Yeah, Gideon's so bad. Freezing a valakut, the molten pinnacle, the rack, or a death's shadow while also being a indestructible 4/4 beater with an emblem that says you must kill me before you can continue to play magic is super bad.
I concede that the new gideon doesn't provide CA the same way say Gideon, Ally of Zendikar does in that it doesn't make a 2/2 token, but it's still phenomenal. If loxodon smiter was good enough as a 4/4 beater, then I don't see why this gideon isn't runnable as it's pretty much the same body with a ton more flexible and relevant text.
THIS. I totally agree with you @SpiderSpace
I was teststing Gideon in UW (I play mostly UW/ UWR and DaT) and after some test i think that i want him in DaT and UW. We test only with Burn and Jund, and he was allways the key card. When i kill Liliana with my 4/4 indestructible guy, and later punch him with 4 damage each turn, when i lock my burn oponent with gideon (who gives me 4 or 5 ¨extra lifes¨, i was living the dream.
My test wasnt in DaT list (not yet). I play mostly Mono white list with 2 or 3 Kytheons, i love see this gideon be a 4/4 indestructible beater, a kind of worship and a pseudo removal. He can be our new swiss knife.
Sorry for my english
I'm still not convinced. Maybe out lists are very different, but it seems like he is good in matchups we are already doing fin it. I cannot justify slotting a card in that is bad with thalia, just to beat burn even more than I already do. I have literally never lost a match vs burn after playing the deck every week for a year.
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I'm having trouble with Shaodow also. In fact, the amount of hand disruption spells i'm facing lately is making me want to run Leylines in the board. I just don't know if that's good enough.
I think it depends on what version of the deck you play. I have played against death shadow a number of times at my LGS and have yet to lose a match. Probably 5-0 against it so far. I'm playing Mono-W and usually board out my vials and some wisps in favor of blessed alliance (the card is super flexible in the matchup, having them gain 4 to weaken the shadows is great), RiP and Condemn. They also run at most 2 basics, so paths and gqs are free after the first few.
I'm also main decking 2 Mirran Crusader due to the prevalence of DS decks currently. It's been working out pretty well.
R1 Suicide zoo (0-2)- Kept a hand g1 with finks resto angel resto angel, and he killed me before i got the angel down. kept a triple blade splicer hand g2 and he had enough removal to push through the damage. Maybe should have muled to some earlier plays but seemed good at the tie.
R2- Arbor elf Ramp (2-0) with them enchanting their lands i felt ridiculously favored in this match up.
R3- MErfolk (2-0) both games super close. Game 2 he got me to 1 life before i stabilized with splicer restoration angel and faded a vapor snag for a few turns. I always feel this is as close to 50/50 match as can be.
R4 U tron. Game won I went very aggro with militant- thalia splicer and wo quickly. Game 2 It turned into a long grind but a bunch of golems kept the wurmcoil and batterskull back so I could slowly win in the air.
R5 Living end (2-1) Selfless spirit was an all star in the games I won sac ir to living end beat down i the air.
Quarterfinals Sun and moon (2-1) game 1 assemble the legion with a few anger of the gods was able to beat me. G2 Opponent had t2 Nahiri (triple Simian spirit guide since i had thalia) used wisp to reset nahiri then attacked down and won. G3 Opponent had T2 Chandra, torch of defiance I had T2 kor firewalker, in the end a selfless spirit of of aether vial in responce to a wrath of god won me the game.
Semi finals Merfolk (1-2) Games one and two super grindy that we each picked up one. G3 never drew 3rd land.
Glad to see you still fighting the good fight with Monowhite @HugeElfBoy. How do you find the Dryad Militant working out for you? I've long switched to 3 Kytheon, Hero of Akros and been *thrilled* with them as my one drops. I gotta think that with three mutavaults he would be great in your deck as well. Have you tried the card?
All in all, I love how streamlined your list is. Maybe that's just because it looks a lot like mine, except I'm running 2 Mutavaults and 4 Tec Edges and 2 Horizon Canopies, as well as 3 Kytheon's and 3 Big Thalia's instead of the Finks and 1 Resto.
I have also been on mono white, I have actually been running thraben inspector, in the 1 drop slot abd like it. Im running 23 lands though an not using GQ very aggressively. Often they get sided out, but I find I need the chump blockers, and they make readonable topdecks during ground stalls. I used to run militants when twin was the top deck, but I've droped them since bolt snap bolt fell out of favor. Im not sure how I feel about kytheon. I ran him as a 1 of for a while but, cut him for another inspector. I suppose I should point out that I run copter, so that affects my card choices. I have been very impressed with big thalia myself. She really helps with coco decks that want to gum up the board, and incentives opponent's to fetch their basics which can turn GQ and path on.
