Eric Shoopman 18th, crazy list... 4 maindeck Supreme Verdict! could that be the wrong card listed or is he that all-in on removal?
I watched the last match, when he almost entered to the top 8 (vs affinity), and it was so painful to watch haha. He could have copied an Etched Champion with Phantasmal Image and put 2 Vials on play to prevent any letal damage thanks to Worship . Anyway, apparently U/W Vial is strong enough to make top 8 .
Sadly I didn't see any kind of removal to confirm if he really used Supreme Verdict
Edit: They fix the list, Supreme Verdict -> Supreme Phantom.
Eric Shoopman 18th, crazy list... 4 maindeck Supreme Verdict! could that be the wrong card listed or is he that all-in on removal?
I watched the last match, when he almost entered to the top 8 (vs affinity), and it was so painful to watch haha. He could have copied an Etched Champion with Phantasmal Image and put 2 Vials on play to prevent any letal damage thanks to Worship . Anyway, apparently U/W Vial is strong enough to make top 8 .
Sadly I didn't see any kind of removal to confirm if he really used Supreme Verdict
Edit: They fix the list, Supreme Verdict -> Supreme Phantom.
It was the wrong card, also no that wasn’t a lock for a win at all. Opponents sacs ravager and targets phantasmal image to get the counter then gg’s. There was no winning in that spot even with a poor affinity player for an opponent.
I just stumbled over Scout's Warning while i bought Kira, great glass-spinner for my deck today on cardmarket.com. I think this card might be an addition instead of Curious Obsession or Opt, because it gives us the opportunity to flash everything and draws us a card. I am especially exited to test what it could do with Image, copying Spell queller or Drogskol Captain...
Scout's Warning looks fun, but for example a Selfless Spirit on turn 3 could be too hard to cast, because double white turn 3 needs 19 white sources. How many do you want to play?
I've lost so much faith in the deck that i'm close to trade it for another modern deck. Last FNM was pretty terrible, i feel that the deck don't have the versatility it needs to do what it should do. I mean, burn and humans out aggro us, combo decks just go off before we have lethal, control deck just pick our creatures apart and once they stabilize it's impossible for us to come back, and midrange decks just have more incremental advantage than us, a well timed discard spell and that's about it.
I've always thought that the tempo route was the way to go so i built a pretty standard vial list, but i'm getting crushed in my meta. Granted, i face Jeskai Control, Humans, Burn, KCI, Ad Nauseam and Jund pretty often, but none of those match ups feel even close game one, the only way of defeating those decks is getting a perfect hand and don't have it picked apart by discard.
We probably will see some results in larger events but i thinks it's the popularity of deck, not it's power level.
I've lost so much faith in the deck that i'm close to trade it for another modern deck. Last FNM was pretty terrible, i feel that the deck don't have the versatility it needs to do what it should do. I mean, burn and humans out aggro us, combo decks just go off before we have lethal, control deck just pick our creatures apart and once they stabilize it's impossible for us to come back, and midrange decks just have more incremental advantage than us, a well timed discard spell and that's about it.
I've always thought that the tempo route was the way to go so i built a pretty standard vial list, but i'm getting crushed in my meta. Granted, i face Jeskai Control, Humans, Burn, KCI, Ad Nauseam and Jund pretty often, but none of those match ups feel even close game one, the only way of defeating those decks is getting a perfect hand and don't have it picked apart by discard.
We probably will see some results in larger events but i thinks it's the popularity of deck, not it's power level.
That's sad to read :(, but the last weekend an U/W Vial list almost made top8 on a SCG Open, and since M19 was released, we've seen a lot more 5-0 and 7-0 spirits. And sure, if you compare spirits with other broken decks, it looks weak, because it's harder to pilot compared to other aggro/tempo decks. Also, we have not an ideal list yet, so we need to test a lot more until get a more solid version of spirits.
