I've only been running 10 turn cards if it helps, but I'm also 4 Exhaustion, 4 Gigadrowse, 4 Remand, 3 Cryptic Command.
I also like Ancestral Visions as it doesn't help them, and for the first 3 draws of a Howling Mine, Visions is equal. There's so much card draw in the deck I've not had issues with running out, I've had issues with dying to burn & fast strategies as such, which seems to be a common problem.
Would you mind posting your deck list? I've been an advocate for AV since it was unbanned but I know many people don't care for it.
Also, welcome to Modern Turns, Feline!! Love your work with Legacy High Tide; think it will make a comeback now?
I don't understand the manabase of the deck that made Top 8. All those one-ofs and two-ofs. It would be great if someone could explain how it was constructed. Thanks a lot!
I think a lot of the 1-ofs is for flair as they are the fetches and Daniel had all expedition fetches/shocks but could certainly have used any 5 blue fetches. As for the 1-of/2-ofs on the dual lands, I honestly couldn't tell you. Fetid Pools for the cycling..? Sunken Hollow over Watery Grave to avoid the lifeloss?? You only need B a few times a game, if that, so the more U lands, the better. With only 6 (sometimes 7) lands that make B you should be fine with the 2 main-deck black spells. Might be a bit harder with the sideboard suite.
i was thinking about htis right now and got all excited. then realised that savor the moment already exists and we don't play it lol
Private Mod Note
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Rollback Post to RevisionRollBack
Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I just noticed he is playing 10 turn cards. What do you think about that? I'm now in 12 and I think it could be too much...
12 if no snapcaster, 11 if you feel risky
10 is fine if you have 2 snapcaster maindeck
I'm down to 9 warp effects which has been fine for me, no snapcaster mage. Tried going to 8, but it felt too dicey, even though I managed decently well still.
I just noticed he is playing 10 turn cards. What do you think about that? I'm now in 12 and I think it could be too much...
12 if no snapcaster, 11 if you feel risky
10 is fine if you have 2 snapcaster maindeck
I'm down to 9 warp effects which has been fine for me, no snapcaster mage. Tried going to 8, but it felt too dicey, even though I managed decently well still.
how many mine effects and remands are you playin? lists heavy on mines and draw power are okay if they run less warps
I just noticed he is playing 10 turn cards. What do you think about that? I'm now in 12 and I think it could be too much...
12 if no snapcaster, 11 if you feel risky
10 is fine if you have 2 snapcaster maindeck
I'm down to 9 warp effects which has been fine for me, no snapcaster mage. Tried going to 8, but it felt too dicey, even though I managed decently well still.
how many mine effects and remands are you playin? lists heavy on mines and draw power are okay if they run less warps
18 Island
1 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
1 Geier Reach Sanitarium
1 Thassa, God of the Sea
4 Dictate of Kruphix
4 Ancestral Vision
4 Gigadrowse
4 Serum Visions
4 Remand
4 Exhaustion
3 Cryptic Command
4 Time Warp
2 Part the Waterveil
4 Temporal Mastery
Sideboard has been all over the place, experimenting a lot so i could list what ive done but it's, way more than 15 cards.
What I like about this setup is that artifact hate does nothing, and after 2 part the waterveil, there should be another kill condition "just in case" and thassa not only provides that, it's also a "pseudo mine" in that it at least scry's.
Have decked out once I believe, and I was a turn away when I did, I believe if i was paying more attention however that owuldn't have happened.
I don't know if visions over mine, or mine over visions is the right call, both have a positive for different reasons, and obviously mine is better after the 4th time you net a card from it. But Visions means another turn 1 play, open mana for remand turn 2 a lot or double vision if that happens for some crazy reason (Serum/Ancestral)
Gigadrowse / Exhaustion together are just insane! I don't know how I could do this deck without 4 Exhaustions, if you Exhaust after going off for a few turns, you'll likely have a counterspell up to counter whatever they do if they play a land and can sneak, or try to sneak in, a bolt or discard or whatever for 1.
Love how this version is basically immune to creature and artifact removal, i love playing decks that turn opponents cards off and make them dead.
Burn has been my biggest issue match wise, as I imagine it is on that list for most. Doing alot of messing around with the deck on modo and stream so more concrete conclusions will be made over the next month, gonna play the heck out of this deck after testing it for a few weeks against literally everything.