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I've also been on the Thraben inspector train, getting the card back has been worth way more than the small value the militant provides for me. But I haven't played very many snapcaster decks lately
What do you guys think of the new white god? Better than Heliod, God of the Sun? I had some success with Heliod in the past, but lately i've been playing Elspeth, Knight-Errant instead.
leyline will let you land your sideboard hate card, otherwise you need to expect it to get discarded.
Have you considered Nephalia Academy? Came across that card but never actually played it. E&T can't really afford to play it, but maybe other builds can.
What do you guys think of the new white god? Better than Heliod, God of the Sun? I had some success with Heliod in the past, but lately i've been playing Elspeth, Knight-Errant instead.
I think it really depends on your build. If you're running a lotoftokenproducers and manlands, it might be worth it. But Oketra seems less impactful than most of our four-drops in a vacuum.
I'm excited to try out Oketra, but I play very non-traditional D&T builds.
leyline will let you land your sideboard hate card, otherwise you need to expect it to get discarded.
Have you considered Nephalia Academy? Came across that card but never actually played it. E&T can't really afford to play it, but maybe other builds can.
Nephalia Academy doesn't work on the draw, because it's that first Thoughtseize that does the most work.
Plus, you don't want to be running Academy in high multiples (because the effect isn't cumulative) and running it at all is a huge concession of a colorlesslandslot to your GBx matchups.
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?
Hi all, I'm new to these forums and have been reading this thread for the past few months as I slowly assembled my initial D&T list. I've played Magic competitively for a long time but took a break starting around the time Extended became Modern. I'm currently running a pretty standard Eldrazi & Taxes list (posted below) and just went to my first modern tournament in the Washington, DC area with it last night. Now that I have a better idea of my metagame, I thought I'd ask a few questions here that popped up for me last night.
My metagame snapshot: Lots of Jund/Junk, Burn variants, Blue control (grixis, jeskai), and an assortment of creature-based strategies (affinity, elves, BW tokens, Merfolk.) There is no significant tron, eldrazi, combo, or dredge presence that I saw. (I'm sure I'll see these around but they were absent from what I believe was a fairly stable/representative metagame at the store I went to last night.)
My current list (sideboard was assembled with no clear idea of the metagame):
I would include a small tournament report but, honestly, it was mostly me losing winnable matches after making costly mistakes due to my inexperience with the deck.
Initial changes I'm considering:
-Adding the 4th Thalia. Not sure if it's better in the maindeck or the SB (there isn't a heavy combo presence), but I recognize it was a clear mistake not to have the 4th copy in my 75 initially.
-Adding a Wastes to help me better survive a Blood Moon.
-Cutting 2x Reality Smasher or 2x Blade Splicer. Not sure which is more valuable in my metagame, or what to replace it with. 23rd land, 4th maindeck Thalia, maybe something techy like Kitchen Finks are all things I'm thinking about.
Questions:
1. My metagame is full of Blood Moons, and I was constantly afraid of being locked out of a game. Is it worth it to run 1x Wastes (searchable with Ghost Quarter or Path) to keep my Eldrazi engine running in the face of likely Blood Moons? I had several situations where I sacced my Ghost Quarter on my own non-basics for a Plains/Swamp in response to Moon being cast, but I realized I have zero ways to use Displacer (or cast TKS without Vial) after a moon lands (although I was able to vial in a Flickerwisp one game on their Blood Moon to buy me a turn to use my lands again.)
2. What is a proper sideboarding plan for a metagame very heavy on Burn variants (Skred planeswalkers, RW Burn, RW Token burn, straight red burn)? I ran 2x Worship (which worked well against Merfolk) hoping to create a lock with 2x Kor Firewalker, but I never got a chance to cast both. Is it better or more versatile to run 2x Burrenton Forge-Tender (or something else?) instead of the Worships? Perhaps Kitchen Finks? I also am not sure of what to board out -- they tend not to have many cards that search the library and don't struggle for mana, so Leonin Arbiter feels relatively weak, but I'm not sure if it's correct or not to board him out over something like Strangler.
3. What do people think of 2-3x Kitchen Finks (possibly in the place of Blade Splicer or even Wasteland Strangler) maindeck? I know it would be better in mono-White with Resto Angels, but I feel like it might still do work in the BW Eldrazi variant, especially against so much burn.
