@parkerdrake Flagstones can be run as a way to fight smallpox, Liliana affects, ponza and spreading seas. In the deeper side of the tank, it actually works as insurance against blood moon, with gq help, and deck thinning.
As for mangara. It’s rough because you have to spend a turn and a half to get it up and running. This usually isn’t great against modern decks that either move too fast or have tons of removal. I still like the card, though.
Hey guys im building the mono white version which one is better for sideboard rest in peace or relic of progenitus?
The answer is, like most things - it depends. The card from relic can be a huge advantage (which also makes multiples better) but it is much worse against krosan grip if you opponent gets multiple cards in the graveyard a turn and you are sandbagging cracking it. So what colors are the opponent on and what is their actual graveyard strategy? This will determine which is better. In general I think the extra card helps out our deck more.
no, Mangara isn't played currently because he's too slow, considering his summoning sickness ...
I have been trying Mangara as a one of off and on. Usually it just instantly eats a removal spell. The issue is you have to vial it in if you want to be able to have a short wait time on the activation but then you don't have a vial up to protect it. It still sees some legacy play though because of karakas.
Thanks for the explanation(s)! What are your thoughts on 3xLeyline in the board? It seems like with the printing of Fatal Push, black has become a very popular color in Modern.
Hey guys im building the mono white version which one is better for sideboard rest in peace or relic of progenitus?
I run a spread because in some matchups I don't want to bring it all in:
1 Grafdigger's Cage
2 Relic of Progenitus
1 Rest in Peace
Cage can come in against Collected Company/Chord of Calling/Eldritch Evolution decks, Relics come in against decks that leverage their graveyards (Snapcaster Mage, Lingering Souls, Delve Fatty and Tamogoyf) decks. RIP comes in against dedicated graveyard decks (Dredge, Living End, Reanimator type decks) and Junk.
Thanks for the explanation(s)! What are your thoughts on 3xLeyline in the board? It seems like with the printing of Fatal Push, black has become a very popular color in Modern.
We have enough redundancy we don't really care about one for ones that don't effect the board. Unless of course they have such a critical mass that we have no resources left and no board presence (eg a pox deck with no flag stones on our side). Unless your local group plays a lot of burn and discard I don't think it is worth it for the general field.
Thanks for the explanation(s)! What are your thoughts on 3xLeyline in the board? It seems like with the printing of Fatal Push, black has become a very popular color in Modern.
We have enough redundancy we don't really care about one for ones that don't effect the board. Unless of course they have such a critical mass that we have no resources left and no board presence (eg a pox deck with no flag stones on our side). Unless your local group plays a lot of burn and discard I don't think it is worth it for the general field.
That's fair. I have actually been running it for a little and a like it quite a bit. It allows me to take celestial purge out of the SB for other things since Lili isn't a threat anymore. What is a good board strategy against martyr proc? It feels like that match up is unwinnable if you aren't able to land lock them.
Hey all. Went to a new lgs tonight and got 3rd with mono white (2-0-1) but everywhere I looked there was jeskai control or uw control. Any tips for this kind of meta or what I should be running in the side board? Currently I have a pretty stock mono white list but my sideboard has been:
I'm thinking pithing needle in place of revoker cause it's harder for them to deal with and there was a lot of gideons in the room. But any other suggestions? And what would I be siding out for this kind of match up.
I beat one of them today because of leonin arbiter and keeping them off of white. But yeah any tips would be appreciated
That's fair. I have actually been running it for a little and a like it quite a bit. It allows me to take celestial purge out of the SB for other things since Lili isn't a threat anymore. What is a good board strategy against martyr proc? It feels like that match up is unwinnable if you aren't able to land lock them.
I am not very familiar with the match up so hopefully some one else will answer as well. For me maybe a 1-2 graveyard hate cards to shut down sun titan and Emeria late game. Bring in any removal and use it on martyr of sands if you can otherwise on active Serra Ascendants to keep the air clear for you to attack. Other then that it will be grindy with all their tutoring and running 3-4 wraths. Don't over commit to the board and try to keep an arbiter alive to shut down the tutors. Land lock will be the best strategy, this looks like a really bad match up for DnT though.