IMHO, don't give up until Return to Return to Ravnica, because it's expected that we are gonna get some spirits love on that edition
Hey all. I have a sideboard question. A friend that runs R/B introduced me to beseech the queen. He used it to fetch sideboard deck hate for games 2 and 3. Do we have anything that anyone has tried similar in U or W????
Hey all. I have a sideboard question. A friend that runs R/B introduced me to beseech the queen. He used it to fetch sideboard deck hate for games 2 and 3. Do we have anything that anyone has tried similar in U or W????
Has anyone tried running Departed Deckhand? When you have a Drogskol Captain in play it's a 3/3 hexproof virtually unblockable, or am I missing something here? It would not be helpful in a mirror match of course.
I am new to this archetype, and to playing U and instant-speed in general, so I have a lot to learn. I was an early adopter of Humans and have played it for a few months now. But I think I'll try the following list on Friday:
I tried to include some utility lands, while still maximizing the odds of running out Kira, or Runed Halo or Settle the Wreckage from the side, on-curve. Actually I think Settle is probably too greedy in a 20 land deck, and probably should be something else. I feel the same way about Worship--four mana seems a pretty steep ask, here.
I welcome comments on the list and my reasoning. Thanks to the forum for the engaging discussion.
Picked up Bant Spirits as I really like the concept and I feel it's a deck that plays well with my strong suits in Magic, didn't hurt that I had most of the expensive pieces already as well. Haven't played competitive Magic for around two years but I decided on Friday to throw this together for a PPTQ on Sunday.I got my list from the 7/22 Columbus IQ piloted by a Rob Wilson.
9th place out of 110 participants (tied for 8th but bad tiebreakers) Match Record: 5-1-1
TL:DR to notes at the bottom after recap, my apologies for the extended recap, I just tend to get into it when I write notes down after matches.
Round 1 U/W Control (2-0):
Won both games fairly easy as my opponent didn't do a whole lot. I got tons of quick damage in game one and I think I had it sealed up by turn 5, coco hit two phantoms for the end damage. Game two was very similar, my opponent started with double Celestial Colonnade which doesn't bode well against spirits, turn four he attempts to cast Jace to which I responded with a Spell Queller.
Round 2 Green Tron (1-2):
This round was a bit strange as we got deck checked right before we started, random check which is understood but it threw me off a little bit and I could read visible signs that it did the same for my opponent. It's fairly hard to sit down and become friends when you know you are about to compete so we had about 10 minutes of awkward silence.
Game one was very forgettable, I pathed a Wurmcoil Engine and swung with fliers. My opponent knew about my deck but certainly didn't know the cards as he was asking me how I was playing spirits during his turn, I offered him a closer look at Rattlechains.
Game two I was able to start ahead and get damage in, my opponent resolved a World Breaker and I couldn't buy a path to exhile from my deck. It became a numbers game since he turned a Karn the next turn, I killed Karn while getting a little more damage in but it just wasn't enough as I needed one more creature to get past an additional Karn.
Game three was similar to the second one, I threw a ceremonious rejection at Ugin which drew some groans and sympathetic chuckles from the crowd behind us (we were given an extension due to the deck check so we had quite the audience). I got flooded at the end and couldn't deal with another Ugin and Karn, both of which got to the point of being able to ultimate as I tried to scrap something together, my last 3-4 draws were lands though.
Round 3 Affinity (2-0):
Game one my opponent dumped their hand on the table on their first turn, including an Arcbound Ravager. It just wasn't enough though having three creatures against my growing each turn army, they didn't do much after the first turn and I was able to math them out and fly over their cards.
Game two I was fairly rude and didn't provide my opponent a chance. Turn two stony silence and turn three Kataki put them off balance and had my opponent playing tapped out each turn thereafter, flying spirits did their thing.
Round 4 Naya Zoo (2-1):
If I remember correctly this was my first lost die roll, so I started on the draw. Which in reality sucked because my opponent threw two Burning-Tree Emissary and a surged up Reckless Bushwhacker into my forehead. I was then taken out by an Atarka's Command.