I hope I didn't ask anything that was recently answered (I've read the whole thread but I may have forgotten things along the way. There's a lot to learn with this deck!) Many thanks to all the posters who have worked tirelessly on this deck, I am really enjoying its complexity so far and am very excited to start tweaking it for my metagame.
My stance right of now would be to wait for until AlmondCat is fully released, play around with some cards, I suggest more maindeck flyers, your list will get bogged down in the ground where it won't win in fair or unfair matchups since everything is bigger.
I agree with the flyer sentiment, I've frequently found that my path to victory was limited to my evasion creatures (or creating a situation where I could flicker out enough of their would-be blockers.) I've been toying around with Smuggler's Copter and really like it for its evasion and filtering. This deck feels like it gets dead cards in hand more than average (2nd Thalias, late game Vials, land flood) and its a great way to generate value from those cards.
Do you think Copter might be a handy 2x replacement for the Reality Smashers, or am I just taking one step forward and one step back by removing a finisher for an evasive threat? Do you think something like Splicer is a better cut for Copter?
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?
Maybe, but noncreature 4 drops that do nothing on their own are not where this decks want to be in my opinion. Anyway, I was talking about red taxes, which seems a lot more appealing now.
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I think the biggest problem with harsh mentor, is that he does not actually stop opponents from using abilities, and jut damages them which won't stop them getting to wraths, and other important plays needed to stabilize. I'm optimistic that it will still be good enough, but when it comes to fetches, it's not anywhere close to arbiter. I think it shines the most against scooze and kiki combo, but also hits some relevant check marks against knight fall, affinity, and tron. I certainly think it could see play in the right meta.
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I mean by that logic Thalia isn't good. She doesn't stop removal or board wipes just slows them down. I think Harsh Mentor is really good considering we have stuff like Ghost Quarter and Thalia to force them to crack fetches if they want to cast something. I think he's not amazing in a vacuum but with everything in the deck he starts to get better.
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Playing: Modern: BWEldrazi and TaxesBW Legacy: WEldraziW
I think the biggest problem with harsh mentor, is that he does not actually stop opponents from using abilities, and jut damages them which won't stop them getting to wraths, and other important plays needed to stabilize. I'm optimistic that it will still be good enough, but when it comes to fetches, it's not anywhere close to arbiter. I think it shines the most against scooze and kiki combo, but also hits some relevant check marks against knight fall, affinity, and tron. I certainly think it could see play in the right meta.
It always depends on how to approach the matter. It's not necessarily an arbiter replacement, although it could be if you wanted it to. You can play the Mentor alongside Tunnel Ignus and then a fetchland of your opponent becomes a free Thunderous Wrath. Playing red also grants the good ol' Bolt AND Boros Charm, which is a Counterspell against wrath effects (and even 'counters' Verdict). Maybe you don't even want Thalia, Guardian of Thraben in your mainboard, or in the 75. Maybe you just tax in damage. So suddenly, them taking up to 8 damage to wrath (Fetch 1, Mentor +2, untapped Schokland +2, Tunnel Ignus +3) -although in a dream land- is not that bad of a trade as it can basically count as a free combat phase for you. Alternatively, it can cost les dmg but you get another attack step and more chances of playing preemptive answers to a wrath like Selfless Spirit. In this way you don't care them losing lands or not with arbiter, you have reach and can sneak early damage through combat + free damage from opponent's playing magic and finish off a burn spell. Although it's likely that it won't develop exactly like that in many games, I think I make my point. Maybe instead of Arbiter and little thalia you want Simian Spirit Guide and Big Thalia.
I'm not saying go play Harsh Mentor and Tunnel Ignus, and I would certainly never say they can replaces Arbiter or Thalia. Just saying it helps the archetype of WR taxes, and it's likely a key card to beat Tron, Griselbrand reanimator, affinity and coco, while punishing people for playing fetches. When your opponent's life total is 12/14 instead of 20, the amount of games you will lose 1 or 2 turns before winning will decrease significantly. It's just a matter of finding the right configuration and see if the archetype can approach the metagame correctly.
Harsh Mentor may be utter trash, but it doesn't look like that.
EDIT: Card also seems pretty good against Lantern Control.
I'm still not convinced. Maybe out lists are very different, but it seems like he is good in matchups we are already doing fin it. I cannot justify slotting a card in that is bad with thalia, just to beat burn even more than I already do. I have literally never lost a match vs burn after playing the deck every week for a year.
I played six games preboard and didn't win a single one.
