This has always been available, because Darksteel Citadel has been a card for a while.
Yep, but the Cataracts are better because you can side in Stony Silence and the land is not annulled.
Affinity makes up less than 10% of the metagame. Do you honestly believe this interaction went from unplayable to playable when Cascading Cataracts was printed?
Inspector hands are a little more grindy, but Inspector is a one-drop (play the creature), a two-drop (crack the clue), and a three-drop (play the creature and crack the clue). It's a flexible card on the curve, which allows you to maximize your mana efficiency in the early game. It swings for 1. It becomes an attractive flicker target in the late game. Opponents don't want to waste removal on it, but sometimes they have to. It's grindy, but it wins games.
I could not agree more with you. But that's not my problem with the card. Individually speaking the card is excellent in the DnT shell, there's no denying that. It's more on the deck building/game plan axis that I have an issue. I find it (too) restrictive to have cards in the one drop slot that don't allow the same game plan. For example many keepable hands with vial are not keepable with TI or will simply don't offer the same game plan (we can't say the same about Goblin Guide/Swiftspear or IoK/Serum Vision). This also greatly impacts the deck building choices. While vial allows a higher curve, TI beeing so mana intesive pushes us towards more mana efficient cards (utility lands mostly) and thus a lower curver. While Legion's Landing is probably not as good as TI, it kind of ramps which leans more towards the vial strategy.
I don't know what you mean by "deck building/game plan axis". Inspector puts a body on the ground on T1 and draws you cards later, thereby facilitating your game plan. It's not Gitaxian Probe, but running Inspector is about as close to running a 56-card deck as a D&T deck can manage.
Copter is awesome. Opponents have to answer it with removal immediately or else they will lose to it. Allowing D&T players to filter for the relevant taxes in any given matchup is a mistake.
My problem with the card is the same as with bonesplitter, stony silence's opportunity cost is getting bigger and bigger. Siding out Vials,Inspectors and maybe Copters against Affinity doesn't hurt that much, but there are match ups where I'd like to keep those cards in and play Stony Silence. Also Stony Silence even becomes a good Sb option against the deck with so many artifact activations. Finally, while it doesn't see play that much, Kolghan's Command complete rekt us for playing so much artifacts.
Stony Silence is really only useful against Affinity and Lantern Control. I won't claim to know what your metagame looks like, but it's unlikely that Stony Silence is the most versatile option for your sideboard. For example, assuming Stony Silence was your only option against those decks, I could oversimplify a really complex subject and suggest that for every 7% of your metagame that is Affinity/Lantern, you should have 1 Stony Silence in the board (which is ~7% of your sideboard). You'd probably still be playing 1 or fewer Stony Silences, because they just don't do anything against other matchups.
Targeted removal is more versatile and it allows you to keep your Vial/Copter/Clue game plan the same.
this is also the first version of mono-white D&T that I've seen with a vulnerability to Blood Moon, having only four(!) Plains
I've been playing this mana base (with 4 tect edges instead of some lands, and usually 5 plains) for about a year or so and blood moon is actually less a problem than you might expect. Between double Flagstones, Flagtones/GC, Vial and simply drawing your basics, it's quite rare to be hurt by blood moon. The real problem actualy is Displacer's activation, but since those kind of games are grindy most of the time I find a way to set up Flickerwisp/Displacer loops.
The only way this can be true is if (1) you have a deep knowledge of the metagame and (2) you're respecting and playing around Blood Moon in a lot of matchups. I believe (1). But (2) means that you're not tapping out T2 on the draw because if you do, your opponent might play a Blood Moon on their T3, and you'll lose that game as a result. If that's correct, then you're playing in a metagame where you need more basics rather than fewer. If that's incorrect, then Blood Moon really isn't a problem because it's not prevalent in your metagame, not because of your Flagstones/GQ interactions.
I know that Flagstones/GQ puts in a lot of work against Blood Moon decks. I run that interaction myself. But alone, it's not enough, especially in the early game when you're developing your board state. 4 Plains is well into the danger zone where you're only running basics to not make opponents' Paths a blowout.
