which matchups were the ratchet bombs useful? which matches did you board them in?
how has running just 1 tutor fare for you? i used to run 2 treasure mages(shoktroopa style) but lately i'm leaning more on a 1:1 split between it and fabricate because i want to be able to search for an o-stone in an emergency..
what matchups were you expecting or preparing for when you included jester's cap? i used to run 1 too but my meta is crawling with aggro so i took it out for more removal..
again, good job on the strong finish, would love to hear a report..
Yeah, I'd love to hear a report and some explanation on card choice, especially the sideboard. The MD is very similar to my 60, but I'm curious how Warping Wail performed and what mode was used most often.
Right now I'm running a 23-land, 3 talisman build, and I really like the ramp and high artifact count. On the other hand I have lots of mulligans and more early-game mana issues than I would expect. Regardless of the configuration I seem to flood in the mid-late game, so I'm thinking I need another tutor besides Fabricate. I don't know exactly what I'd cut for it, but I'm thinking about bringing a Treasure Mage back in.
another thing i'm curious about is the 24-land, no talisman configuration..
i have tried the 25-land, 23-land/3 talisman(shoktroopa) and also the 24-land/2 talisman..
running 24 lands without talismans gives you at least 2 open slots, but i'm afraid i might have mana issues..
would love to hear his experiences with it, and also the forums thoughts on it..
I used to use a 24/no talisman build and it was fine. the SCG regionals i went to with that i went 8-2 and got 12th. no snapcaster in that list. most of the time playing with 23/3 i end up with 23/0 post board. you may mulligan more, but g1 is fastest/most efficient. and it makes SB easy...
I feel like i lost more to mana flooding more often over being mana screwed. snap+thirst, or snap+repeal, helps that...and having less lands in the first place.
sounds like at least three of us got top 8 in states? i dont know why mtggoldfish only posts some results?
i used to play with 23 land 0 talisman, then i went to the 25 land build. i think i will go back to the 23/0 config. i had my most success with the deck that way.
Thanks for posting. Do you stand by the 2 chalice mb? Just wondering as I like the probability of picking one up with 3 mb but note that your list has a bit more targeted removal/control than mine which is good. I'm struggling to edit my list rn, thinking about dropping an island (down to 24 total with no talismans) for an extra snapcaster. Have you played the list with one snap?
Thanks for posting. Do you stand by the 2 chalice mb? Just wondering as I like the probability of picking one up with 3 mb but note that your list has a bit more targeted removal/control than mine which is good. I'm struggling to edit my list rn, thinking about dropping an island (down to 24 total with no talismans) for an extra snapcaster. Have you played the list with one snap?
I think 0,2 or 3 chalice mb works. I like it to keep artifact count high. Cause it's dead in some matches. Maybe Shok has feedback on 2 vs 3? When I didn't mb chalice I had 2 spellskites main for blocking and eating paths and burn spells in the same manner.
1 or 2 snap is good. Never dead. He at least chump blocks.
So after a week of failed experiments and punting out a pair of 2-2 finishes (http://tappedout.net/mtg-decks/streamline-u-tron/) I went back to my tried and true 25 lands. As a side note, I was somewhat inspired some U tron list that was running iirc 4 talismans and 4 TKS with the idea of consistently ramping out the t3 TKS without eye, but over the course of 2 tourneys (Monday and Wednesday) and a fair amount of testing online, I always seemed to miss land drops, mulliganed a much larger % of the time, and generally never felt like ramping to the t3 TKS was worth doing. I only got to live the t3 Ugin dream once, and I felt wholly unprepared against Stony Silence like I predicted any talisman/artifact mana list would be. Mindstone over Talisman was solid in that at the very least, I could cantrip it lategame with extra mana, but overall would not recommend.
Anyhoo, this week Monday unfortunately didn't fire, but I just got home from Wednesday Night Modern which was quite solid.
**Round 1 - ??? - Jeskai Control**
I know this guy, but due to being awful on names, can't remember his name. He used to play UW but with Eldrazi rotating out of the format, bolt and Helix are back to being pretty solid cards and playing with Ancestral Vision is fun. Generally a solid player.
Game 1 - I keep a solid opener on the play, placing a chalice on 1. He doesn't do much beyond lightning helixing me once, and suspending two AVs. I land a wurmcoil, and the turn before the first AV would come down, I use tolaria west to pull a chalice out of my library. I cast it for 0, which prompts a scoop upon the trigger his next turn after he sees his draw.
Game 2 - I don't see a chalice this game, but all my opp really does is helix, serum visions, and suspend AV while I rapidly assemble tron. I land an Ulamog, followed up by a Wurmcoil while holding a fistful of counters (2x Condescend, 1x Negate) which looks pretty solid compared to his stony silence he draws off of AV(I let it resolve, all I care about is path, Ulamog is ending the game sooner than anything he can do).
Record 1-0.
**Round 2 - ??? - Jund**
Surprise, surprise. I'm horrible with names, I wanna say his name was Bishop, but not 100% on that. He somewhat recently (a few weeks, maybe a month or so now?) completed Jund, and has been pretty solid with it.
Game 1 - He's on the play, and leads with fetch-shock-thoughtseize, taking my map, leaving me with just Mine, Island, among other cards. My payoff card is Ugin, but he seems so far away. I draw a 2nd Island, lead with mine and pass. He untaps, plays a shock and lands a Bob. I untap, play my Island, and pass. He untaps, reveals a Scooze for -2. On combat, I respond with Spatial Contortion on Bob. 2nd main, he inquisitions me, fetches, and plays scooze. I untap, topdeck a contortion, play my 2nd Island, and pass. He untaps, goes to swing, I contortion again. 2nd main, he Painful Truth's for 3, putting his life down to a measly 7, causing the Jeskai control player watching to make a job about how his life is going down faster than if he were playing a burn deck. My memory is a bit fuzzy here, but I remember him trying to land a few goyfs, which I condescend/remand scrying lands/contortions to the top to try and 1 to 1 his threats (Scooze/bob), which unsurprisingly is a terrible plan against jund. He ends up Kommanding me into topdeck mode (RIP Ugin Dream) and I die shortly thereafter to goyfs/scooze/raging ravine. He is rightfully slightly smug to the Jeskai player about playing so aggressively with his life total against me.
Sideboard: In: 1x Staff of Win(the colorless, painless, 1 damage pinging Bob), 1x Ulamog, the Ceaseless Hunger, 1x Cyclonic Rift, 1x Spatial Contortion. Out: 1x Platinum Angel(Jund has so many answers like Kommand, Lily Edict, a bajillion removal spells etc etc), 1x Mindslaver(urgh scooze), 2x Fabricate.
Game 2: I keep a relatively solid opener with a fair amount of back and forth with me bouncing/remanding his threats. I don't manage to land tron, but I've got a healthy amount of lands, 4 islands, 2x Power Plants. He lands a Goyf, but I topdeck an O-stone. I play the O-stone, and pass turn. He swings in with the Goyf, and I, feeling rather confident, repeal it (it was decently sized, iirc 5/6) to prevent the damage, tapping down my 3 Islands. Tapped out, he slams down a choke, immediately restricting my mana down to the 2 Plants. I am unable to get the lands to activate my o-stone in time, and get run over by Goyf/Scooze shortly thereafter. Whelp.
Record: 1-1
**Round 3 - ??? - Temur Kiki Tempo**
I'm also somewhat familiar with this guy, but again I'm horrible with names.
Game 1 - I'm on the play again, land a t2 chalice on 1, and everything goes my way here tbh. I counter/bounce his goyfs while rapidly assembling tron into windmill palm slam (ok not really, but it felt that way) a mindslaver on t5. I see 2 Krasis and a Kiki among other things, but thanks to my remands and repeals, he's at 8 cards in hand from the draw. I tap lands, pass turn and discard the Kiki to hand size. I play an Academy Ruins which prompts a scoop despite me not having the lock yet (he later said he didn't think he was getting there with me that close).
Sideboard: In: 1x Silent Arbiter, 1x Staff of Win(seriously, why don't I just mainboard this?), 1x Cyclonic Rift, 1x Spatial Contortion, 1x Aetherize. Out: 2x Fabricate, 1x Repeal 1x Chalice of the Void, 1x Remand.
Game 2 - He's on the play, and while I land a chalice on 1, he's able to rapidly land 2 Goyfs in quick succession. I attempt to bounce and hang on until I can land the Wurmcoil in my hand, but he counters all my plays and makes a sweet move, pitching a serum visions to lighthouse to pump his 2 goyfs with the sorcery in the yard to get lethal.
Sideboard: I realize that I was WAAAY overboarding for a combo that I'm already solid against given my counters. What I need to do is not be bad and board out counters - I should be controlling him and not getting tempo'd out like a baddie. Out: 1x Aetherize, 1x Silent Arbiter, 1x Cyclonic Rift. In: 2x Negate, 1x Remand(Back In).
Game 3 - I'm on the play, with a relatively solid opener. I land an early TKS and am able to bounce most of his stuff while he apparently floods out. Unfortunately for me, I'm flooding out as well, but TKS gets me there with a timely Remand into Condescend over two turns for a pair of back to back desperate Cryptic Commands.
**Round 4 - Travis - Mono W Flicker Hate**
This guy's a friend of mine, with several modern decks. He used to run Infect/Twin, and then Eldrazi for a bit, but tonight he was running Mono W Hate. I've been hoping to avoid this match the entire night as I believe it's my singular worst matchup(I'd rather play 20 rounds straight of infect/burn), but regrettably I'm up against him in the last round.
Game 1 - He's on the play, landing an early Thalia into Leonin Arbiter, into land destruction. I can't do anything, and am rapidly run over by his weenies, with only a single land in play by the end of the game. #Rekt
Sideboard: I look through my sideboard, figuring this matchup is pretty much 99.5/0.5 his favor, so I basically throw everything that's not a spell into my deck and anything that might help with aggro. In: 1x Silent Arbiter, 1x Spatial Contortion, 2x Spellskite, 1x Staff of Win, 1x Repeal. Out: 2x Thirst for Knowledge, 1x Mindslaver, 3x Condescend.
Game 2 - I'm on the play. He rapidly deploys his army of Blade Splicer, a Thalia, and Mutavaults, but surprisingly doesn't hit land destruction. My only play here is a Chalice on 1. Sitting on 10 life I make a desperate play dropping a topdecked Silent Arbiter. Surprisingly, this manages to slow things down - he doesn't have any fliers in play, and my Silent Arbiter is big enough to block anything he throws at it. With Chalice on 1, he won't be Pathing it anytime soon either. I draw into Staff of Win, which ends up putting in INSANE value here. I gun down a Thalia and Blade Splicer in 2 turns. Despite a scary Flickerwisp bouncing my Silent Arbiter (putting me down to 5 from Mutavault and the Splicer token swinging in) I am able to kill the Flickerwisp with Staff, and a timely spellskite prevents a repeat of this. I eventually get to Wurmcoil and beatdown with Staff keeping everything else under control. A glimmer of hope appears...
Game 3 - He's on the play, and leads with turn 1 Vial, into turn 2 Vial. I manage to find Silent Arbiter once more to hide behind in conjunction with a chalice on 1, but this time around he has an Aven Mindcensor to slowly beat me down in the air. Running low on life, I'm eventually able to use a timely Thirst (why did I board out 2 of these again?) to dig into...Staff of WIN! I slam it down, kill the mindcensor, and despite a Kitaki and Stony Silence coming in over the next few turns (Spatial Contortion handles the Kitaki), the game goes similar to the 2nd one. Staff of Win's overwhelming card advantage gets me there.
The losses to Jund make me slightly sad - it just feels like a good matchup on paper - but overall I'm glad to be back on my 25 land list. I'm not sure if this is just a meta-call, but I swear Staff of Win lives up to its name - it just wins games, burying people in card advantage, along with gunning down random small annoying creatures. I'm seriously debating mainboarding it, I feel like I board it in in almost every matchup at least in my local area. With control and slower blue decks/Jund being everywhere, it really shines, and even against small fast aggro decks, it can ping down important creatures, and dig me into my answers (O-stone, Ugin, etc etc).
Crossposting my tournament report.
I love 3 mainboarded chalices, they're almost never dead, pitch to thirst, and turn repeals into 1 blue mana, draw a card.
Thoughts on Druidic Satchel? Or is the element of surprise too important? I love the original version without talismans but I'm always on the lookout for different ideas.
Brad Hurst here. I did indeed take second place in the Missouri SCG States. I will attempt to answer some of the questions as well as a brief tournament report.
This was my first tournament above regular REL, so take anything I say with a grain of salt. I didn't take notes so I apologize for the lack of details.
Matchups were solid for the most part, I managed to dodge most of the aggressive decks in the room and matched up against several combo decks.
R1-Jund 0-2 (0-1)
I drew a lot of air, while facing disruption and pressure.
R2-Thopter/Gifts 2-1 (1-1)
A solid amount of draw-go magic here. We both drew a lot of cards, cast a lot of counter spells. Game 2 I couldn't draw/find an answer to Celestial Colonnade.
R3-Ad Nauseum 2-0 (2-1)
Chalices was clutch here. 0 to stop ramping with lotus bloom and stop pact of negations, my opponent wasn't able to go off through our counters. Game 2 I had a hand of Chalice x2, Jesters Cap, lands and a counterspell. Was able to get set up and Jesters Cap away his win cons.
R4-Scapeshift 2-0 (3-1)
This was the R/G titan/shift version of the deck, so he was soft to counterspells. Favorite moment of the round was Mindslaver, draw Scapeshift, casting it, sacrificing all lands and failing to find, and casting Summoner's Pact.
R5-Living End 2-1 (4-1)
Good back and forth this round. Fulminator Mages got their work in. Game 1 managed to stop any Living End from resolving, game 2 I wasn't able to do so and got ran over, and game 3 was a good match. I pitched 2-3 threats with Thirst that I was a ways from casting at the point, which was probably a mistake seeing as I was able to stop Living Ends from resolving. The game was a grind fest with me barely winning after resolving an Ugin.
R6-UW Humans 2-1 (5-1)
Timely Chalice of the Void and Tron these games. Overloaded Cyclonic Rift saved the third game followed by an Ugin resolution.
R7-Draw 0-0-3 (5-1-1)
Top 8 Was Jund (round 1 matchup), Kiki-Chord, Myself, R/G Titan-Shift, 1 drop Zoo, American Control, and 2 others that I didn't see.
Quarterfinals vs R/G Titan-Shift 2-1
I took game 1 with creature beats and stopping anything too threatening from resolving. Game 2 lost to a resolved Prime Time and Valakut(s). Game 3 I managed to take.
Semifinals vs Kiki-Chord 2-1
Fun back and forth games. I forget most of the details, but was a great set of games.
Finals vs 1 drop Zoo
I quite simply got ran over. I wasn't sure what I was facing, as my games didn't exactly finish quickly, so I wasn't able to see what everybody was on. I kept a reasonable hand against most matchups but it fell short here. Game 2 I go to a 5 card hand with some interaction, but again, it wasn't enough.
Over all, I really enjoyed the deck and how it played. I think I had 1 game where I had mana issues, so 24 lands felt ok here.
Warping Wail was great in the side board, main was alright. It was good in the Scapeshift and Thopter/Gift matches. My local meta runs heavy with Infect and Abzan-Company, so the Exile mode is decent, and the 1/1 mode is useful ever now and then. It is just versatile enough that I don't want to take it out.
Ratchet Bomb was initially for token matches Thopters, Resto Angels and the like, but it came in also against the UW humans, and Zoo match ups.
I would like to include an additional tutor at some point, I just need to fiddle with the list a bit.
I brought in Jesters Cap for any matches that relied on a few cards to win the game. As I faced several combo decks, I really like including this in the 75. Great when you can recur it with Academy Ruins. Good against Ad Nauseum, Scapeshift, Abzan Company, Thopter/Gifts, Storm and so on.
The one thing that I know that I did not like was Aetherize. I also wish I had an additional Chalice in the Side, but it will have to wait for now.
Squelch cantrips off of:
1. fetchlands (bring squelch in on the play v fetch heavy decks INCLUDING BURN)
2. expedition maps
3. ghost quarter / tec edge
4. fulminator mage activations
5. planeswalker activations
6. opposing mindslavers, oblivion stones, squelch karn liberated
7. squelch your own oboro to draw a card if / when its dead. (which is usually never haha)
I can go on and on...
Playing squelch takes a pair of balls. If you fail to own a pair, I highly suggest not playing this card. That being said, have you EVER in your life squelched an opponent who waits to fetch a land until your t2 end step? When you do this, the card will be immediately justified.
