outs. Games 2 and 3 Ghost Quarters and E-wit locked him out of the game pretty effectively. Won 2-1. 3-0-1
The list i played tonight was this.
2x Brimaz, King of Oreskos
2x Courser of Kruphix
1x Eternal Witness
3x Flickerwisp
4x Leonin Arbiter
4x Noble Hierarch
2x Restoration Angel
2x Scavenging Ooze
2x Selfless Spirit
1x Spellskite
3x Thalia, Guardian of Thraben
2x Thalia, Heretic Cathar
2x Forest
1x Gavony Township
4x Ghost Quarter
3x Horizon Canopy
2x Plains
4x Razorverge Thicket
2x Stirring Wildwood
1x Tectonic Edge
3x Temple Garden
Instant (6)
2x Collected Company
4x Path to Exile
Artifact (4)
4x AEther Vial
2x Blessed Alliance
1x Burrenton Forge-Tender
1x Eidolon of Rhetoric
2x Ghostly Prison
1x Gideon, Ally of Zendikar
2x Kataki, War's Wage
1x Reclamation Sage
2x Rest in Peace
2x Surgical Extraction
1x Worship
14 Plains
1 Eiganjo Castle
4 Ghost quarter
4 Tectonic Edge
Creature
4 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
3 Selfless Spirit
2 Smuggler's Copter
4 Flickerwisp
2 Restoration Angel
1 Brimaz, King of Orekos
3 Blade Splicer
2 Thalia, Heretic Cathar
4 Aether Vial
Spells
4 Path to Exile
2 Kitchen Finks
2 Ghostly Prison
1 Fracturing Gust
1 Stony Silence
2 Blessed Alliance
2 Rest in Peace
2 Spellskite
2 Sunlance
Small FNM report I think we had 15 players.
Round 1: A new player on a combo deck I explained a lot this match up and gave him some lines that may have lead to a win but in all reality this was a buy.
Round 2: Bogles Game 1 I lose to a giant hexproof creature with lifelink. Games 2 and 3 I saw Spellskite and a Fracturing Gust. I had a lot of fun playing this match my opponent was laughing and pumping my spellskite with enchantments just to draw cards looking for the path to exile.
Round 3: Affinty Game 1 he wins on the play in a pretty close match up. Game 2 I see no sideboard hate but we race and I win on the back of flickered blade splicers. My opponent had a vault skirge and a bunch small creatures and ravager. The scourge had a cranial plating on it. I flicker wisped the scourge on his end step to open my way to swing for lethal. Game 3 we are grinding it out he thoughtseizes me on t3 to get my ghostly prison before I can play it. I have a fracturing gust in hand as well. I stall a few more turns drawing lands to get up to fracturing gust mana. Time is called and we go to rounds, I panic and make a stupid attack trading a flickerwisp for a vault skirge before using fracturing gust. Opponents at 4 life he draws a memnite to stall my ground guys after I gust. Opponent pulls out the draw.
Round 4: I get the pair down the affinity player gets the pair up. I play against a melira pod deck with lifegain, and combo kills. First game is a grinder where my flyer go over for the win. Used path to interrupt any combo attempts. It was a really close game and having 2 selfless spirits really helped win it.
Game 2 opponent plays a spellskite on 3 and passes. I play arbiter and ghost quarter. I get opponents land, opponent misses land drop and a top deck another ghost quarter. Game went quickly after that.
I ended up in 2nd with the affinity player I drew with winning his round and taking first. This was my first tournament on paper with this deck and it did pretty much what it was supposed to. Still debating the smuggler's copters and thraben though I think the debate on thraben is out for me the cards just great and early chump block plus card draw it just good for this deck.
Though I wouldn't suggest just copying a list, the deck is very meta-dependent so what works for certain tournaments doesn't necessarily mean that it is the ultimate build.
Deck: G/W Land Tax
4 Brushland
2 Forest
4 Ghost Quarter
2 Plains
4 Razorverge Thicket
4 Tectonic Edge
1 Temple Garden
2 Stirring Wildwood
2 Aven Mindcensor
2 Eldrazi Displacer
1 Eternal Witness
4 Flickerwisp
4 Leonin Arbiter
4 Noble Hierarch
4 Renegade Rallier
2 Selfless Spirit
4 Thalia, Guardian of Thraben
2 Thalia, Heretic Cathar
4 Aether Vial
4 Path to Exile
Thanks Jendo!
Just some inputs about your list as I have not tested Rallier myself yet (I agree though that he looks like he has potential):
As for decklists you can display it directly on this site.[ deck] [ /deck] (this is the command, without spaces)
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
You may be right about it often fuctioning like a conditional finks. I still want to give it a chance because the ceiling is so high.
I understand that arbiter negates path's downside, but it's still pretty bad to path an early creature sans arbiter. I also understand that our worst matchups in general are other creature decks that are bigger (read goyf).