I tested against Jund, 5-5 after 10 preboard games
3-2 after 5 preboard games against Affinity
But deaths shadow is just brutal
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I'm also main decking 2 Mirran Crusader due to the prevalence of DS decks currently. It's been working out pretty well.
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4 dryad militant
4 thalia, guardian of thraben
4 leonin arbiter
2 selfless spirit
4 blade splicer
4 flickerwisp
2 kitchen finks
2 aven mindcensor
3 restoration angel
4 aether vial
4 path to exile
4 ghost quarter
3 mutavault
2 tectonic edge
1 eiganjo castle
13 plains
1 rest in peace
1 grafdigger's cage
2 stony silence
2 mirran crusader
2 mark of asylum
2 kor firewalker
1 selfless spirit
1 eidolon of rhetoric
1 spellskite
2 ghostly prison
R1 Suicide zoo (0-2)- Kept a hand g1 with finks resto angel resto angel, and he killed me before i got the angel down. kept a triple blade splicer hand g2 and he had enough removal to push through the damage. Maybe should have muled to some earlier plays but seemed good at the tie.
R2- Arbor elf Ramp (2-0) with them enchanting their lands i felt ridiculously favored in this match up.
R3- MErfolk (2-0) both games super close. Game 2 he got me to 1 life before i stabilized with splicer restoration angel and faded a vapor snag for a few turns. I always feel this is as close to 50/50 match as can be.
R4 U tron. Game won I went very aggro with militant- thalia splicer and wo quickly. Game 2 It turned into a long grind but a bunch of golems kept the wurmcoil and batterskull back so I could slowly win in the air.
R5 Living end (2-1) Selfless spirit was an all star in the games I won sac ir to living end beat down i the air.
Quarterfinals Sun and moon (2-1) game 1 assemble the legion with a few anger of the gods was able to beat me. G2 Opponent had t2 Nahiri (triple Simian spirit guide since i had thalia) used wisp to reset nahiri then attacked down and won. G3 Opponent had T2 Chandra, torch of defiance I had T2 kor firewalker, in the end a selfless spirit of of aether vial in responce to a wrath of god won me the game.
Semi finals Merfolk (1-2) Games one and two super grindy that we each picked up one. G3 never drew 3rd land.
WDeath and TaxesW
RWGBurnGWR
All in all, I love how streamlined your list is. Maybe that's just because it looks a lot like mine, except I'm running 2 Mutavaults and 4 Tec Edges and 2 Horizon Canopies, as well as 3 Kytheon's and 3 Big Thalia's instead of the Finks and 1 Resto.
Have you considered Nephalia Academy? Came across that card but never actually played it. E&T can't really afford to play it, but maybe other builds can.
I'm excited to try out Oketra, but I play very non-traditional D&T builds.
Nephalia Academy doesn't work on the draw, because it's that first Thoughtseize that does the most work.
Plus, you don't want to be running Academy in high multiples (because the effect isn't cumulative) and running it at all is a huge concession of a colorless land slot to your GBx matchups.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
My metagame snapshot: Lots of Jund/Junk, Burn variants, Blue control (grixis, jeskai), and an assortment of creature-based strategies (affinity, elves, BW tokens, Merfolk.) There is no significant tron, eldrazi, combo, or dredge presence that I saw. (I'm sure I'll see these around but they were absent from what I believe was a fairly stable/representative metagame at the store I went to last night.)
My current list (sideboard was assembled with no clear idea of the metagame):
2x Blade Splicer
4x Eldrazi Displacer
4x Flickerwisp
4x Leonin Arbiter
2x Reality Smasher
3x Thalia, Guardian of Thraben
4x Thought-Knot Seer
4x Tidehollow Sculler
3x Wasteland Strangler
4x Eldrazi Temple
4x Ghost Quarter
4x Concealed Courtyard
2x Plains
3x Shambling Vent
1x Swamp
4x Aether Vial
2x Fatal Push
2x Kor Firewalker
1x Mirran Crusader
2x Worship
2x Rest in Peace
2x Stony Silence
4x Thoughtseize
I would include a small tournament report but, honestly, it was mostly me losing winnable matches after making costly mistakes due to my inexperience with the deck.
Initial changes I'm considering:
-Adding the 4th Thalia. Not sure if it's better in the maindeck or the SB (there isn't a heavy combo presence), but I recognize it was a clear mistake not to have the 4th copy in my 75 initially.
-Adding a Wastes to help me better survive a Blood Moon.
-Cutting 2x Reality Smasher or 2x Blade Splicer. Not sure which is more valuable in my metagame, or what to replace it with. 23rd land, 4th maindeck Thalia, maybe something techy like Kitchen Finks are all things I'm thinking about.
Questions:
1. My metagame is full of Blood Moons, and I was constantly afraid of being locked out of a game. Is it worth it to run 1x Wastes (searchable with Ghost Quarter or Path) to keep my Eldrazi engine running in the face of likely Blood Moons? I had several situations where I sacced my Ghost Quarter on my own non-basics for a Plains/Swamp in response to Moon being cast, but I realized I have zero ways to use Displacer (or cast TKS without Vial) after a moon lands (although I was able to vial in a Flickerwisp one game on their Blood Moon to buy me a turn to use my lands again.)
2. What is a proper sideboarding plan for a metagame very heavy on Burn variants (Skred planeswalkers, RW Burn, RW Token burn, straight red burn)? I ran 2x Worship (which worked well against Merfolk) hoping to create a lock with 2x Kor Firewalker, but I never got a chance to cast both. Is it better or more versatile to run 2x Burrenton Forge-Tender (or something else?) instead of the Worships? Perhaps Kitchen Finks? I also am not sure of what to board out -- they tend not to have many cards that search the library and don't struggle for mana, so Leonin Arbiter feels relatively weak, but I'm not sure if it's correct or not to board him out over something like Strangler.
3. What do people think of 2-3x Kitchen Finks (possibly in the place of Blade Splicer or even Wasteland Strangler) maindeck? I know it would be better in mono-White with Resto Angels, but I feel like it might still do work in the BW Eldrazi variant, especially against so much burn.
I hope I didn't ask anything that was recently answered (I've read the whole thread but I may have forgotten things along the way. There's a lot to learn with this deck!) Many thanks to all the posters who have worked tirelessly on this deck, I am really enjoying its complexity so far and am very excited to start tweaking it for my metagame.
I agree with the flyer sentiment, I've frequently found that my path to victory was limited to my evasion creatures (or creating a situation where I could flicker out enough of their would-be blockers.) I've been toying around with Smuggler's Copter and really like it for its evasion and filtering. This deck feels like it gets dead cards in hand more than average (2nd Thalias, late game Vials, land flood) and its a great way to generate value from those cards.
Do you think Copter might be a handy 2x replacement for the Reality Smashers, or am I just taking one step forward and one step back by removing a finisher for an evasive threat? Do you think something like Splicer is a better cut for Copter?
Little by little, WR D&T becomes more plausible.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Maybe, but noncreature 4 drops that do nothing on their own are not where this decks want to be in my opinion. Anyway, I was talking about red taxes, which seems a lot more appealing now.
Playing:
Modern:
BWEldrazi and TaxesBW
Legacy:
WEldraziW
It always depends on how to approach the matter. It's not necessarily an arbiter replacement, although it could be if you wanted it to. You can play the Mentor alongside Tunnel Ignus and then a fetchland of your opponent becomes a free Thunderous Wrath. Playing red also grants the good ol' Bolt AND Boros Charm, which is a Counterspell against wrath effects (and even 'counters' Verdict). Maybe you don't even want Thalia, Guardian of Thraben in your mainboard, or in the 75. Maybe you just tax in damage. So suddenly, them taking up to 8 damage to wrath (Fetch 1, Mentor +2, untapped Schokland +2, Tunnel Ignus +3) -although in a dream land- is not that bad of a trade as it can basically count as a free combat phase for you. Alternatively, it can cost les dmg but you get another attack step and more chances of playing preemptive answers to a wrath like Selfless Spirit. In this way you don't care them losing lands or not with arbiter, you have reach and can sneak early damage through combat + free damage from opponent's playing magic and finish off a burn spell. Although it's likely that it won't develop exactly like that in many games, I think I make my point. Maybe instead of Arbiter and little thalia you want Simian Spirit Guide and Big Thalia.
I'm not saying go play Harsh Mentor and Tunnel Ignus, and I would certainly never say they can replaces Arbiter or Thalia. Just saying it helps the archetype of WR taxes, and it's likely a key card to beat Tron, Griselbrand reanimator, affinity and coco, while punishing people for playing fetches. When your opponent's life total is 12/14 instead of 20, the amount of games you will lose 1 or 2 turns before winning will decrease significantly. It's just a matter of finding the right configuration and see if the archetype can approach the metagame correctly.
Harsh Mentor may be utter trash, but it doesn't look like that.
EDIT: Card also seems pretty good against Lantern Control.