Another thing to note, other than the islands, gigadrowse, & exhaustion, everything in this deck draws a card, that's just awesome!
Love the list! Very similar to mine. Played Thassa for a while but opt for the 3rd (sometimes 4th) PtW. Have you tried Snappy in any of your builds? I did for a while, but didn't care for it as much as the AV package. If you run Snappy, not worth running AV is pretty much the consensus from what I can tell.
Congrats to Daniel if he ever reads this on the awesome finish (it would be great if he paid us a visit to break down his card choices and matchups).
Also, big hello to Feline, so cool that you are joining us here. High Tide was one of my favorite decks back in 1999/2000 and Turns has always felt like a great Modern analog.
My initial thoughts on Daniel's deck, having watched the matches but not actually tested the black splash yet:
-The turns package 4,3,3 is perfect IMO
-The colorless land choices are perfect IMO
-Snapback I can see being great with Snapcaster Mage
-I've tested Censor and it just seems almost strictly worse than Remand in this deck.
-I think he could have won the whole thing if he cut some of the janky cards
Private Mod Note
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Rollback Post to RevisionRollBack
If you can cast a spell, you're doing well, If you can't, that's okay, too. It usually takes a few turns before you have enough mana to do anything. Meanwhile, you should figure out whether you need to discard (p.11). Then announce the end of your turn, and let your opponent have a go.
Congrats to Daniel if he ever reads this on the awesome finish (it would be great if he paid us a visit to break down his card choices and matchups).
Also, big hello to Feline, so cool that you are joining us here. High Tide was one of my favorite decks back in 1999/2000 and Turns has always felt like a great Modern analog.
My initial thoughts on Daniel's deck, having watched the matches but not actually tested the black splash yet:
-The turns package 4,3,3 is perfect IMO
-The colorless land choices are perfect IMO
-Snapback I can see being great with Snapcaster Mage
-I've tested Censor and it just seems almost strictly worse than Remand in this deck.
-I think he could have won the whole thing if he cut some of the janky cards
4-4-2 is actually better, you will always have a ptw able to animate a land anyway, but you will more likely miracle a mastery
I think its a cool list. I'd be curious to hear his thoughts on what appear to be pet cards vs refining it a bit further with the black threat diversification, and the power of the black answer cards.
The core package remain's at 10(+1) Turns, and "5 generic answers, 4 gigadrowse, 3 exhaustion, 2 cryptic command being the staple package." with imo, 2 Snaps.
I tried Censor as well, wasnt impressed vs Remand, but its good to have cycling to pitch it. There is some nice synergy with pitching cards and Tas, for example so thats nice.
I dont know, props to David for his performance, but I dont think its a strictly better option. I believe Turn's is just a powerful enough strategy to spike things.
23 lands
7 mines
10/12 warps
rest could be any kin of desruption. probably a bit of self milling in ug with tarmos could be good as well. we could probably go bug to add some discard to fuel tarmo instead of self milling
23 lands
7 mines
10/12 warps
rest could be any kin of desruption. probably a bit of self milling in ug with tarmos could be good as well. we could probably go bug to add some discard to fuel tarmo instead of self milling
If it was truly a BUG Time Warp list, I think I'd try to just fill up on targeted discard, remand, gigadrowse, and tarmogoyf. Maybe one or two weird tribal cards to add to the "not-Delerium" count. Does it make sense to run LotV alongside Mines in TimeWarp?
23 lands
7 mines
10/12 warps
rest could be any kin of desruption. probably a bit of self milling in ug with tarmos could be good as well. we could probably go bug to add some discard to fuel tarmo instead of self milling
If it was truly a BUG Time Warp list, I think I'd try to just fill up on targeted discard, remand, gigadrowse, and tarmogoyf. Maybe one or two weird tribal cards to add to the "not-Delerium" count. Does it make sense to run LotV alongside Mines in TimeWarp?
mmmm i don't think we have space for her.
turn 1 fetch+discard into turn 2 tarmo 3/4, turn 3 serum vision + brutality or mana open for remands seems better. we also have to stick a mine in the field so probably i'd prefer eot dictate than a turn 3 lotv. we should not forget we are taking turns so we should still aim at that kind of gameplay..