For sweeper protection, you should look at Smuggler's Copter (which survives sorcery-speed sweepers, provided you've been attacking and not blocking; although this has anti-synergy with your overarching strategy) and Selfless Spirit (which is probably better for your deck).
This is probably a blind spot with this list. I used to play 2 main deck Selfless Spirits, I went down to one copy and finally swapped it for Kor Skyfisher who interracts nicely with Inspector and legion's landing. Kytheon and manlands are kind of a sweeper protections, but I think it's not enough. I've been thinking about playing some planeswalkers like Elpeth Sun's champion to synergise with legion's landing ramp, the high land cound and the lucky windbrisk height activation, but I thought the non-bo with vial and thalia might be too much. However I've seen on the Eldrazi and Stax primer that they often play 2 Elspeths in the Sb, I wonder how good it was for them.
I'd stick with planeswalkers that don't require six mana to cast. Gideon, Ally of Zendikar and Gideon of the Trials are both pretty good, and if you want something spicy you could try the original Ajani Goldman whose -1 ability synergizes pretty well with the rest of your deck.
The 2/2 Wall of Resurgence/Blade Splicer split is surprising, because it should probably be four of either one.
I've moved away from splicer mainly because of Kolghan's Command and also because I was more confortable with the wall, but with so many 3 attackers triggers I needed more bodies that could attack so I went for a split. Actually The way I see it the cards don't have the same utiliy in the deck and if I had more space I would play 3 walls/2 splicers. However I understand that playing Copter might make Splicer more appealing.
Also IMO Wall shouldn't be played more than as a 3 of, having multiple in hand early game is clunky with non vial hands.
Again, I won't claim to know what your metagame is like, but if someone trades their Kolaghan's Command for your Blade Splicer and Golem token, that is a very good interaction for you. You've traded 3 mana for 3 mana and 1 card for 1 card, except you've done so against a card that's an all-but-guaranteed 2-for-1 against you. The correct response to a metagame full of K-Commands is either to run more Blade Splicers or to pull all of your Vials. I would recommend the former.
Your utility land suite doesn't include Tectonic Edge which probably isn't the right choice given your deck is designed to take advantage of a very low mana curve.
I agree with you, I think Tectonic Edge should be played as a 4 if possile of. I don't know yet what the exact split should be. So far this are the constraints/opportunity costs I've identified with the mana base needs :
14 Untapped White sources for 9 one drops
10-11 Colorless Sources for Displacer (maybe it's too much, EnT players might have a clearer opinion on this)
Windbrisk Height enhances the mid/late game
Manlands improve the chances of a T3 flip
Tectonic Edge is great but not necessary in many match ups, except against Valakut where it significally improves the match up (I might be wrong here)
Horizon Canopy is a nice anti flood guarantee for a deck with so many mana sources (31 if you include Vial and Landing) and such a low curve
With this is mind I'm trying to find the right balance. But it mainly falls down to Windbrisk Height vs Tectonic Edge
In the past, the lists that have been successful with Windbrisk Heights have pulled their Vials. I'm not saying you should do that, but I do think you have too many lands in the deck. 24 is a lot to begin with, and especially so when another 7 slots are allocated to Vial and Landing.
Finally, I think you've got too many one-drops. Even with the ability to flip Kytheon and activate Windbrisk Heights, the power level of your cards is going to be lower than a lot of aggro strategies in the format, which means you'll lose a lot of races by emphasizing your aggro game over your control game.
I agree with you on the power level/late game weakness, but less so on the aggro match up part. Most of the time with Mono White, when I lose to aggro it's because I get out tempoed more than a power level issue. Having a lower curve should improve that axis (at least in theory).
Since I havn't done much testing it's hard to evaluate where the late game power level should lie, but actually the late is more grindy than one might think. The manabase is built so that flooding is not that big of an issue, Displacer is a late game house and many cards generate some kind of value. Nevertheless like you I think the deck might be missing a big pay of card, I mentionned Elspeth earlier, I've also been thinking about Gideon, Ally of Zendikar, Angel of Sanction and Sun Titan. I will try some cards that go big in the sideboard and see how they perform in grindy match ups.