That being said, it seems that fatal push enables you to cut the cutesy one ofs in the main to just run 4 push/2 path with 2 more path in the board. I would still run 4 strangler because I think the interaction between it and sculler/flickerwisp is brutal, even if you have to target your own dude. The mana doesn't seem like it would be a problem since every land that produces white also produces black except for the plains. Flickerwisp is the only double white card too. It just seems way better to have push as the default so you can hold path until you draw an arbiter. The deck I'm envisioning would look like this:
22 lands (standard config, 20 of the slots are locked in after all)
4 of each
Thalia
Arbiter
Sculler
Displacer
Wisp
Strangler
Thought-knot
Vial
Push
2x path
Considerations: more removal might be dead against combo/control, but those are good matchups right?
One ofs like splicer, big Thalia, etc would be fine in the board as I don't think any of them are essential to the main gameplan.
No smasher may be suboptimal with push around, but I'm convinced that being lower to the ground is better. Also can go in side if you really want it.
I have read the past 10 pages so I'm aware of all the discussion on push, but it is better than path and should be a 4 in basically every deck that would run it in the first place. Thoughts?
Edit: with midrange becoming a thing, Gideon or elspeth seem like a must in the board. I'm also thinking revoker would be good against tron and is also good against mana dorks, cause they seem like a pain.
Edit 2: I also believe burn should become the premier aggro deck now, at least in the beginning as people brew. How is our matchup against it? Kor firewalker enough?
I play mono white (have tested u/w and b/w a lot) and losses to burn are rare. I think a 1 of Gideon in the board is the real deal, haven't tested it much but its a great walker. Tron's another match up I rarely lose as mono-white.
I understand that path enables strangler and has some other cute interactions, but you can still run 2 and 2 more in the board for when you really need them. Fatal push doesn't really need to be revolted early game, and late game you have flickerwisp, displacer, and ghost quarters to enable revolt. I don't think you need to include fetches cause it's so bad with arbiter.
I have to admit though I have had the strangest urge to go back to mono white for a bit. Not for power reasons, more for nostalgia sake.
I am going to do some testing tomorrow (Wednesday) on my Twitch channel. I want to take a look at some finds with UW and check in on some other variants. I also finally built variants for GW that could use some testing. I plan on splitting it into two sessions.
Schedule is as follows below:
Channel: DeathandCatmix
Time Slot 1: 1PM (MST) w/@Spiderspace
Time Slot 2: 9PM (MST) w/All the Squad!
Content: Multiple variant testing in league matches.
I hope you can be there and offer some decent insight (especially for GW). Look forward to it!
-Catmix
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
4 Dryad Militant
4 Judge's Familiar
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Tidehollow Sculler
4 Vryin Wingmare
4 Flickerwisp
3 Selfless Spirit
4 Sky Hussar
4 Concealed Courtyard
4 Ghost Quarter
9 Plains
3 Aegis of the Gods
3 Kataki, War's Wage
3 Leonin Relic-Warder
3 Phyrexian Revoker
3 Samurai of the Pale Curtain
Again, very undecided about the sideboard, just threw stuff in for now.
Lantern Control
(with videos)
Uc Tron
Netdecking explained
Netdecking explained, Part 2
On speculators and counterfeits
On Interaction
Every single competitive deck in existence is designed to limit the opponent's ability to interact in a meaningful way.
Record number of exclamation points on SCG homepage: 71 (6 January, 2018)
"I don't want to believe, I want to know."
-Carl Sagan
Any change at getting some games in with a Copter variant of the deck? I'm watching a VOD that got posted on youtube today from you and you briefly touched it.
Your Sky Hussars confuse and amaze me, friend. I am curiously awaiting the vid release.
(Also, no snark here, I'm always glad to read up on Lantern/Crucible, so keep fighting the good fight in underappreciated decks everywhere.)
This isn't very convincing. No Thalia deck is "fine" giving opponents lands, no matter how synergistic it is with strangler. Sure, path into thalia into strangler is great against zoo, but push is clearly better in basically any other situation. It's possible I'm overvaluing it cause i'm really high on it, and it should be reversed (4 path, 2 push), but generally speaking, push is a better card than path. Push is your default removal, with path being the sideboard card that you bring in against those few pesky creatures you can't hit with push, ie. path is the new dismember.
Also, your rant about not enabling revolt is weak, since you don't want to enable revolt until turn 4 anyway. I mean, what 3 and 4 cmc creature are you desperately trying to push in the first couple of turns of the game anyway? I didn't say to shoehorn fetches in there, though another poster seems to think it is clear 4 would work. To think that it would be too hard to add push as another option/thing to think about is also a weak argument. More options are always better. That you don't want to make tough decisions doesn't mean having those decisions isn't better than not.
That you only think adding push is an IF! is the nail in the coffin for your argument. There is no question E&T should be running it, and almost certainly the full playset. It's too good, and helps in the worst matchups.
At the risk of showing confirmation bias, this sounds a lot more reasonable.