"Wow! Really? How many?" This puzzled him as he now stared at a field with a tapped fetch land and a Valakut as his remaining mana sources on turn 5. A Field of Ruin and pair of Ghost Quarter just brought shear misery for him. It was a truly apathetic scene. Leonin arbiter, Aether Vial, And Thalia, Heretic Cathar were threatening to end the game in a mere two turns.
What you need to know:
Mono-White has proven to be very powerful! While I was not certain about how many field of ruin to run, I was certain that the card is good. I am perfectly confident that two makes a world of difference in the deck. It does require a reimagining of the mana base, though. I have not done that work yet.
Where it matters:
It has bene good against pretty much everything other than Grixis Death Shadow. On paper it should seem like that's the prime match up but the mana requirements in that match up are a bit hard to pull the trick off. Affinity, Scapeshift, Tron variants, and even Burn, struggle when you have at least 6 Ghost Quarter affects in your deck. With or without Arbiter, the affect has major upsides. Fixing mana for color is great and depriving mana is greater.
Settle The Wreckage. Is it good?:
Seems like a reasonable sideboard option. I am not certain that it is a balanced SB option yet. It helps against problematic match ups but could be a card opps learn to play through if it proves to be popular.
Overall:
I am happy to see the additions from Ixalan actually being useful. We still have to wait and see what decks adopt new tools and if the ban list changes. But I think we can continue pushing as a tier 1 deck for the next few months! That's it! Tell me what you experience you have had with Field of Ruin!
Sure as I said it was a pretty standard list, haven´t got the canopies yet, waiting for the reprint. Wayfarer will most likley get the cut maybe in favor of revoker or one more avenger. Would like to test out Smuggler's Copter but I guess he makes the affinity matchup worse and there seem to be 2 affinity decks in my meta.
How could Smuggler's Copter make affinity a worse MU? If you're talking about Stony Silence, I look at this as another tool to fight against Signal Pest's/Vault Skirge, Nexuses and Ornithopter armories...
Has anyone put in the work to compile a 'basics being played' list for every deck? Since this is usually the same number for the already established decks it might be a nice resource to have access to? I think it's important to know the number of basics every deck usually plays so we know when GQ / Field of Ruin are at their best
Hello D&T experts. I recently picked up this deck (BW Eldrazi Taxes) and am loving it! Arbiter and Thalia feel really strong right now, and Displacer can get busted pretty quick. My question is about how you guys have approached the Lantern matchup. It's been the only match so far (albeit in limited games) where I've struggled.
My current approach is to mulligan aggressively for artifact hate (+1 Kataki, War's Wage, +3 Stony Silence), but even then I've lost to thoughtseize and abrupt decay. A landed bridge is also brutal so I value hands with Sculler and/or TKS. I'm thinking now that maybe Thoughtseize of my own and maybe surgical extraction is a bit more proactive? These can be good in other matchups too. Was thinking something like: -4 Path, -3 Strangler, -2 Arbiter, +3 Stony Silence, +2 Thoughtseize, +2 Surgical Extraction, +2 Phyrexian Revoker.
Current metagame is quite diverse. Only thing I don't really see is G/x midrange. What I've seen so far:
Lantern, Storm, 8-rack, U/x control, Affinity, Etron, G/x Tron, Prison
My question is about how you guys have approached the Lantern matchup. It's been the only match so far (albeit in limited games) where I've struggled.
The two tricks I rely on most in the lantern matchup are these:
1. Holding back a Flickerwisp to flicker their bridge once I have a critical mass of creatures on the board.
2. Displacing a TKS multiple times on their end step (or my turn) to force them to draw cards into their hand so I can attack under bridge.