Thoughts on Druidic Satchel? Or is the element of surprise too important? I love the original version without talismans but I'm always on the lookout for different ideas.
Awsome but I don't think this is Modern legal... Has this been printed in any other edition or only Commander 2013?
thoughts on sea gate wreckage/the draw 2 land as a one of?
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
thoughts on sea gate wreckage/the draw 2 land as a one of?
I've never tried it but I feel like the deck has always had to many cantrips for me to be able to get use out of sea gate wreckage. I can't recall a time when I've ever ran out of cards in hand.
I'd consider blighted cataract before sea gate (oh that was the draw 2 land you were talking about), I was playing it for a bit but I had to play two ghost quarter in that slot, I am pretty sacred of Inkmoth nexus and other man lands all our removal says non-land perminate. 1 tec/1 ghost is also good.
Since bannings I've gone 40-24 with my deck list and managed to 5-0 once as well.
Some of the "controversial" card choices:
Epiphany is insane, CA engine that scales with mana
TKS, most of you know already but again this is a broken magic card which gives our deck tools we don't have access to otherwise
Gemstone Caverns increases your win% on the draw significantly
Steel Wall/Sidisi's Faithful is the most valuable card vs burn/zoo etc
Spatial kills so so much
Yeah, I'd love to hear a report and some explanation on card choice, especially the sideboard. The MD is very similar to my 60, but I'm curious how Warping Wail performed and what mode was used most often.
i have tried the 25-land, 23-land/3 talisman(shoktroopa) and also the 24-land/2 talisman..
running 24 lands without talismans gives you at least 2 open slots, but i'm afraid i might have mana issues..
would love to hear his experiences with it, and also the forums thoughts on it..
—Seal inscription
I used to use a 24/no talisman build and it was fine. the SCG regionals i went to with that i went 8-2 and got 12th. no snapcaster in that list. most of the time playing with 23/3 i end up with 23/0 post board. you may mulligan more, but g1 is fastest/most efficient. and it makes SB easy...
I feel like i lost more to mana flooding more often over being mana screwed. snap+thirst, or snap+repeal, helps that...and having less lands in the first place.
sounds like at least three of us got top 8 in states? i dont know why mtggoldfish only posts some results?
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=101659
I think 0,2 or 3 chalice mb works. I like it to keep artifact count high. Cause it's dead in some matches. Maybe Shok has feedback on 2 vs 3? When I didn't mb chalice I had 2 spellskites main for blocking and eating paths and burn spells in the same manner.
1 or 2 snap is good. Never dead. He at least chump blocks.
Crossposting my tournament report.
I love 3 mainboarded chalices, they're almost never dead, pitch to thirst, and turn repeals into 1 blue mana, draw a card.
This was my first tournament above regular REL, so take anything I say with a grain of salt. I didn't take notes so I apologize for the lack of details.
Matchups were solid for the most part, I managed to dodge most of the aggressive decks in the room and matched up against several combo decks.
R1-Jund 0-2 (0-1)
I drew a lot of air, while facing disruption and pressure.
R2-Thopter/Gifts 2-1 (1-1)
A solid amount of draw-go magic here. We both drew a lot of cards, cast a lot of counter spells. Game 2 I couldn't draw/find an answer to Celestial Colonnade.
R3-Ad Nauseum 2-0 (2-1)
Chalices was clutch here. 0 to stop ramping with lotus bloom and stop pact of negations, my opponent wasn't able to go off through our counters. Game 2 I had a hand of Chalice x2, Jesters Cap, lands and a counterspell. Was able to get set up and Jesters Cap away his win cons.
R4-Scapeshift 2-0 (3-1)
This was the R/G titan/shift version of the deck, so he was soft to counterspells. Favorite moment of the round was Mindslaver, draw Scapeshift, casting it, sacrificing all lands and failing to find, and casting Summoner's Pact.
R5-Living End 2-1 (4-1)
Good back and forth this round. Fulminator Mages got their work in. Game 1 managed to stop any Living End from resolving, game 2 I wasn't able to do so and got ran over, and game 3 was a good match. I pitched 2-3 threats with Thirst that I was a ways from casting at the point, which was probably a mistake seeing as I was able to stop Living Ends from resolving. The game was a grind fest with me barely winning after resolving an Ugin.
R6-UW Humans 2-1 (5-1)
Timely Chalice of the Void and Tron these games. Overloaded Cyclonic Rift saved the third game followed by an Ugin resolution.
R7-Draw 0-0-3 (5-1-1)
Top 8 Was Jund (round 1 matchup), Kiki-Chord, Myself, R/G Titan-Shift, 1 drop Zoo, American Control, and 2 others that I didn't see.
Quarterfinals vs R/G Titan-Shift 2-1
I took game 1 with creature beats and stopping anything too threatening from resolving. Game 2 lost to a resolved Prime Time and Valakut(s). Game 3 I managed to take.
Semifinals vs Kiki-Chord 2-1
Fun back and forth games. I forget most of the details, but was a great set of games.
Finals vs 1 drop Zoo
I quite simply got ran over. I wasn't sure what I was facing, as my games didn't exactly finish quickly, so I wasn't able to see what everybody was on. I kept a reasonable hand against most matchups but it fell short here. Game 2 I go to a 5 card hand with some interaction, but again, it wasn't enough.
Over all, I really enjoyed the deck and how it played. I think I had 1 game where I had mana issues, so 24 lands felt ok here.
Warping Wail was great in the side board, main was alright. It was good in the Scapeshift and Thopter/Gift matches. My local meta runs heavy with Infect and Abzan-Company, so the Exile mode is decent, and the 1/1 mode is useful ever now and then. It is just versatile enough that I don't want to take it out.
Ratchet Bomb was initially for token matches Thopters, Resto Angels and the like, but it came in also against the UW humans, and Zoo match ups.
I would like to include an additional tutor at some point, I just need to fiddle with the list a bit.
I brought in Jesters Cap for any matches that relied on a few cards to win the game. As I faced several combo decks, I really like including this in the 75. Great when you can recur it with Academy Ruins. Good against Ad Nauseum, Scapeshift, Abzan Company, Thopter/Gifts, Storm and so on.
The one thing that I know that I did not like was Aetherize. I also wish I had an additional Chalice in the Side, but it will have to wait for now.
Sorry for the wall of text.
Like most of us, I highly respect shocktroopa's list but I have had squelch in my SB for ever and I can't figure out:
A) What is it good against
B) What to side out for it
If someone could write a few paragraphs about squelch I would be ecstatic.
Also just about sideboarding in general. What are the all stars on your sideboard? What are the good against, what do you side out>
1. fetchlands (bring squelch in on the play v fetch heavy decks INCLUDING BURN)
2. expedition maps
3. ghost quarter / tec edge
4. fulminator mage activations
5. planeswalker activations
6. opposing mindslavers, oblivion stones, squelch karn liberated
7. squelch your own oboro to draw a card if / when its dead. (which is usually never haha)
I can go on and on...
Playing squelch takes a pair of balls. If you fail to own a pair, I highly suggest not playing this card. That being said, have you EVER in your life squelched an opponent who waits to fetch a land until your t2 end step? When you do this, the card will be immediately justified.
It has a 2012 Core Set printing.
1 tectonic edge
1 oboro, palace in the clouds
6 islands
4 remand
4 condescend
3 repeal
4 thirst for knoledge
1 cyclonic rift
1 spell burst
3 treasure mage
4 expedition map
3 talisman of dominance
1 blightsteel colossus
1 sundering titan
2 wurmcoil engine
1 platinum angel
1 lodestone golem
2 solemn simulacrum
2 lightning greaves
1 batterskull
1 oblivion stone
1 ratchet bomb
goldfishing and a few playtesting gives good results but sadly I have no colorless walkers or any need to ever play mindslaver again.
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
I've never tried it but I feel like the deck has always had to many cantrips for me to be able to get use out of sea gate wreckage. I can't recall a time when I've ever ran out of cards in hand.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Some of the "controversial" card choices:
Epiphany is insane, CA engine that scales with mana
TKS, most of you know already but again this is a broken magic card which gives our deck tools we don't have access to otherwise
Gemstone Caverns increases your win% on the draw significantly
Steel Wall/Sidisi's Faithful is the most valuable card vs burn/zoo etc
Spatial kills so so much
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