Any thoughts on the recent War of the Spark spoilers? No spirits so far.. well there is one, but it sucks
I actually hope for no support to come in the near future in the U W G colours. Bant spirits is already fine and if it hadn't been for the rise of phoenix it would dominate the meta or it would be the most represented deck at least. Such an archetype deserves one sideboard card at most, I have seen plenty of people succeeding with that version having no idea about how to sequence our most fondamental creatures, some of them lacked the basis of magic rulings and they still managed to hit the top 4 of local tourneys because Collected Company into hexproof lock/counterpsell/removal(deputy) takes no brain.
The deck can be so straightforward compared to any other version that I'm hoping for no more intuitive-playable stuff, I don't like that part of the game that reminds me of the "turn 3 karn " scenarios( not to be taken litterally), it's frustrating when a deck makes people consistently win without some refined thinking being involved. This in the way I feel about it.
As for the future, I'll welcome experiments as Pestilent Spirits and I'll hope for the best tribe in modern not to get more busted cards, so that it will be more about the player and less about the list.
That new land, Danger/Demolition/Explosion Zone looks like a potent new toy for UW spirits. Colorless utility slots are tight as-is, but I'd gladly take out Moorland Haunt for a land that randomly ruins the days of GDS, Elves, and Whir Prison. That Spirits can fire off on the CMC of its own creatures with Selfless Spirit is a cherry on top.
You have named 3 matchups where they either kill you before you have the time to set that thing up, or they name it with spyglass. My feeling about this engineered explosives-type of effects is that they aren't good because they are symmetrical. They look appealing but they end up being a trap on the long run. I think Deputy already does the job very well.
You have named 3 matchups where they either kill you before you have the time to set that thing up, or they name it with spyglass. My feeling about this engineered explosives-type of effects is that they aren't good because they are symmetrical. They look appealing but they end up being a trap on the long run. I think Deputy already does the job very well.
Your speed argument is a good one for the format's faster decks, though all that is really needed against GDS is a fourth land drop. Your bit about Sorcerous Spyglass is one of those "dies to removal" arguments, so I can't help but disagree. Spyglass costs two mana or three with two tapped artifacts for Whir of Invention. The Zone is a land, so it cost zero mana. Sure, maybe it has been activated for counters since then, but that's sink mana. Spare mana. Loose change. The opposing mana is primo mana. That was mana spent under pressure, that could have been spent on Torpor Orb or Ensnaring Bridge, but is now being used to neuter a land drop capable of unraveling their whole defense. Whir prison is a matchup that needs to be attacked from multiple angles, and this new land is an angle that doesn't require much investment on the part of UW Spirits.
Yea but they still play 4x Welding jar they never get to use against us. they will sit there and sca just before the ability of the land resolves. We are talking about a land that'r requiring so much mana investment to set up, maybe you'll get to steal one game and it will feel great, but that's not changing you winrate against pretty much any archetype. It's just reasonable to crack it for zero, hitting vials and wanderers is enough to hold me back from testing it in UW, not even mentioning bant which is 3 colours and has 4 more 1cmc drops.
Simmetry and tempo are key, this land fits a mono red prison type of deck, but feel free to make your tests. everything comes down to that, eventually
Yea but they still play 4x Welding jar they never get to use against us. they will sit there and sca just before the ability of the land resolves. We are talking about a land that'r requiring so much mana investment to set up, maybe you'll get to steal one game and it will feel great, but that's not changing you winrate against pretty much any archetype. It's just reasonable to crack it for zero, hitting vials and wanderers is enough to hold me back from testing it in UW, not even mentioning bant which is 3 colours and has 4 more 1cmc drops.
Simmetry and tempo are key, this land fits a mono red prison type of deck, but feel free to make your tests. everything comes down to that, eventually
Oh yeah, Welding Jar does weaken destroy-based removal quite a bit, though it would still work in conjunction with Stony Silence, once the meta favors it again. I still think it has more applications than Moorland Haunt, at least. Even the threat of using the land will earn tempo against some decks. Until then, I guess I'll just sleeve up Hurkyl's Recall in the SB.