My question is about how you guys have approached the Lantern matchup. It's been the only match so far (albeit in limited games) where I've struggled.
The two tricks I rely on most in the lantern matchup are these:
1. Holding back a Flickerwisp to flicker their bridge once I have a critical mass of creatures on the board.
2. Displacing a TKS multiple times on their end step (or my turn) to force them to draw cards into their hand so I can attack under bridge.
Thanks very much for the reply. I've won a couple game 1's with the first trick. Haven't had a chance to TKS draw them, that one would feel nice. I feel like the early turns are super important because in post-boarded games I've been hit with thoughtseize on my artifact hate. Mill/abrupt decay/pithing needle on displacer etc... They can usually deal with the first hate card, and then lock you out of your other options later. It feels like in order to win you need multiple hate cards or answers at the right time - an answer for the bridge + a piece of artifact hate. Do you mind sharing your sideboard plan?
How could Smuggler's Copter make affinity a worse MU? If you're talking about Stony Silence, I look at this as another tool to fight against Signal Pest's/Vault Skirge, Nexuses and Ornithopter armories...
Hm with Stony on board copter becomes a dead card doesn´t it? Not really something we need in this matchup. I would prefer avenger in this spot vs affinity, when sideboarding in stony seems like the sensible thing to do. Sure avenger can not block etched champion but we have the golems for that.
copter helps you at keeping hand because it trades with anything in affinity, staying alive against all of their pieces and loot a card. Stony silence is great, but if you're worried about the nombo, you're relying on 2~3 cards that may come too late or not even come. In any case, I'm sure that most people keeps vial despite bringing stony silence.
How could Smuggler's Copter make affinity a worse MU? If you're talking about Stony Silence, I look at this as another tool to fight against Signal Pest's/Vault Skirge, Nexuses and Ornithopter armories...
Hm with Stony on board copter becomes a dead card doesn´t it? Not really something we need in this matchup. I would prefer avenger in this spot vs affinity, when sideboarding in stony seems like the sensible thing to do. Sure avenger can not block etched champion but we have the golems for that.
copter helps you at keeping hand because it trades with anything in affinity, staying alive against all of their pieces and loot a card. Stony silence is great, but if you're worried about the nombo, you're relying on 2~3 cards that may come too late or not. In any case, I'm sure that most people keeps vial despite bringing stony silence.
Correction: since Thraben Inspector and Smuggler's Copter became an important part of this deck, no one should run Stony Silence in the board anymore. It was fine when we were just using Vials, but now that we run even more artifacts with activated abilities (clue tokens and Copters), Stony Silence shouldn't be used.
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?
Seems like an interesting approach gonna try it out and report back! I always thought stony was the number A take against affinity and the MU being one of the worse ones for DnT. But replacing it with specific hate and swapping the avengers for copters makes sense. Fragmentize seems like a good hate card vs affinity.
Affinity isn't one of the worst matchups for D&T. Granted, it's not great; our noncreature taxes and our search taxes do basically nothing. But our first-strikers do a lot of work and you can often race their deck. Be wary of Cranial Plating. Hold up your Paths and Flickerwisps for profitable spots (removing counters, hindering attacks).
Fragmentize is versatile and cheap, but it's slow. If your opponent topdecks a Cranial Plating on T5 and swings for the win, you'll feel differently about that Fragmentize in your hand. Fragmentize does a better job of removing Ensnaring Bridges and Blood Moons because of the tempo advantage it provides.
Spot removal is probably enough to give you an edge against Affinity. Sunlance and Journey to Nowhere are probably your best options. I mentioned Shining Shoal - which is sort of a joke between Catmix and I - but that card is really good at punishing linear aggro strategies like Affinity. Shoal is good against decks that (1) don't usually run discard or counterspells and (2) would rather win by an inch than a mile. In other words, it's good against Affinity, Zoo, and Burn; it's okay against Merfolk; it's bad against Elves.
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?