Game two was the exact opposite, I tossed a few spirits down and flew in for high damage. Spell Queller is just so disruptive.
Game three he attempted his double burning bushwhack combo again but I had a Spell Queller for the goblin. Not a whole lot his two other creatures could do than watch my spirits fly over them.
Round 5 Burn (2-1):
Game one was straight and to the point with low life totals on both sides but Spell Queller just worked magic and my fliers got the last hit.
Game two I wasn't able to stabilize or find any hexproof, I had mulled to 5 and I decided it was a poor idea to go much lower in this matchup even with being on the draw and Eidolon the Great Revel is painful without path.
Game three was definitely my favorite game of the entire day. My opponent started strong with some creatures and I feel they knew it was going to be a race to the finish, I am not exactly sure if I would have done the same but they attacked with Eidolon which was flash blocked by Spell Queller and honestly I think won me the game in the long run. I was on three lands the whole game and had two more Quellers in hand as my opponent top decked spells with a Monastery Swiftspear in play. I attacked with what I could and dropped my opponent but only just before I Spell Quellered two more spells and dropped myself to 1 with Horizon Canopy.
Round 6 U/W Control (1-1-1):
Game one was quick, I got a lot of creatures and my opponent wasn't able to target them.
Game two was one of the strangest games I've ever played. My opponent just kept drawing cards with the new Teferi planeswalker and doing all sorts of tap, float mana, untap into absolutely nothing. Sitting on 10-11 lands one of which was Celestial Colonnade, time ticked down further and further as I sat there wondering why my opponent wasn't attacking which would have easily killed me as my permanents were all but gone and I had three Spreading Seas on my lands... They finally found a Gideon planeswalker and started attacking, lost with 4 minutes left in the round.
Game three I was back and forth on modifying my shuffle routine, which is to pile shuffle after every game but I chose not to. I played my regular way of playing which was consistent with all previous rounds, which is fairly quick. We just didn't have enough time to finish the game though, we got onto turns with myself at 13 life and my opponent to 5 or 6 as they were able to stabilize and board wipe. Their colonnade was only able to hit me for 12 so we drew.
Round 7 U/W Control/Turns (2-1):
Game one just like usual was fast for me and I got fliers in to take care of business.
Game two was brutal as my opponent cast Exhaustion with mana up to cover my Wanderer. They turned that into like 8 turns while beating me down with a Snapcaster Mage. Time Warp and other such nonsense was played repeatedly.
Game three I knew I had to get out fast, so I mulled to 6 and kept Wanderer x2, Noble, two lands and a Queller. Knowing that my opponent was going to be a bit slower out of the gates I cast Wanderer first to maximize turn two damage. Turned out to be the right call as I drew a phantom on turn 3 and used Spell Queller turn four against my opponents spell.
Things I really like about the deck:
- Every person I played against admitted to never playing against it, I could tell that people didn't know the cards and feel this is such an advantage when your opponent isn't entirely certain what your cards do. I felt my opponents were playing on edge a lot and anticipating way more than I had up my sleeve.
- The spirit interaction is brilliant, having two lords and the ability to CoCo into multiple or even just one plus a utility was great. I have not tried the U/W version yet but I plan to, it is hard to just decide on paper which is better but plan to test it a lot.
- I think from viewing the format I really undervalued flying until this tournament.
- Spell Queller might be my new favorite card in magic....maybe.
What I don't like and will look to tweak through testing:
- Moorland Haunt really was a bit of a dead card for me most games, I utilized the activation only two or three times the whole tournament and it was not all that useful as I felt my creatures were being exhiled more than killed. I also felt it was hurting my mana curve a bit, though I do have a small sample size on that. I will look into possibly replacing with Cavern of Souls or other alternatives. If anyone has any additional experience or input on the manabase, I am all ears.
- Speaking of the manabase, I also feel I almost want one or two more basic lands. Likely attributing to the last two rounds against control but I was seeing Field of Ruin a lot and also was very susceptible to Blood Moon though I luckily never ran into one.