I also like Ancestral Visions as it doesn't help them, and for the first 3 draws of a Howling Mine, Visions is equal. There's so much card draw in the deck I've not had issues with running out, I've had issues with dying to burn & fast strategies as such, which seems to be a common problem.
Also, welcome to Modern Turns, Feline!! Love your work with Legacy High Tide; think it will make a comeback now?
if they reprint savor with a different name i'll be mad
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
i was thinking about htis right now and got all excited. then realised that savor the moment already exists and we don't play it lol
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WU Yorion, Sky Nomad
how many mine effects and remands are you playin? lists heavy on mines and draw power are okay if they run less warps
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WU Yorion, Sky Nomad
18 Island
1 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
1 Geier Reach Sanitarium
1 Thassa, God of the Sea
4 Dictate of Kruphix
4 Ancestral Vision
4 Gigadrowse
4 Serum Visions
4 Remand
4 Exhaustion
3 Cryptic Command
4 Time Warp
2 Part the Waterveil
4 Temporal Mastery
Sideboard has been all over the place, experimenting a lot so i could list what ive done but it's, way more than 15 cards.
What I like about this setup is that artifact hate does nothing, and after 2 part the waterveil, there should be another kill condition "just in case" and thassa not only provides that, it's also a "pseudo mine" in that it at least scry's.
Have decked out once I believe, and I was a turn away when I did, I believe if i was paying more attention however that owuldn't have happened.
I don't know if visions over mine, or mine over visions is the right call, both have a positive for different reasons, and obviously mine is better after the 4th time you net a card from it. But Visions means another turn 1 play, open mana for remand turn 2 a lot or double vision if that happens for some crazy reason (Serum/Ancestral)
Gigadrowse / Exhaustion together are just insane! I don't know how I could do this deck without 4 Exhaustions, if you Exhaust after going off for a few turns, you'll likely have a counterspell up to counter whatever they do if they play a land and can sneak, or try to sneak in, a bolt or discard or whatever for 1.
Love how this version is basically immune to creature and artifact removal, i love playing decks that turn opponents cards off and make them dead.
Burn has been my biggest issue match wise, as I imagine it is on that list for most. Doing alot of messing around with the deck on modo and stream so more concrete conclusions will be made over the next month, gonna play the heck out of this deck after testing it for a few weeks against literally everything.
Another thing to note, other than the islands, gigadrowse, & exhaustion, everything in this deck draws a card, that's just awesome!
Also, big hello to Feline, so cool that you are joining us here. High Tide was one of my favorite decks back in 1999/2000 and Turns has always felt like a great Modern analog.
My initial thoughts on Daniel's deck, having watched the matches but not actually tested the black splash yet:
-The turns package 4,3,3 is perfect IMO
-The colorless land choices are perfect IMO
-Snapback I can see being great with Snapcaster Mage
-I've tested Censor and it just seems almost strictly worse than Remand in this deck.
-I think he could have won the whole thing if he cut some of the janky cards
4-4-2 is actually better, you will always have a ptw able to animate a land anyway, but you will more likely miracle a mastery
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
The core package remain's at 10(+1) Turns, and "5 generic answers, 4 gigadrowse, 3 exhaustion, 2 cryptic command being the staple package." with imo, 2 Snaps.
I tried Censor as well, wasnt impressed vs Remand, but its good to have cycling to pitch it. There is some nice synergy with pitching cards and Tas, for example so thats nice.
I dont know, props to David for his performance, but I dont think its a strictly better option. I believe Turn's is just a powerful enough strategy to spike things.
Spirits
7 mines
10/12 warps
rest could be any kin of desruption. probably a bit of self milling in ug with tarmos could be good as well. we could probably go bug to add some discard to fuel tarmo instead of self milling
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
If it was truly a BUG Time Warp list, I think I'd try to just fill up on targeted discard, remand, gigadrowse, and tarmogoyf. Maybe one or two weird tribal cards to add to the "not-Delerium" count. Does it make sense to run LotV alongside Mines in TimeWarp?
mmmm i don't think we have space for her.
turn 1 fetch+discard into turn 2 tarmo 3/4, turn 3 serum vision + brutality or mana open for remands seems better. we also have to stick a mine in the field so probably i'd prefer eot dictate than a turn 3 lotv. we should not forget we are taking turns so we should still aim at that kind of gameplay..
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
3 slot would still be dictate and exhaustion I think.
Spirits