As for mangara. It’s rough because you have to spend a turn and a half to get it up and running. This usually isn’t great against modern decks that either move too fast or have tons of removal. I still like the card, though.
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
The answer is, like most things - it depends. The card from relic can be a huge advantage (which also makes multiples better) but it is much worse against krosan grip if you opponent gets multiple cards in the graveyard a turn and you are sandbagging cracking it. So what colors are the opponent on and what is their actual graveyard strategy? This will determine which is better. In general I think the extra card helps out our deck more.
I have been trying Mangara as a one of off and on. Usually it just instantly eats a removal spell. The issue is you have to vial it in if you want to be able to have a short wait time on the activation but then you don't have a vial up to protect it. It still sees some legacy play though because of karakas.
I run a spread because in some matchups I don't want to bring it all in:
1 Grafdigger's Cage
2 Relic of Progenitus
1 Rest in Peace
Cage can come in against Collected Company/Chord of Calling/Eldritch Evolution decks, Relics come in against decks that leverage their graveyards (Snapcaster Mage, Lingering Souls, Delve Fatty and Tamogoyf) decks. RIP comes in against dedicated graveyard decks (Dredge, Living End, Reanimator type decks) and Junk.
We have enough redundancy we don't really care about one for ones that don't effect the board. Unless of course they have such a critical mass that we have no resources left and no board presence (eg a pox deck with no flag stones on our side). Unless your local group plays a lot of burn and discard I don't think it is worth it for the general field.
That's fair. I have actually been running it for a little and a like it quite a bit. It allows me to take celestial purge out of the SB for other things since Lili isn't a threat anymore. What is a good board strategy against martyr proc? It feels like that match up is unwinnable if you aren't able to land lock them.
1 phrexian revoker
1 selfless spirit
2 burrenton forge tender
2 stony silence
2 grad diggers cafe
2 aunlance
1 mirrian crusader
2 rest in peace
1 settle the wreckage
1 dusk//dawn
I'm thinking pithing needle in place of revoker cause it's harder for them to deal with and there was a lot of gideons in the room. But any other suggestions? And what would I be siding out for this kind of match up.
I beat one of them today because of leonin arbiter and keeping them off of white. But yeah any tips would be appreciated
I am not very familiar with the match up so hopefully some one else will answer as well. For me maybe a 1-2 graveyard hate cards to shut down sun titan and Emeria late game. Bring in any removal and use it on martyr of sands if you can otherwise on active Serra Ascendants to keep the air clear for you to attack. Other then that it will be grindy with all their tutoring and running 3-4 wraths. Don't over commit to the board and try to keep an arbiter alive to shut down the tutors. Land lock will be the best strategy, this looks like a really bad match up for DnT though.
"A Field In Ruin" by DeathandCatmix
The Deck List
1 EIGANJO CASTLE
2 HORIZON CANOPY
4 GHOST QUARTER
4 TECTONIC EDGE
2 FIELD OF RUIN
6 PLAINS
4 AETHER VIAL
4 THRABEN INSPECTOR
4 PATH TO EXILE
4 LEONIN ARBOTER
4 THALIA, GUARDIAN OF THRABEN
4 BLADE SPLICER
3 THALIA, HERETIC CATHAR
3 SMUGGLER'S COPTER
4 RESTORATION ANGEL
2 BURRENTON FORGE-TENDER
1 SPELLSKITE
2 SUNLANCE
2 JOURNEY TO NOWHERE
2 REST IN PEACE
2 OBLIVION RING
1 EIDOLON OF RHETORIC
1 GIDEON OF THE TRIALS
2 SETTLE THE WERCKAGE
Mono-White has proven to be very powerful! While I was not certain about how many field of ruin to run, I was certain that the card is good. I am perfectly confident that two makes a world of difference in the deck. It does require a reimagining of the mana base, though. I have not done that work yet.