5-4 in the main, was live for day two through round 7, I got paired against Kat light (on phoenix) and beat her so that was cool. I also finished 5-4 in the classic almost made t32. Good weekend overall gained good experience and made some new friends
I was rooming with Alan in cleveland, stony just isn't worth it with the current artifact decks in the meta, hurkyls fits our plan better as our main concern is ensnaring bridge. Hurkyls when timed correctly will also get the job done vs affinity variants.
I like Blast Zone too and I think it will be tested in a lot of decks. I am definetly looking forward on playing this in my GW-Valuetown/Knightfall list
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Why would you run either, to be honest? Knight of Autumn and Deputy of Detention have you covered on artifact/enchantment hate, and they're CoCo-friendly.
My store has an abnormal number of Blood Moon decks and sometimes it's not possible to afford basic blue/green and white. Plus the exile mode hits flashback cards and Phoenix.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Maybe your experiences have differed, but trying to get set up against the Red Prison player at my LGS is nigh impossible. Prison chews up our kind of deck and spits it back out, toothpick included. :'(
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
The best extra removal spell to compliment path is Declaration in stone. It's like a cross between path and deputy, we don't care about the clues and against decks like gds/phoenix with only like 10 creatures it really shines. Also against humans, and most if not all creature decks.
I've also been testing azorius with ghost quarter. The 2-1 and 1-2 split with mutavault have been performing the best. Helps against Tron/Titan decks/controls man lands/affinity variants etc. Also good as extra blood moon insurance, against decks like gds that are light on basics the ghost quarters become wastelands very easily which makes thalia better late game against them
Btw, have you heard opponent can't cast the spell exiled by spell queller when teferi, time raveler is on your side of the field? I'm giving it a shot in my sideboard
Btw, have you heard opponent can't cast the spell exiled by spell queller when teferi, time raveler is on your side of the field? I'm giving it a shot in my sideboard
Eidolon of Rhetoric has a very similar interaction, though I suppose Teferi lets you trade or chump-block with queller, and being a planeswalker makes him more resilient to sweepers and the like.
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I actually hope for no support to come in the near future in the U W G colours. Bant spirits is already fine and if it hadn't been for the rise of phoenix it would dominate the meta or it would be the most represented deck at least. Such an archetype deserves one sideboard card at most, I have seen plenty of people succeeding with that version having no idea about how to sequence our most fondamental creatures, some of them lacked the basis of magic rulings and they still managed to hit the top 4 of local tourneys because Collected Company into hexproof lock/counterpsell/removal(deputy) takes no brain.
The deck can be so straightforward compared to any other version that I'm hoping for no more intuitive-playable stuff, I don't like that part of the game that reminds me of the "turn 3 karn " scenarios( not to be taken litterally), it's frustrating when a deck makes people consistently win without some refined thinking being involved. This in the way I feel about it.
As for the future, I'll welcome experiments as Pestilent Spirits and I'll hope for the best tribe in modern not to get more busted cards, so that it will be more about the player and less about the list.
Your speed argument is a good one for the format's faster decks, though all that is really needed against GDS is a fourth land drop. Your bit about Sorcerous Spyglass is one of those "dies to removal" arguments, so I can't help but disagree. Spyglass costs two mana or three with two tapped artifacts for Whir of Invention. The Zone is a land, so it cost zero mana. Sure, maybe it has been activated for counters since then, but that's sink mana. Spare mana. Loose change. The opposing mana is primo mana. That was mana spent under pressure, that could have been spent on Torpor Orb or Ensnaring Bridge, but is now being used to neuter a land drop capable of unraveling their whole defense. Whir prison is a matchup that needs to be attacked from multiple angles, and this new land is an angle that doesn't require much investment on the part of UW Spirits.
Simmetry and tempo are key, this land fits a mono red prison type of deck, but feel free to make your tests. everything comes down to that, eventually
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Eidolon of Rhetoric has a very similar interaction, though I suppose Teferi lets you trade or chump-block with queller, and being a planeswalker makes him more resilient to sweepers and the like.