If you play against an aggro deck (Zoo, Burn, Affinity, Merfolk), you're going to be punished for having cards like Legion's Landing in your list. Making a 1/1 with Lifelink simply isn't good enough to save you that game.
Sun Titan would be great in this deck, but I just don't know how you're reliably hitting six mana without costing yourself win percentage in other matchups. Against aggro/combo strategies, Sun Titan is too slow. Against control strategies, Sun Titan is a counterspell target. And against every strategy, the odds that you draw at least 6 lands by turn 6 (assuming you have 24 in the deck) is 31.92%, so it's more likely than not to be stuck in your hand, even if you never crack a single utility land.
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?
I'm looking to pick this up again, but I'm between Mono white and eldrazi. What do you all think of this mono white Eldrazi build as a midway point? Yea? Nay?
ReCatmix's humans rant:
If you're on a multicolor version of the deck, EE on 2 wrecks them. Ghostly prison is an absolute house vs them. Settle the wreckage can also be good, altho you might have trouble getting to it/ having opponents play around it. Imo, ghostly is an excellent option for D&T in general.
Still not 100% satisfied with where I've got this - not that I ever will be, but 95% or so would be nice.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Spider, even though I haven't really picked this deck up too much, just wanted to say you and Catmix are doing a good job being a good resource to the archetype. I get really frustrated with things as simple as not knowing how to sideboard against decks and finding it hard to find on youtube or in articles for other decks, and you guys have all that info available.
Definitely wish every major deck had someone like you guys and Nikachu that has so many good resources.
How would you face the match against Lantern or Tron without Stony?
Against Tron, you use some combination of Arbiter, Mindcensor, and Ghost Quarter to keep them off Tron, while using Big Thalia to out tempo them whenever they try to do something sneaky.
Against Lantern, I mostly hope to not bump into it. You should save your Flickerwisps for their Ensnaring Bridges. In mono-white, I use Oblivion Ring in the sideboard. It's also possible to use something like Disenchant, if that's more your speed. If I were in blue, Detention Sphere seems like a good option. In black, you might want to get out in front of it using Tidehollow Sculler. And if none of the above works, I would just recognize that it's a bad matchup for us and sometimes we just have to bump into Lantern.
EDIT: It just occurred to me you're probably asking about the new variant of Lantern that uses Whir of Invention. If that's the case, then you should be looking at more search hate (Arbiter/Mindcensor).
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?
Tron just takes practice. Using your resources aggressively is important and having enough of the resilient hate (8-10 stone rain lands, big thalia and so on).
Lantern Control is a plague. The deck should not exist. Do not beat yourself up trying to meta them. You will skew your deck and still have a hard time. I repeat, do not worry about them. Play your best (if you choose to play) and know many decks cannot beat their average hands.
Tron just takes practice. Using your resources aggressively is important and having enough of the resilient hate (8-10 stone rain lands, big thalia and so on).
Lantern Control is a plague. The deck should not exist. Do not beat yourself up trying to meta them. You will skew your deck and still have a hard time. I repeat, do not worry about them. Play your best (if you choose to play) and know many decks cannot beat their average hands.
I agree with Catmix about lantern. If they get their bridges you lose. Just build your board and hold a wisp until you have lethal. So you can remove the bridge. Multiples get tricky but you can. Resto to remove two. Sometimes being agressive with the land hate can cause them to fill there hand enough to be able to attack, as well.
Tron brings in removal for stony because it is good against them, but it isn't backbreaking. In fact I'd rather see a vial in my opener so I can actually use LD vs them than stony. There are even cards that work as splash hate for them. Eidolon of rhetoric for instance makes those baubles awkward. Remember, we're favored vs them already. Altho surgical vs them is mighty tasty if you're so inclined.
Lantern is likely to discard your opening hand stony anyway. That means you have to draw it before they don't let you and then kill them before they bridge up and eventually draw decay. The cards good, but it's just not a good MU for many taxes variants. As catmix said, it probably isn't worth hedging slots for since it make a up a low meta %. If you really had to beat it, leyline of sanctity is probably the best card for you since it hoses them from the start AND lets your other hoses stay in your hand.
Affinity is certainly effected by the lack of stony and I'd argue it's the 1 real MU that make a me occasionally want it. HOWEVER cards like copter actually do put in quite a bit of good work here. Spot removal and anti aggro stuff like ghostly prison should be able to cover it.
Ad naus is hosed by stony very well, but the MU is pretty much free.
I guess I can mention eggs, but the deck can be attacked from a ton of angles and is probably favored for us already.
Ultimately, thraben inspector and copter are so excellent in so many MU as they give a mono W deck much needed card filtering. If you really want to beat affinity you can still run stony (or kataki which we haven't really talked about) and swallow the nonbo. I truly believe copter and inspector are excellent in mono W.
Hey thank you and sorry for the lag on the reply.
So round one I went against affinity
Got it 2-1
First match he got me with flyers and cranial playing
Second and third match I had the right amount of hand disruption, removal and blink to get me there. Stony silence also was a bomb in the third match.
In 2 orzhov pontiff, 2 fatal push, 3 stony silence out 2 vials, 4 arbiter, 1 thought knot seer
Second round I went against abzan
My teammates won the match before we could start our second match but before that I was 0-1. I’m still trying to figure out how to deal with this matchup if anyone can help me out.
Round 3
Naya burn 0-2
He had a bunch of burn spells and I couldn’t get there. I feel like I misplayed game one since I was getting the beats with flicker wisp and displacer. I didn’t value displacer like I should have and I ended up biting me in the ass.
round 4
Lost 1-2
I went up against abzan Druid combo.
First game he infinite mana me into a rhonas stomp. Game 2 he had infinite mana but nothing to do with it so I was laying the beat down with my creatures until I won. Game 3 was close but he managed to get infinite life and infinite scrys with vizier, finks and seer. I was slowly beating him down with flyers but he got life before I could win.
In 2 fatal push, 1 pontiff, 1 graffdigers cage, 1 Rest In Peace, 2 mueran crusader
Out 4 Thalia, 1 displacer, 1 selfless spirit
I feel like I should have sideboarded better in this matchup. We managed to tie with the team tho.
Round 5
I went up against Jeskai control.
Game one I did a sick ass play. First time I pulled it off it. I had a flickerwisp and displacer out and he had a spell queller out. I went to attack and swung he tried to pan my displacer, with the path on the stack I blinked his queller exiling the path. Second main I castes a wasteland strangler and used the path under his queller to kill his queller. He scooped up after that. Game 2 he got the spell queller beats and didn’t let me cast anything with those quellers. Game 3 I got a turn 2 RIP that shut him down and I was getting the beats in with vialing creatures. His only out was a settle the wreckage but he never found it.
In 2 Rest In Peace, 1 graffdigger cage, 1 burrengron forge tender, 1 Gideon AOZ
Out 2 wasteland strangler, 2 tidehollow sculler, 1 displacer
TOP 4
Went against the same affinity player for round 1 of top 4
1-2
Game one I was able to come back from 3 life and get the win. He was drawing bad and I was drawing gas
Game 2-3
I was the one drawing ass and he was drawing gas :/
My teams mates managed to get the wins tho
Final round I went against the same burn player.
Lost 1-2
Game one I got burned
Game 2 I managed to strip mine his only white source with arbiter and got the W
Game 3 I started if with a good hand but I was drawing really bad. While he was just burning at my life total for the win.
Overall I feel like I played the best I could. There were some misplays I caught but I learned and I had fun overall.
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@Tsunamii: RIX's Induced Amnesia an interesting effect, but even with the potential for flicker-abuse I'm not sure it lines up well with any D&T builds right now. It plays nicely with Spirit of the Labyrinth and that's about it; forcing the iffy 2-card combo isn't ideal either with this thing being 3cmc+tax (and non-Vialable). If you're asking about it in other decks/brews, it probably has a better chance somewhere else but I don't see it being a huge thorn in our sides or anything; I'd be more worried about Admiral's Order becoming the Stubborn Denial of Delver/Infect decks.
I'm more interested in Bishop of Binding, but 4cmc is a bit rough for a Banisher Priest with conditional upside (tucking a delve fatty or DS on endstep could be pretty good if there's room to swing, no evasion is unfortunate though).
World Shaper is a neat card; but death-trigger rather than ETB-trigger really nerfs our potential for this Splendid Reclamation on legs.
Jadelight Ranger is another possible tool in green. It digs pretty hard and can flicker nicely for value, but Essence Warden's ability to recycle your best graveyard cards is probably still better for consistency.
I was thinking about this new oblivion ring vampire as a 1 of in the resto slot. Since it says opponent you can't exile your own stuff as protection, get the free pump on attacks and then get your creature back when they kill it. Is it better than the vigilance angel we got in the last block? Pumps is nice but I think flying is going to be better in the long run. Best case you exile an emerakul or deaths shadow by biking this guy in the win on your next turn. Worst case it dies to half an electrolize.
I've been hitting a lot of blood moons on BW Eldrazi Taxes and am going to be trying this out. In my current meta I feel like resilience against blood moon is a bit stronger than what black gives us aside from Bob, and it still has some of the more powerful interactions like displacer and flickerwisps or TKS.
I have to add some information to this list. A few days ago, holydiva, a well known streamer, tried this list but she asked the one who did the 5-0 about it. He said that he update the list like that: - 1 Copter +1 Displacer in the main; - 1 contortion +1 dismember in the side.
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I don't know what you mean by "deck building/game plan axis". Inspector puts a body on the ground on T1 and draws you cards later, thereby facilitating your game plan. It's not Gitaxian Probe, but running Inspector is about as close to running a 56-card deck as a D&T deck can manage.
Stony Silence is really only useful against Affinity and Lantern Control. I won't claim to know what your metagame looks like, but it's unlikely that Stony Silence is the most versatile option for your sideboard. For example, assuming Stony Silence was your only option against those decks, I could oversimplify a really complex subject and suggest that for every 7% of your metagame that is Affinity/Lantern, you should have 1 Stony Silence in the board (which is ~7% of your sideboard). You'd probably still be playing 1 or fewer Stony Silences, because they just don't do anything against other matchups.
Targeted removal is more versatile and it allows you to keep your Vial/Copter/Clue game plan the same.
The only way this can be true is if (1) you have a deep knowledge of the metagame and (2) you're respecting and playing around Blood Moon in a lot of matchups. I believe (1). But (2) means that you're not tapping out T2 on the draw because if you do, your opponent might play a Blood Moon on their T3, and you'll lose that game as a result. If that's correct, then you're playing in a metagame where you need more basics rather than fewer. If that's incorrect, then Blood Moon really isn't a problem because it's not prevalent in your metagame, not because of your Flagstones/GQ interactions.
I know that Flagstones/GQ puts in a lot of work against Blood Moon decks. I run that interaction myself. But alone, it's not enough, especially in the early game when you're developing your board state. 4 Plains is well into the danger zone where you're only running basics to not make opponents' Paths a blowout.
We're not always an aggro deck, so the obvious question is "why do you want a quicker board presence if it's not to go wide?"
I'd stick with planeswalkers that don't require six mana to cast. Gideon, Ally of Zendikar and Gideon of the Trials are both pretty good, and if you want something spicy you could try the original Ajani Goldman whose -1 ability synergizes pretty well with the rest of your deck.
Again, I won't claim to know what your metagame is like, but if someone trades their Kolaghan's Command for your Blade Splicer and Golem token, that is a very good interaction for you. You've traded 3 mana for 3 mana and 1 card for 1 card, except you've done so against a card that's an all-but-guaranteed 2-for-1 against you. The correct response to a metagame full of K-Commands is either to run more Blade Splicers or to pull all of your Vials. I would recommend the former.
In the past, the lists that have been successful with Windbrisk Heights have pulled their Vials. I'm not saying you should do that, but I do think you have too many lands in the deck. 24 is a lot to begin with, and especially so when another 7 slots are allocated to Vial and Landing.
If you play against an aggro deck (Zoo, Burn, Affinity, Merfolk), you're going to be punished for having cards like Legion's Landing in your list. Making a 1/1 with Lifelink simply isn't good enough to save you that game.
Sun Titan would be great in this deck, but I just don't know how you're reliably hitting six mana without costing yourself win percentage in other matchups. Against aggro/combo strategies, Sun Titan is too slow. Against control strategies, Sun Titan is a counterspell target. And against every strategy, the odds that you draw at least 6 lands by turn 6 (assuming you have 24 in the deck) is 31.92%, so it's more likely than not to be stuck in your hand, even if you never crack a single utility land.
WUDeath&TaxesWG
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T1 play Vial
T2 Vial in Inspector, crack the clue
That'll do me
If you're on a multicolor version of the deck, EE on 2 wrecks them. Ghostly prison is an absolute house vs them. Settle the wreckage can also be good, altho you might have trouble getting to it/ having opponents play around it. Imo, ghostly is an excellent option for D&T in general.
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
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
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Still not 100% satisfied with where I've got this - not that I ever will be, but 95% or so would be nice.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Definitely wish every major deck had someone like you guys and Nikachu that has so many good resources.
How would you face the match against Lantern or Tron without Stony?
Against Lantern, I mostly hope to not bump into it. You should save your Flickerwisps for their Ensnaring Bridges. In mono-white, I use Oblivion Ring in the sideboard. It's also possible to use something like Disenchant, if that's more your speed. If I were in blue, Detention Sphere seems like a good option. In black, you might want to get out in front of it using Tidehollow Sculler. And if none of the above works, I would just recognize that it's a bad matchup for us and sometimes we just have to bump into Lantern.
EDIT: It just occurred to me you're probably asking about the new variant of Lantern that uses Whir of Invention. If that's the case, then you should be looking at more search hate (Arbiter/Mindcensor).
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Lantern Control is a plague. The deck should not exist. Do not beat yourself up trying to meta them. You will skew your deck and still have a hard time. I repeat, do not worry about them. Play your best (if you choose to play) and know many decks cannot beat their average hands.
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
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I agree with Catmix about lantern. If they get their bridges you lose. Just build your board and hold a wisp until you have lethal. So you can remove the bridge. Multiples get tricky but you can. Resto to remove two. Sometimes being agressive with the land hate can cause them to fill there hand enough to be able to attack, as well.
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Tron brings in removal for stony because it is good against them, but it isn't backbreaking. In fact I'd rather see a vial in my opener so I can actually use LD vs them than stony. There are even cards that work as splash hate for them. Eidolon of rhetoric for instance makes those baubles awkward. Remember, we're favored vs them already. Altho surgical vs them is mighty tasty if you're so inclined.
Lantern is likely to discard your opening hand stony anyway. That means you have to draw it before they don't let you and then kill them before they bridge up and eventually draw decay. The cards good, but it's just not a good MU for many taxes variants. As catmix said, it probably isn't worth hedging slots for since it make a up a low meta %. If you really had to beat it, leyline of sanctity is probably the best card for you since it hoses them from the start AND lets your other hoses stay in your hand.
Affinity is certainly effected by the lack of stony and I'd argue it's the 1 real MU that make a me occasionally want it. HOWEVER cards like copter actually do put in quite a bit of good work here. Spot removal and anti aggro stuff like ghostly prison should be able to cover it.
Ad naus is hosed by stony very well, but the MU is pretty much free.
I guess I can mention eggs, but the deck can be attacked from a ton of angles and is probably favored for us already.