Where it matters:
It has bene good against pretty much everything other than Grixis Death Shadow. On paper it should seem like that's the prime match up but the mana requirements in that match up are a bit hard to pull the trick off. Affinity, Scapeshift, Tron variants, and even Burn, struggle when you have at least 6 Ghost Quarter affects in your deck. With or without Arbiter, the affect has major upsides. Fixing mana for color is great and depriving mana is greater.
Settle The Wreckage. Is it good?:
Seems like a reasonable sideboard option. I am not certain that it is a balanced SB option yet. It helps against problematic match ups but could be a card opps learn to play through if it proves to be popular.
Overall:
I am happy to see the additions from Ixalan actually being useful. We still have to wait and see what decks adopt new tools and if the ban list changes. But I think we can continue pushing as a tier 1 deck for the next few months! That's it! Tell me what you experience you have had with Field of Ruin!
-Catmix
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
How could Smuggler's Copter make affinity a worse MU? If you're talking about Stony Silence, I look at this as another tool to fight against Signal Pest's/Vault Skirge, Nexuses and Ornithopter armories...
My current approach is to mulligan aggressively for artifact hate (+1 Kataki, War's Wage, +3 Stony Silence), but even then I've lost to thoughtseize and abrupt decay. A landed bridge is also brutal so I value hands with Sculler and/or TKS. I'm thinking now that maybe Thoughtseize of my own and maybe surgical extraction is a bit more proactive? These can be good in other matchups too. Was thinking something like: -4 Path, -3 Strangler, -2 Arbiter, +3 Stony Silence, +2 Thoughtseize, +2 Surgical Extraction, +2 Phyrexian Revoker.
My current board for reference:
3 Stony Silence
1 Kataki, War's Wage
2 Rest in Peace
1 Grafdigger's Cage
1 Relic of Progenitus
2 Fatal Push
2 Ethersworn Canonist (some storm in my meta, thinking of replacing with Thoughtseize)
2 Phyrexian Revoker
1 Aven Mindcensor
Current metagame is quite diverse. Only thing I don't really see is G/x midrange. What I've seen so far:
Lantern, Storm, 8-rack, U/x control, Affinity, Etron, G/x Tron, Prison
Thanks for the insights!
The two tricks I rely on most in the lantern matchup are these:
1. Holding back a Flickerwisp to flicker their bridge once I have a critical mass of creatures on the board.
2. Displacing a TKS multiple times on their end step (or my turn) to force them to draw cards into their hand so I can attack under bridge.
Thanks very much for the reply. I've won a couple game 1's with the first trick. Haven't had a chance to TKS draw them, that one would feel nice. I feel like the early turns are super important because in post-boarded games I've been hit with thoughtseize on my artifact hate. Mill/abrupt decay/pithing needle on displacer etc... They can usually deal with the first hate card, and then lock you out of your other options later. It feels like in order to win you need multiple hate cards or answers at the right time - an answer for the bridge + a piece of artifact hate. Do you mind sharing your sideboard plan?
Thanks again.
@TheLegionsArmory: You already have 4 Splicers and 8 flicker effects. You should be adding Copters in the maindeck and cutting Stony Silence in the board. If you're worried about the Affinity matchup, add some more spot removal (Sunlance, Journey to Nowhere, Shining Shoal) or some artifact removal (Fragmentize, Disenchant).
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Fragmentize is versatile and cheap, but it's slow. If your opponent topdecks a Cranial Plating on T5 and swings for the win, you'll feel differently about that Fragmentize in your hand. Fragmentize does a better job of removing Ensnaring Bridges and Blood Moons because of the tempo advantage it provides.
Spot removal is probably enough to give you an edge against Affinity. Sunlance and Journey to Nowhere are probably your best options. I mentioned Shining Shoal - which is sort of a joke between Catmix and I - but that card is really good at punishing linear aggro strategies like Affinity. Shoal is good against decks that (1) don't usually run discard or counterspells and (2) would rather win by an inch than a mile. In other words, it's good against Affinity, Zoo, and Burn; it's okay against Merfolk; it's bad against Elves.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps