Eager to see how that plays out for you. I get the point on pulse getting multiple targets, but it was brought in for problem permanents that we couldn't hit previously that ruin our combo or cause combo against us. Beast should fill that need, while also having to protect our combo from a few situations as you stated. So yeah, interested to see how that actually happens in matches.
Yeah I figured in the corner cases of multiples or tokens.
In my meta I rarely face a deck that puts out multiples of permanents that I need to hit.
And for tokens the pontiff has been an all star for me. I've been thinking about putting him main board simply for all the x/1.
As for dispel if they use it on beast they won't have it for company or chord.
But I hear your points, and take them into concideration at the end of the night. When I look at beast within and go "now, how much did I want /need you to be a pulse?"
I simply run 1x Celestial Purge instead of Pulse. Dont think that hitting multiple targets with pulse is that relevan since ppl started sb-ing pulse mainly because of new Nahiri and Kalitas due to the lack of good response on them.. Pulse for less mana at instant speed deals with them both + it catches Leyline of the Void which is really painful hate card for us also. I really really think that Purge is good replace for Pulse, indeed I think its even better(my opinion).. Ill keep playing 1off in SB.
Last night's games did not go well for me or my deck. So my sideboard choices were really untested.
G1 was the mirror, so beast was a 3 drop path. So no need for it. The only time I wanted a pulse was when my opponent had 3 finks out, but by then it was gg.
G2 was mill...I lost the first and my side tech was putting all 15 cards into main. Worked like a charm.
G3 was tron. I did bring the beast for this match, as it can hit any of their lands if I get their early or threats if it's later. But I didn't see either of them on the second game :/ his ramp was just too good.
Why does everyone run the Melira Combo package instead of the Thunde package? The only + side I can see for the first is that everything is playable with coco, but besides that melira/anafenza and seer are mostly useless. With thune you have an unplayable creature from coco, but it synergies the same way with finks as melira. The package is smaller and thus you have more room for silver bullets (still keeping the finks); so why aren't we playing this combo more often and become better in a midrange war?
So the deck is super grindy, playing a ton of 2-for-1's already like Kitchen Finks, Eternal Witness, Voice of Resurgence, etc... I'd go so far as to say that it can out-grind pretty much any other midrange deck in the format, as that routinely how you win vs BG/x decks and once you have an active Gavony Township then it gets pretty hard to lose.
The reason for playing the Melira/Anafenza combo for starters is that it is hittable off of Collected Company. Playing a dork turn 1, a combo piece turn 2, and a Company turn 3 can often lead to a turn 3 3G "Oops I just won the game" and that is something that is very hard to pass up. Beyond that, each piece is cheap and very castable on it's own. I have found it very common to go:
T1: Land > Dork
T2: Land > Finks
T3: Land > Anafenza/Melira > (have Chord of Calling in hand and wait till the opponent casts something) > Chord for Viscera Seer and go infinite.
giving me infinite life and scry in response to whatever they do to stop the combo. Not many decks can recover from that, and the only thing that gets through it are 2 spells, like double Bolt, or a Path and Remand, etc... There are just a ton more options to slip in the combo when the opponent isn't expecting it than when your main creature costs 3WW.
Viscera Seer is a great card on it's own because it turns all of the formats removal into value. You can fetch then start scrying. You can scry before a Collected Company. You can scry to draw action and get lands off of the top. There is a lot of value to be had, and a lot of the time it will be the target of removal acting just like Spellskite because opponents know that if it's left alive for too long you can generate too much value from it.
When playing Anglefeeder you also lose the random ability to destroy Infect decks. Coincidentally, Tron is very good against us, so when this deck is putting up results then Tron starts popping up more to counter it. Then Infect pops up whenever Tron is popular and we get this rock-paper-scissors kind of thing going on.
You can play Archangel of Thune as a 1-of in this deck if you are getting massively hated out in the graveyard. Otherwise the deck is pretty functional without it. I haven't played the angel in about a year now I think and I have never regretted cutting it.
If you are still wanting to play the Angle and not the Ana/Mel-Seer-Persist combo then perhaps this thread is more to your liking.
Hey Guys, I've been running this Deck since last week or so and I wanted to ask something.
Why does everyone run the Melira Combo package instead of the Thunde package? The only + side I can see for the first is that everything is playable with coco, but besides that melira/anafenza and seer are mostly useless. With thune you have an unplayable creature from coco, but it synergies the same way with finks as melira. The package is smaller and thus you have more room for silver bullets (still keeping the finks); so why aren't we playing this combo more often and become better in a midrange war?
Greetings
Well, the easiest way to see that is trying it for yourself. Angel is just way too clunky. This deck is aiming to threaten turn 3 or 4 combo most of the time, you just aren't able to do that consistently with the Angel combo. That way, you'll lose to a lot of random nonsense decks that the usual version deals very well with. Angel represents a way to combo off in the midgame and win, which is just not this deck's gameplan. You either win in the early game with the combo against noninteractive decks, or in the very late game in grindy matchups. Angel only helps with the latter, but with the amount of value this deck packs (and Gavony Township!) you really don't need any help there.
The only real advantage is ignoring GY hate, and a meta with heavy GY hate could be a reason to run the Angel combo. Still, more than 1 Angel is already very greedy, since you'll be diluting Company even more and adding more 5-drops makes the deck more clunky. If you really want to run the Angel combo, there is an Abzan Chord deck that pops up from time to time, running Lingering Souls and removal instead of Company.
Abzan coco with blade splicers and flickerwisps and stuff is something that's been tried. I think it's mostly just worse because you can't really have the top end Pod did.
Uh uh I get your points, my main reasoning behind playing the 'smaller' combo is because that way we have more room for silver bullets.
That leads to my next question, even with the Melira package, we still have a couple spots left, is there any extraordinary 3 drop or some 4 drops that would be justified to be played? I really liked Phyrexian Metamorph, although without pod he hasnt't any really good targets. What about a 1-of rhino or something like that?
I read a few weeks ago about an old primer by LSV about how pod can be played without any combo and just becomes a really, really good midrange deeck. Is the same possible for CoCo?
Company is limited to 3 CMC, Pod isn't. That just about kills any chance of a purely midrange Abzan Company deck. As for flex slots in the main, people generally pick and choose between Fiend Hunter, Qasali Pridemage, Orzhov Pontiff, Scavenging Ooze, Voice of Resurgence, additional Spellskites, additional Eternal Witness. If you want a deck with a smaller combo, more room for silver bullets and a strong midrange game Kiki Chord is the deck for that, not this one, really.
Relatively few lists don't have a couple of 4 CMC+ cards to chord for or hardcast. These include Linvala, Redcap, Archangel of Thune. I argued against spells and 4 CMC+ creatures, but in playtesting, having Linvala SB and Redcap MB has been better than without them. Coco will whiff on them, but I think it's worth having 3-4 closers like this. If they get sent to the bottom of the library, I just fetch to shuffle the library at that point.
Uh uh I get your points, my main reasoning behind playing the 'smaller' combo is because that way we have more room for silver bullets.
That leads to my next question, even with the Melira package, we still have a couple spots left, is there any extraordinary 3 drop or some 4 drops that would be justified to be played? I really liked Phyrexian Metamorph, although without pod he hasnt't any really good targets. What about a 1-of rhino or something like that?
I read a few weeks ago about an old primer by LSV about how pod can be played without any combo and just becomes a really, really good midrange deeck. Is the same possible for CoCo?
The primer has pretty much every creature you could hope to play in the deck. Even then a couple of them are outdated and I need to remove them... go look through the options there.
In a chord deck, cheap creatures are also mana ramp. So these cheap otherwise useless combo pieces ramp quickly into the missing combo pieces via deck search.
Beyond the combo, Melira has value against Infect, a deck potentially faster than your combo, and Affinity (where I like to bring in Worship SB). Melira often exits game 2 to make room for SB if not needed. Anafenza plays along with growing value, pumping up your Birds for example, and keeping the pressure on. Anafenza begs for your opponent's precious removal. Viscera Seer gets you a scry every time someone removes one of your pieces, and can perma-exile with Fiend Hunter and similar.
The viability of Thune/Feeder in 2 spots often depends on your meta, but I have had more impact with it coming out of your SB, but then it's hard to make room there either. If you can afford to go without Qasali MB in your meta, that's one slot, and Thune can replace one of Melira or Anafenza.
Right now, my meta is nuts with every kind of graveyard play that scooze simply cannot keep up with, so I think Thune/Feeder has a lot of potential in order to give us access to Rest in Peace, Progenitus, Dryad Militant, etc. Still would not exceed 2 of each.
I went to Origins this weekend and played in several modern events. It ended up being a pretty light turnout for one of the bigger gaming conventions in the US.
I went 3-1, 3-1*, 2-2, and 1-1.
I lost to:
Naya Zoo- could never stabilize, he had too much removal
Tron- because that's what Tron does (natural Tron turn 3 both games)
Ad Naseum- my first timing playing against it. Huge misplay on my part not using Pridemage to hit Phyrexian Unlife on my turn. He went off with try ability on the stack.
And apparently two other opponents. I didn't keep good notes
I beat:
Storm
Fish
Mono Red planeswalkers-- four Magus of the Moon main deck! First turn pitch spirit guide into ritual into Magus. Basic forest, bird was pretty stellar.
Some other home brews, like Brain in the Jar control, and I don't remember much else. Also beat up on the bye at least once
Wall of Roots was fantastic. Rarely blocked, but needed the extra green for chord against blood moon and spreading seas. Blood Moon opponent didn't understand that I could get two G out of it and didn't think I could Chord.
Maelstrom Pulse was great out of the board. Hit walkers, but also was able to nab two Lords of Atlantis in one shot.
I never brought in Linvala. She's so good when she's good. But might drop her from the 75.
There are few things more satisfying than bolster/gavony birds to fly over and take out Planeswalkers.
Game two against Fish the head judge watched most of our game. After he said my play was very tight and he was impressed with my line of play. After screwing up several times prior, and again massively in game 3, that felt good to hear.
Last game in my final event Saturday, game 3 vs Fish. It had been a long event. An early Tidehollow revealed a Negate, but at the time I had all creatures so I let him keep it. I played around it all game, waiting for him to tap out before using removal. Abrupt Decay was huge in stopping a Vialed Lord from protecting his dudes against a Sac'ed Pontiff.
And then we went to time. I had Redcap and Visera in play and had drawn a Chord, but knew he still had the negate from turn 2. I ripped a Collected Company and baited the counter. The game was mine! Until for no reason whatsoever other than I needed more sleep, I announce Chord for 1. I had another creature to tap. I just choose not to. I thought I needed Seer instead of Melira.
He ended up conceding to me and we split the prize for my going 3-1, as 2-1-1 wouldn't have done either of us any good.
All in all a fun time. The deck had some weaknesses and bad matchips, notably my ability to pilot it, but it's still well positioned.
Guys, what are your thoughts about Abzan Company generaly as a deck in modern? Dont include your passion in answer, please. For me, it seems like its getting hated much in last month or two and there isnt any good record recently in last touraments. Even saw few touraments without Abzan Company in Top16 or Top32. Although I still think this deck is a thing(really good thing), but is still T1? I think its on line between T1 and T2. What are your thoughts?
Haters gonna hate, not sure that changes Tier status. Consistency and/or adaptability maybe more. Modern is full of tiered deck that are one greater than this but less than that. What you see is probably the deck greater than Abzan Company taking a turn until the haters hate and the cycle continues. If you have an even match with most tiered deck then it's probably T1, if you are unfavored in a majority of tier deck then nah.
Guys, what are your thoughts about Abzan Company generaly as a deck in modern? Dont include your passion in answer, please. For me, it seems like its getting hated much in last month or two and there isnt any good record recently in last touraments. Even saw few touraments without Abzan Company in Top16 or Top32. Although I still think this deck is a thing(really good thing), but is still T1? I think its on line between T1 and T2. What are your thoughts?
I would say the main reason is due to the Nahiri decks. Its been drawing a lot a buzz, not one of Company's strongest matchups, and the two decks share a splash-able, 1 mana hate card that stop both combos. Tron does well against both (not entirely sure of the details of Jeskai Nahiri vs Tron matchups but it seems to favor Tron) and has become more of a presence in the metagame.
As for being T1 still, sure. There is always an ebb and flow to the metagame. If it was stagnant, no one would be playing it. Sometimes its just that week to hate out affinity. Maybe next week, its time to run 4 crumble to dusts, 4 fulminator mages to stop tron (would not recommend). This time its just Company's turn to get hated out for a bit. If the deck is strong enough to warrant the hate, its got to be doing something right.
I jumped on the Abzan bus as soon as I saw the deck. I have had some fairly good results with it and even rode it to a top 4 at States.
That said, while I am still a fan of the deck, I spent the past month or so looking for something else to play before finally settling on Bant Eldrazi last week (Worship is such an awesome card btw).
The reason why I left the deck is pretty much exactly what is being talked about. The deck has gotten very popular, and has even achieved tier 1 status on sides like mtgsalvation. Rightly so, the deck can be very powerful and is resilient when played properly. That said, the deck can't function in a box. EVERYONE is bringing Company hate with them to any major tournament and while you can dodge hate cards for a handful of matches, it will eventually catch up to you when the entire field is prepared. I am even packing company hate in my Eldrazi deck in the form of Leonin Arbiter and Grafdigger's Cage.
I love the deck and will likely never trade away from it, but Company also doesn't handle the spotlight well. If everyone is bringing targeted SB cards, it's just a really really bad version of Wilted Abzan, and I'm not down for playing in that environment.
I will likely jump back on the bandwagon when the deck gets demoted to T2 and enjoys the freedom of not having targeted SB slots dedicated to it.
Hey guys, long time Company admirer here. I picked up the deck a while ago, and played it for a bit. However, I'm a collector and got a few new decks since then and have enjoyed playing those as well, so I haven't piloted Company in a few weeks.
When I was playing Company, one of my weak points was piloting the deck after going infinite. There was one game (which I've kicked myself for ever since) where I only went up to a hundred against Grixis Delver, got him to 1, then he stabilized and brought me down to kill me. Yeah, I'm never not naming a googol life after that. Beyond that, though, I've had more than my fair share of games where I go infinite and then kind of flounder on what to do with my scries. I normally just tutor Redcap to the top if I have double black, or Chord if I don't, but sometimes by the next turn my opponent can react to the Chord/Redcap or interrupt the combo once I try to go infinite again. What do you all normally do once your life total goes sideways? I think I just hadn't seen enough games before I started playing where the Company player goes infinite and the opponent doesn't scoop. I recognize that we aren't an instant-win deck, but I'd just like a bit of direction as to the avenues we can take once we have the combo to ensure we win. I'd really like to get more comfortable with this deck, as it's pretty easily the most complicated to pilot of the decks I've built (besides maybe Infect) and I'd really enjoy being able to do better with it.
If they ever interrupt you scry coco or witness to the top.
One of the reasons I run 3 canopies is that you can scry chord to the top and prevent removal by drawing chord and getting a replacement piece or similar, if you've gotten the opportunity to untap. And sometimes you can just win at instant speed if the game has gone long enough.
Dispel, too.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
In my meta I rarely face a deck that puts out multiples of permanents that I need to hit.
And for tokens the pontiff has been an all star for me. I've been thinking about putting him main board simply for all the x/1.
As for dispel if they use it on beast they won't have it for company or chord.
But I hear your points, and take them into concideration at the end of the night. When I look at beast within and go "now, how much did I want /need you to be a pulse?"
G1 was the mirror, so beast was a 3 drop path. So no need for it. The only time I wanted a pulse was when my opponent had 3 finks out, but by then it was gg.
G2 was mill...I lost the first and my side tech was putting all 15 cards into main. Worked like a charm.
G3 was tron. I did bring the beast for this match, as it can hit any of their lands if I get their early or threats if it's later. But I didn't see either of them on the second game :/ his ramp was just too good.
Try again friday
The reason for playing the Melira/Anafenza combo for starters is that it is hittable off of Collected Company. Playing a dork turn 1, a combo piece turn 2, and a Company turn 3 can often lead to a turn 3 3G "Oops I just won the game" and that is something that is very hard to pass up. Beyond that, each piece is cheap and very castable on it's own. I have found it very common to go:
T1: Land > Dork
T2: Land > Finks
T3: Land > Anafenza/Melira > (have Chord of Calling in hand and wait till the opponent casts something) > Chord for Viscera Seer and go infinite.
giving me infinite life and scry in response to whatever they do to stop the combo. Not many decks can recover from that, and the only thing that gets through it are 2 spells, like double Bolt, or a Path and Remand, etc... There are just a ton more options to slip in the combo when the opponent isn't expecting it than when your main creature costs 3WW.
Viscera Seer is a great card on it's own because it turns all of the formats removal into value. You can fetch then start scrying. You can scry before a Collected Company. You can scry to draw action and get lands off of the top. There is a lot of value to be had, and a lot of the time it will be the target of removal acting just like Spellskite because opponents know that if it's left alive for too long you can generate too much value from it.
When playing Anglefeeder you also lose the random ability to destroy Infect decks. Coincidentally, Tron is very good against us, so when this deck is putting up results then Tron starts popping up more to counter it. Then Infect pops up whenever Tron is popular and we get this rock-paper-scissors kind of thing going on.
You can play Archangel of Thune as a 1-of in this deck if you are getting massively hated out in the graveyard. Otherwise the deck is pretty functional without it. I haven't played the angel in about a year now I think and I have never regretted cutting it.
If you are still wanting to play the Angle and not the Ana/Mel-Seer-Persist combo then perhaps this thread is more to your liking.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Well, the easiest way to see that is trying it for yourself. Angel is just way too clunky. This deck is aiming to threaten turn 3 or 4 combo most of the time, you just aren't able to do that consistently with the Angel combo. That way, you'll lose to a lot of random nonsense decks that the usual version deals very well with. Angel represents a way to combo off in the midgame and win, which is just not this deck's gameplan. You either win in the early game with the combo against noninteractive decks, or in the very late game in grindy matchups. Angel only helps with the latter, but with the amount of value this deck packs (and Gavony Township!) you really don't need any help there.
The only real advantage is ignoring GY hate, and a meta with heavy GY hate could be a reason to run the Angel combo. Still, more than 1 Angel is already very greedy, since you'll be diluting Company even more and adding more 5-drops makes the deck more clunky. If you really want to run the Angel combo, there is an Abzan Chord deck that pops up from time to time, running Lingering Souls and removal instead of Company.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Company is limited to 3 CMC, Pod isn't. That just about kills any chance of a purely midrange Abzan Company deck. As for flex slots in the main, people generally pick and choose between Fiend Hunter, Qasali Pridemage, Orzhov Pontiff, Scavenging Ooze, Voice of Resurgence, additional Spellskites, additional Eternal Witness. If you want a deck with a smaller combo, more room for silver bullets and a strong midrange game Kiki Chord is the deck for that, not this one, really.
Modern
URB Grixis Delver
GWB Abzan Company
RWB Mardu Burn
WB Martyr Proc
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Beyond the combo, Melira has value against Infect, a deck potentially faster than your combo, and Affinity (where I like to bring in Worship SB). Melira often exits game 2 to make room for SB if not needed. Anafenza plays along with growing value, pumping up your Birds for example, and keeping the pressure on. Anafenza begs for your opponent's precious removal. Viscera Seer gets you a scry every time someone removes one of your pieces, and can perma-exile with Fiend Hunter and similar.
The viability of Thune/Feeder in 2 spots often depends on your meta, but I have had more impact with it coming out of your SB, but then it's hard to make room there either. If you can afford to go without Qasali MB in your meta, that's one slot, and Thune can replace one of Melira or Anafenza.
Right now, my meta is nuts with every kind of graveyard play that scooze simply cannot keep up with, so I think Thune/Feeder has a lot of potential in order to give us access to Rest in Peace, Progenitus, Dryad Militant, etc. Still would not exceed 2 of each.
I went 3-1, 3-1*, 2-2, and 1-1.
I lost to:
Naya Zoo- could never stabilize, he had too much removal
Tron- because that's what Tron does (natural Tron turn 3 both games)
Ad Naseum- my first timing playing against it. Huge misplay on my part not using Pridemage to hit Phyrexian Unlife on my turn. He went off with try ability on the stack.
And apparently two other opponents. I didn't keep good notes
I beat:
Storm
Fish
Mono Red planeswalkers-- four Magus of the Moon main deck! First turn pitch spirit guide into ritual into Magus. Basic forest, bird was pretty stellar.