Ultimately, thraben inspector and copter are so excellent in so many MU as they give a mono W deck much needed card filtering. If you really want to beat affinity you can still run stony (or kataki which we haven't really talked about) and swallow the nonbo. I truly believe copter and inspector are excellent in mono W.
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
Death & Taxes
Fish
Teysa, Orzhov Scion
Roon of the Hidden Realm
Xenagos, God of Revels
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
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So round one I went against affinity
Got it 2-1
First match he got me with flyers and cranial playing
Second and third match I had the right amount of hand disruption, removal and blink to get me there. Stony silence also was a bomb in the third match.
In 2 orzhov pontiff, 2 fatal push, 3 stony silence out 2 vials, 4 arbiter, 1 thought knot seer
Second round I went against abzan
My teammates won the match before we could start our second match but before that I was 0-1. I’m still trying to figure out how to deal with this matchup if anyone can help me out.
Round 3
Naya burn 0-2
He had a bunch of burn spells and I couldn’t get there. I feel like I misplayed game one since I was getting the beats with flicker wisp and displacer. I didn’t value displacer like I should have and I ended up biting me in the ass.
round 4
Lost 1-2
I went up against abzan Druid combo.
First game he infinite mana me into a rhonas stomp. Game 2 he had infinite mana but nothing to do with it so I was laying the beat down with my creatures until I won. Game 3 was close but he managed to get infinite life and infinite scrys with vizier, finks and seer. I was slowly beating him down with flyers but he got life before I could win.
In 2 fatal push, 1 pontiff, 1 graffdigers cage, 1 Rest In Peace, 2 mueran crusader
Out 4 Thalia, 1 displacer, 1 selfless spirit
I feel like I should have sideboarded better in this matchup. We managed to tie with the team tho.
Round 5
I went up against Jeskai control.
Game one I did a sick ass play. First time I pulled it off it. I had a flickerwisp and displacer out and he had a spell queller out. I went to attack and swung he tried to pan my displacer, with the path on the stack I blinked his queller exiling the path. Second main I castes a wasteland strangler and used the path under his queller to kill his queller. He scooped up after that. Game 2 he got the spell queller beats and didn’t let me cast anything with those quellers. Game 3 I got a turn 2 RIP that shut him down and I was getting the beats in with vialing creatures. His only out was a settle the wreckage but he never found it.
In 2 Rest In Peace, 1 graffdigger cage, 1 burrengron forge tender, 1 Gideon AOZ
Out 2 wasteland strangler, 2 tidehollow sculler, 1 displacer
TOP 4
Went against the same affinity player for round 1 of top 4
1-2
Game one I was able to come back from 3 life and get the win. He was drawing bad and I was drawing gas
Game 2-3
I was the one drawing ass and he was drawing gas :/
My teams mates managed to get the wins tho
Final round I went against the same burn player.
Lost 1-2
Game one I got burned
Game 2 I managed to strip mine his only white source with arbiter and got the W
Game 3 I started if with a good hand but I was drawing really bad. While he was just burning at my life total for the win.
Overall I feel like I played the best I could. There were some misplays I caught but I learned and I had fun overall.
Death & Taxes
Fish
Teysa, Orzhov Scion
Roon of the Hidden Realm
Xenagos, God of Revels
I'm more interested in Bishop of Binding, but 4cmc is a bit rough for a Banisher Priest with conditional upside (tucking a delve fatty or DS on endstep could be pretty good if there's room to swing, no evasion is unfortunate though).
World Shaper is a neat card; but death-trigger rather than ETB-trigger really nerfs our potential for this Splendid Reclamation on legs.
Jadelight Ranger is another possible tool in green. It digs pretty hard and can flicker nicely for value, but Essence Warden's ability to recycle your best graveyard cards is probably still better for consistency.
http://www.mtgtop8.com/event?e=18013&d=311788&f=MO
I've been hitting a lot of blood moons on BW Eldrazi Taxes and am going to be trying this out. In my current meta I feel like resilience against blood moon is a bit stronger than what black gives us aside from Bob, and it still has some of the more powerful interactions like displacer and flickerwisps or TKS.