- In every match except for the first one I couldn't help but think to myself that I really could use some form of life gain, even just a little bit. I am going to look into Steel of the Godhead as well as other sources to test with to see if I can find any match. Even if it's in a sideboard slot I think it could be very useful.
- I didn't like the fact that I didn't have any matchups against Humans (or even a mirror) but with 110 players it's understandable how I didn't. I think I was a little behind in the Humans matchup as I would like to have an Engineered Explosives for that one but I coudln't obtain one in time. I hope to get more opportunity to play against it either through MTGO or in person. I also successfully dodged Mardu Pyromancer and any form of Death's Shadow which could be a contribution to my success on the day.
Against them it's important to build up a fast board in order to stop the bleeding from creatures, and start clocking the opponent asap.
trades between creatures are good as long as they allow us to prolong the game and get to cast our other creatures, and supreme phantom is key in this role because it stops burn's creatures effectively.
Mausoleum Wanderer and Spell queller can interact with spells and can net some amount of virtual lifegain.
Obviously if the matchup is a concern i invite you to build a manabase that minimizes the need of fetching and shocking.
Crazy as it sounds, I am testing Azorius Charm, since it functions as mass lifelink, removal, and draw. I feel like the value is quite high for 2 mana. However, that is in the UW Vial build, in Bant IMO Rhox War monk is still the go-to.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard
Tempo Modern
Eldrazi and Staxes
Whir Prison Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
I've been running 3, but it is a completely fair question, as it was best when it copied Drogskol Captain and Reflector Mage, but maybe it just isn't good enough with a real new Lord. OTOH, 1) copies of Lords are still good, esp the Captain, and 2) what would you put in it's place? Just a different mix of GoST and Nebelghast? Counterspells? Enchantments? Maindeck Jace?
Private Mod Note
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Rollback Post to RevisionRollBack
Standard
Tempo Modern
Eldrazi and Staxes
Whir Prison Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
Would anyone consider Oketra’s last mercy in the UW vial spirits deck? Assuming upon cast you don’t die to eidolon effect. Resetting life to starting should be game over for burn - plus vial mitigates lands not untapping next turn
i'm not running image anymore. The card is good but i can't find space for it. My 2x flex slots are currently 2x curious obsession but they could be images.
I'm not sure if running them is still right, i was always under the impression that they were filler until we got another 2 drop, which we got now...
Would anyone consider Oketra’s last mercy in the UW vial spirits deck? Assuming upon cast you don’t die to eidolon effect. Resetting life to starting should be game over for burn - plus vial mitigates lands not untapping next turn
Would anyone consider Oketra’s last mercy in the UW vial spirits deck? Assuming upon cast you don’t die to eidolon effect. Resetting life to starting should be game over for burn - plus vial mitigates lands not untapping next turn
I don't think it's strong enough. You open yourself up to sullcrack in response and tempo yourself for a turn without an active vial. Also, it needs to be fired off somewhere between 3-15 life ideally a even higher minimum then that. You'll get a lot more mileage from incremental gains from other cards I think.
Considering testing blink of an eye as a two of for my meta. As is I can't beat bridge if it resolves before board. Unsure, I'll let you guys know how it does.
I've been so happy with spell pierce in the main and it rarely gets taken out. Happy with it against all but super heavy creature matches (humans, elves, allies, slivers).
We've had into the roil since ever, blink of an eye is nothing new. My spell of choice for ensnaring bridge is echoing truth, so you don't lose if they have two out. The card draw with the bounce doesn't matter much vs those decks anyways, and blink/into are just bad cryptic commands even if they are easier to cast.
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modern:UW spirits, BR goblins
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Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
I watched the last match, when he almost entered to the top 8 (vs affinity), and it was so painful to watch haha. He could have copied an Etched Champion with Phantasmal Image and put 2 Vials on play to prevent any letal damage thanks to Worship . Anyway, apparently U/W Vial is strong enough to make top 8 .
Sadly I didn't see any kind of removal to confirm if he really used Supreme VerdictEdit: They fix the list, Supreme Verdict -> Supreme Phantom.
It was the wrong card, also no that wasn’t a lock for a win at all. Opponents sacs ravager and targets phantasmal image to get the counter then gg’s. There was no winning in that spot even with a poor affinity player for an opponent.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
Scout's Warning looks fun, but for example a Selfless Spirit on turn 3 could be too hard to cast, because double white turn 3 needs 19 white sources. How many do you want to play?
I've always thought that the tempo route was the way to go so i built a pretty standard vial list, but i'm getting crushed in my meta. Granted, i face Jeskai Control, Humans, Burn, KCI, Ad Nauseam and Jund pretty often, but none of those match ups feel even close game one, the only way of defeating those decks is getting a perfect hand and don't have it picked apart by discard.
We probably will see some results in larger events but i thinks it's the popularity of deck, not it's power level.
That's sad to read :(, but the last weekend an U/W Vial list almost made top8 on a SCG Open, and since M19 was released, we've seen a lot more 5-0 and 7-0 spirits. And sure, if you compare spirits with other broken decks, it looks weak, because it's harder to pilot compared to other aggro/tempo decks. Also, we have not an ideal list yet, so we need to test a lot more until get a more solid version of spirits.
IMHO, don't give up until Return to Return to Ravnica, because it's expected that we are gonna get some spirits love on that edition
2x Cavern of Souls
4x Flooded Strand
3x Hallowed Fountain
1x Island
1x Marsh Flats
1x Moorland Haunt
2x Mutavault
1x Plains
1x Polluted Delta
4x Seachrome Coast
Creature (30)
4x Drogskol Captain
1x Geist of Saint Traft
1x Kira, Great Glass-Spinner
4x Mausoleum Wanderer
1x Nebelgast Herald
3x Phantasmal Image
4x Rattlechains
1x Remorseful Cleric
3x Selfless Spirit
4x Spell Queller
4x Supreme Phantom
4x Aether Vial
Instant (6)
4x Path to Exile
2x Remand
2x Blessed Alliance
1x Dispel
1x Nebelgast Herald
2x Negate
1x Rest for the Weary
2x Rest in Peace
2x Runed Halo
1x Settle the Wreckage
3x Stony Silence
I welcome comments on the list and my reasoning. Thanks to the forum for the engaging discussion.
Picked up Bant Spirits as I really like the concept and I feel it's a deck that plays well with my strong suits in Magic, didn't hurt that I had most of the expensive pieces already as well. Haven't played competitive Magic for around two years but I decided on Friday to throw this together for a PPTQ on Sunday.I got my list from the 7/22 Columbus IQ piloted by a Rob Wilson.
9th place out of 110 participants (tied for 8th but bad tiebreakers) Match Record: 5-1-1
TL:DR to notes at the bottom after recap, my apologies for the extended recap, I just tend to get into it when I write notes down after matches.
1 Birds of Paradise
4 Noble Hierarch
4 Rattlechains
4 Mausoleum Wanderer
4 Supreme Phantom
4 Spell Queller
4 Drogskol Captain
3 Selfless Spirit
2 Phantasmal Image
4 Collected Company
4 Path to Exhile
Lands:
4 Windswept Heath
4 Flooded Strand
1 Misty Rainforest
1 Breeding Pool
1 Temple Garden
2 Hallowed Fountain
3 Botanical Sanctum
2 Moorland Haunt
1 Horizon Canopy
1 Forest
1 Plains
1 Island
Sideboard:
1 Reclamation Sage
1 Echoing Truth
2 Stony Silence
1 Worship
2 Geist of Saint Traft
1 Rest in Peace
2 Ceremonious Rejection
1 Kataki, War's Wage
2 Thalia, Guardian of Thraben
2 Damping Sphere
Round 1 U/W Control (2-0):
Won both games fairly easy as my opponent didn't do a whole lot. I got tons of quick damage in game one and I think I had it sealed up by turn 5, coco hit two phantoms for the end damage. Game two was very similar, my opponent started with double Celestial Colonnade which doesn't bode well against spirits, turn four he attempts to cast Jace to which I responded with a Spell Queller.
Round 2 Green Tron (1-2):
This round was a bit strange as we got deck checked right before we started, random check which is understood but it threw me off a little bit and I could read visible signs that it did the same for my opponent. It's fairly hard to sit down and become friends when you know you are about to compete so we had about 10 minutes of awkward silence.
Game one was very forgettable, I pathed a Wurmcoil Engine and swung with fliers. My opponent knew about my deck but certainly didn't know the cards as he was asking me how I was playing spirits during his turn, I offered him a closer look at Rattlechains.
Game two I was able to start ahead and get damage in, my opponent resolved a World Breaker and I couldn't buy a path to exhile from my deck. It became a numbers game since he turned a Karn the next turn, I killed Karn while getting a little more damage in but it just wasn't enough as I needed one more creature to get past an additional Karn.
Game three was similar to the second one, I threw a ceremonious rejection at Ugin which drew some groans and sympathetic chuckles from the crowd behind us (we were given an extension due to the deck check so we had quite the audience). I got flooded at the end and couldn't deal with another Ugin and Karn, both of which got to the point of being able to ultimate as I tried to scrap something together, my last 3-4 draws were lands though.
Round 3 Affinity (2-0):
Game one my opponent dumped their hand on the table on their first turn, including an Arcbound Ravager. It just wasn't enough though having three creatures against my growing each turn army, they didn't do much after the first turn and I was able to math them out and fly over their cards.
Game two I was fairly rude and didn't provide my opponent a chance. Turn two stony silence and turn three Kataki put them off balance and had my opponent playing tapped out each turn thereafter, flying spirits did their thing.
Round 4 Naya Zoo (2-1):
If I remember correctly this was my first lost die roll, so I started on the draw. Which in reality sucked because my opponent threw two Burning-Tree Emissary and a surged up Reckless Bushwhacker into my forehead. I was then taken out by an Atarka's Command.
Game two was the exact opposite, I tossed a few spirits down and flew in for high damage. Spell Queller is just so disruptive.
Game three he attempted his double burning bushwhack combo again but I had a Spell Queller for the goblin. Not a whole lot his two other creatures could do than watch my spirits fly over them.
Round 5 Burn (2-1):
Game one was straight and to the point with low life totals on both sides but Spell Queller just worked magic and my fliers got the last hit.
Game two I wasn't able to stabilize or find any hexproof, I had mulled to 5 and I decided it was a poor idea to go much lower in this matchup even with being on the draw and Eidolon the Great Revel is painful without path.
Game three was definitely my favorite game of the entire day. My opponent started strong with some creatures and I feel they knew it was going to be a race to the finish, I am not exactly sure if I would have done the same but they attacked with Eidolon which was flash blocked by Spell Queller and honestly I think won me the game in the long run. I was on three lands the whole game and had two more Quellers in hand as my opponent top decked spells with a Monastery Swiftspear in play. I attacked with what I could and dropped my opponent but only just before I Spell Quellered two more spells and dropped myself to 1 with Horizon Canopy.
Round 6 U/W Control (1-1-1):
Game one was quick, I got a lot of creatures and my opponent wasn't able to target them.
Game two was one of the strangest games I've ever played. My opponent just kept drawing cards with the new Teferi planeswalker and doing all sorts of tap, float mana, untap into absolutely nothing. Sitting on 10-11 lands one of which was Celestial Colonnade, time ticked down further and further as I sat there wondering why my opponent wasn't attacking which would have easily killed me as my permanents were all but gone and I had three Spreading Seas on my lands... They finally found a Gideon planeswalker and started attacking, lost with 4 minutes left in the round.
Game three I was back and forth on modifying my shuffle routine, which is to pile shuffle after every game but I chose not to. I played my regular way of playing which was consistent with all previous rounds, which is fairly quick. We just didn't have enough time to finish the game though, we got onto turns with myself at 13 life and my opponent to 5 or 6 as they were able to stabilize and board wipe. Their colonnade was only able to hit me for 12 so we drew.
Round 7 U/W Control/Turns (2-1):
Game one just like usual was fast for me and I got fliers in to take care of business.
Game two was brutal as my opponent cast Exhaustion with mana up to cover my Wanderer. They turned that into like 8 turns while beating me down with a Snapcaster Mage. Time Warp and other such nonsense was played repeatedly.
Game three I knew I had to get out fast, so I mulled to 6 and kept Wanderer x2, Noble, two lands and a Queller. Knowing that my opponent was going to be a bit slower out of the gates I cast Wanderer first to maximize turn two damage. Turned out to be the right call as I drew a phantom on turn 3 and used Spell Queller turn four against my opponents spell.
Things I really like about the deck:
- Every person I played against admitted to never playing against it, I could tell that people didn't know the cards and feel this is such an advantage when your opponent isn't entirely certain what your cards do. I felt my opponents were playing on edge a lot and anticipating way more than I had up my sleeve.
- The spirit interaction is brilliant, having two lords and the ability to CoCo into multiple or even just one plus a utility was great. I have not tried the U/W version yet but I plan to, it is hard to just decide on paper which is better but plan to test it a lot.
- I think from viewing the format I really undervalued flying until this tournament.
- Spell Queller might be my new favorite card in magic....maybe.
What I don't like and will look to tweak through testing:
- Moorland Haunt really was a bit of a dead card for me most games, I utilized the activation only two or three times the whole tournament and it was not all that useful as I felt my creatures were being exhiled more than killed. I also felt it was hurting my mana curve a bit, though I do have a small sample size on that. I will look into possibly replacing with Cavern of Souls or other alternatives. If anyone has any additional experience or input on the manabase, I am all ears.
- Speaking of the manabase, I also feel I almost want one or two more basic lands. Likely attributing to the last two rounds against control but I was seeing Field of Ruin a lot and also was very susceptible to Blood Moon though I luckily never ran into one.
- In every match except for the first one I couldn't help but think to myself that I really could use some form of life gain, even just a little bit. I am going to look into Steel of the Godhead as well as other sources to test with to see if I can find any match. Even if it's in a sideboard slot I think it could be very useful.
- I didn't like the fact that I didn't have any matchups against Humans (or even a mirror) but with 110 players it's understandable how I didn't. I think I was a little behind in the Humans matchup as I would like to have an Engineered Explosives for that one but I coudln't obtain one in time. I hope to get more opportunity to play against it either through MTGO or in person. I also successfully dodged Mardu Pyromancer and any form of Death's Shadow which could be a contribution to my success on the day.
UBRWGHumansUBRWG
UMerfolkU
Eldrazi Tron
Legacy
WDeath & TaxesW
Pauper
RGoblinsR
EDH
UGMerfolk ComboGU
Standard
UWApproachWU
Other easy to cast options are Burrenton Forge-Tender, Azorius Herald and Disenchant that destroys Ensnaring Bridge and Eidolon of the Great Revel
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
I'm not sure if running them is still right, i was always under the impression that they were filler until we got another 2 drop, which we got now...
I don't think it's strong enough. You open yourself up to sullcrack in response and tempo yourself for a turn without an active vial. Also, it needs to be fired off somewhere between 3-15 life ideally a even higher minimum then that. You'll get a lot more mileage from incremental gains from other cards I think.
Considering testing blink of an eye as a two of for my meta. As is I can't beat bridge if it resolves before board. Unsure, I'll let you guys know how it does.
I've been so happy with spell pierce in the main and it rarely gets taken out. Happy with it against all but super heavy creature matches (humans, elves, allies, slivers).