Some other home brews, like Brain in the Jar control, and I don't remember much else. Also beat up on the bye at least once
Wall of Roots was fantastic. Rarely blocked, but needed the extra green for chord against blood moon and spreading seas. Blood Moon opponent didn't understand that I could get two G out of it and didn't think I could Chord.
Maelstrom Pulse was great out of the board. Hit walkers, but also was able to nab two Lords of Atlantis in one shot.
I never brought in Linvala. She's so good when she's good. But might drop her from the 75.
There are few things more satisfying than bolster/gavony birds to fly over and take out Planeswalkers.
Game two against Fish the head judge watched most of our game. After he said my play was very tight and he was impressed with my line of play. After screwing up several times prior, and again massively in game 3, that felt good to hear.
Last game in my final event Saturday, game 3 vs Fish. It had been a long event. An early Tidehollow revealed a Negate, but at the time I had all creatures so I let him keep it. I played around it all game, waiting for him to tap out before using removal. Abrupt Decay was huge in stopping a Vialed Lord from protecting his dudes against a Sac'ed Pontiff.
And then we went to time. I had Redcap and Visera in play and had drawn a Chord, but knew he still had the negate from turn 2. I ripped a Collected Company and baited the counter. The game was mine! Until for no reason whatsoever other than I needed more sleep, I announce Chord for 1. I had another creature to tap. I just choose not to. I thought I needed Seer instead of Melira.
He ended up conceding to me and we split the prize for my going 3-1, as 2-1-1 wouldn't have done either of us any good.
All in all a fun time. The deck had some weaknesses and bad matchips, notably my ability to pilot it, but it's still well positioned.
As for being T1 still, sure. There is always an ebb and flow to the metagame. If it was stagnant, no one would be playing it. Sometimes its just that week to hate out affinity. Maybe next week, its time to run 4 crumble to dusts, 4 fulminator mages to stop tron (would not recommend). This time its just Company's turn to get hated out for a bit. If the deck is strong enough to warrant the hate, its got to be doing something right.
That said, while I am still a fan of the deck, I spent the past month or so looking for something else to play before finally settling on Bant Eldrazi last week (Worship is such an awesome card btw).
The reason why I left the deck is pretty much exactly what is being talked about. The deck has gotten very popular, and has even achieved tier 1 status on sides like mtgsalvation. Rightly so, the deck can be very powerful and is resilient when played properly. That said, the deck can't function in a box. EVERYONE is bringing Company hate with them to any major tournament and while you can dodge hate cards for a handful of matches, it will eventually catch up to you when the entire field is prepared. I am even packing company hate in my Eldrazi deck in the form of Leonin Arbiter and Grafdigger's Cage.
I love the deck and will likely never trade away from it, but Company also doesn't handle the spotlight well. If everyone is bringing targeted SB cards, it's just a really really bad version of Wilted Abzan, and I'm not down for playing in that environment.
I will likely jump back on the bandwagon when the deck gets demoted to T2 and enjoys the freedom of not having targeted SB slots dedicated to it.
When I was playing Company, one of my weak points was piloting the deck after going infinite. There was one game (which I've kicked myself for ever since) where I only went up to a hundred against Grixis Delver, got him to 1, then he stabilized and brought me down to kill me. Yeah, I'm never not naming a googol life after that. Beyond that, though, I've had more than my fair share of games where I go infinite and then kind of flounder on what to do with my scries. I normally just tutor Redcap to the top if I have double black, or Chord if I don't, but sometimes by the next turn my opponent can react to the Chord/Redcap or interrupt the combo once I try to go infinite again. What do you all normally do once your life total goes sideways? I think I just hadn't seen enough games before I started playing where the Company player goes infinite and the opponent doesn't scoop. I recognize that we aren't an instant-win deck, but I'd just like a bit of direction as to the avenues we can take once we have the combo to ensure we win. I'd really like to get more comfortable with this deck, as it's pretty easily the most complicated to pilot of the decks I've built (besides maybe Infect) and I'd really enjoy being able to do better with it.
Thanks!
One of the reasons I run 3 canopies is that you can scry chord to the top and prevent removal by drawing chord and getting a replacement piece or similar, if you've gotten the opportunity to untap. And sometimes you can just win at instant speed if the game has gone long enough.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall