Glad you are enjoying. I have not added discussion on GDD yet, I am waiting to see where people settle on the card number wise.
I think it is better in environs with less tempo blue based decks (remand based), and thus ideal for current metas which lack those decks.
I think that it makes the grindier matches more winnable, is a big threat, but is of course another high-end drop so not as strong in the aggro matches.
When more numbers come in I will add it to the primer choices.
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Quick question. I'm slowly trying to gather the cards for the deck, but I was wondering why there were no blood moons in the decks. I mean, not even as side board options.
Quick question. I'm slowly trying to gather the cards for the deck, but I was wondering why there were no blood moons in the decks. I mean, not even as side board options.
Some versions in the past have. Currently with main deck LD of 4 Stone Rain, 4 Molten Rain, 4 Boom // Bust, 4 Ghost Quarter, and 4 Goblin Dark-Dwellers there is no need for blood moons. If played correctly/appropriate your opponent can not keep up with the LD, and usually has one or less lands. Then the deck puts down the board lock, which usually leads to opponents scooping.
Moon is not used for several reasons.
Overkill is one reason.
Secondly if you want to use Ghost Quarter it does not work, taking Ccucible locks out
Flagstones become Legendary Mountains that do not work with boom//bust (not with each other), the same is true for darksteel citadels that lose indestructibility nowadays.
If you use Suppression Field you actually end up giving them Mana that late game would otherwise often be unavailable, turning fetches into mountains actually working against us.
Space is tight- we need to be able to kill mana dorks too, and get taxing in.
Blood Moon is a good card, but it is binary- some decks it does nothing against, and we already have a few cards which are situationally excellent.
Moon works bets in decks running multiple Moons, Bridges and Simian Spirit Guide, which is generally a bad card in landkill decks, as getting that all important t2 landkill does not win the game/save backside on the spot as it often does with Moon or a Bridge.
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Had g1 sown up. Was a little impatient, went for a boom/bust with Magus, G Prison and Flagstone down, but miscounted mana, leaving me one short of paying for the search for his Arbiter, leaving me magus-less. I had a hard day at work, but no excuses.He recovered quickly via a solitary Jotun Grunt.
Game was probably sown up if i had gone for a Boom.
G2 Usual story, easy win after a mull to 6.
G3 Saw half a deck but just one tax.
1-2
R2 USA
G1 Landkill and a recursive crucible lock won it without him landing a permanent other than a snappy.
G2 Very tight.
G3 I removed blue sources, landed a crucible, Leyline and GP and had a dark dweller in extras vs 2 lands with him on 7 life to my 17 t4.
1-1
R3 UW hatebears
Won G1 through Thalia via Magus+ landkill, Mage keeping Prison off the table.
Lost G2 due to Thalia and 3 mates + Path on Magus
Won G3 via crucible lock sat behind Ghostly. Chalice kept Path off Magus.
2-1
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Still tossing up on 3 rd GQ, and whether I need an Outpost Siege in the board.
Was not that happy with the results of the event- I won the last won I used the deck in......)
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Why 4 temple of triumph over Clifftop Retreat? Scry is nice but Cliffs often get in turn 3 for a land destruction sorcery. Temple comes in tapped period, leaving to loss in tempo.
Keldon Megaliths combined with the temple of triumphs puts 5 lands coming in tapped. This can really sabatage the tempo of LD in the first 2-5 turns where it maters most.
I have to agree, Goblin Dark-Dwellers has been amazing since I've added it to my list. I was running two but increased to three. Four seems a little to top heavy for the mana curve. So Ajani Vengent is officially out then? lol I haven't seen him in many of the lists anymore.
We get the same questions over Cip tapped in nearly every 2 col prison deck, and yet they all end up playing scrylands...Enduring Ideal, RW Pillow Fort, Bridge, Landkill-Stax etc. I have even seen a mono list play them once. The reason is simple, every prison deck is full of binary cards, and the scry smooths out the chances of drawing an active card t2/3. Every list needs to do something t2 unless it gets lucky and paired against a slow deck, scrylands increase the chances, by looking at one more card. Remember most of our deck costs 2 or 3, and if you take a two land hand with nothing but 3 cc spells and get screwed by drawing only cup tapped lands you have probably taken the wrong hand, because vs most decks that hand is bad regardless. We need t2 action, chalice, field, boom, whatever.
With 4 or 5 tapped lands in the deck the only way this screws over a t3 play is if you draw 2 non tap lands, play them, and draw a third as your only land. If you have one in the opening hand it actually increases your chance of a t2 3 play, noting I don't miss a t 1 play with my list.
Sup field is a tax on mana. Once you have dropped one against burn or been lucky enough to resolve one vs a blue deck you will see what I mean. 2 mana to pop a fetch is harsh, post bust it is criminal.
Gqs early game are not that good, we can run 4, sure, but it is hard to sort out our colours with them. They are more important in non landkill decks for the reasons suggested, hitting Tron, Eldrazi etc, in ours we will kill land and tax regardless, there is no reason four cannot be played with good mana. RR is hardest for us to get, given the need to run Flagstone tech.
Anger v Pyroclasm v Wrath is nothing more than a meta call. All are superb, never get hung up on those descisions.
Spirit guide has always been worse in landkill than bridge moon lists. Accelerating into an outpost siege, bridge, moon or rarely wrath is devastating in those decks. Accelerating into t2 landkill is just not against many top decks, and t1 landkill often has no target. Sinkholes are nice, not game winning unless the opponent stalls.
In a hybrid list it works ok, but radically weakens certain matches whilst improving others.
I am not saying don't run them, they are nuts in chalice decks etc. I am saying in fifty percent of games plus the ability to do t1 landkill is harmless, when we go first or when they lay a fetch.
T2 landkill is great, but not the be all and end all. It simply does not beat a lot of decks on the spot like a t2 blood moon sometimes does. One of the best things to accelerate into t1 is suppression field, ironically enough...it genuinely is landkill when that happens vd fetch heavy decks.
One of the best things we can accelerate into is Magus or Darkdweller. They can get the card advantage back like Moon, Bridge do in those lists. Generally it is a four of in decks it is run in.
We get the same questions over Cip tapped in nearly every 2 col prison deck, and yet they all end up playing scrylands...Enduring Ideal, RW Pillow Fort, Bridge, Landkill-Stax etc. I have even seen a mono list play them once. The reason is simple, every prison deck is full of binary cards, and the scry smooths out the chances of drawing an active card t2/3. Every list needs to do something t2 unless it gets lucky and paired against a slow deck, scrylands increase the chances, by looking at one more card. Remember most of our deck costs 2 or 3, and if you take a two land hand with nothing but 3 cc spells and get screwed by drawing only cup tapped lands you have probably taken the wrong hand, because vs most decks that hand is bad regardless. We need t2 action, chalice, field, boom, whatever.
With 4 or 5 tapped lands in the deck the only way this screws over a t3 play is if you draw 2 non tap lands, play them, and draw a third as your only land. If you have one in the opening hand it actually increases your chance of a t2 3 play, noting I don't miss a t 1 play with my list.
Sup field is a tax on mana. Once you have dropped one against burn or been lucky enough to resolve one vs a blue deck you will see what I mean. 2 mana to pop a fetch is harsh, post bust it is criminal.
Gqs early game are not that good, we can run 4, sure, but it is hard to sort out our colours with them. They are more important in non landkill decks for the reasons suggested, hitting Tron, Eldrazi etc, in ours we will kill land and tax regardless, there is no reason four cannot be played with good mana. RR is hardest for us to get, given the need to run Flagstone tech.
Anger v Pyroclasm v Wrath is nothing more than a meta call. All are superb, never get hung up on those descisions.
I should really have given the lands more prominence in the primer.
Don't forget battlefield forge...our plain and mountain count is not bad, but retreats can still be cip tapped. Forge's damage is normally limited to one a game if its early, and keeps the balance we lose by having to include flagstones and basic plains.
If you don't use Sup Field Mesa is obviously top notch.
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It is so nice to see the deck getting some action.
Well done.
Ad nauseam....
Stony silence slows it down- no popping of the mana rocks.
Nevermore is good.
I like Eidolon of Rhetoric, it slows it and stops the Angel's grace/Ad nauseam combo, leaving just the unlife combo, which can be picked off.
Suppression Field stops the activated ability of Lightning Storm (though not the game 2 maniac).
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My modern Decks: GBRJundGBR URWJeskai NahiriURW My Legacy Deck: URBGrixis DelverURB My EDH Decks: GJarad, Golgari Lich LordB GRhys, The RedeemedW RWArchangel AvacynRW UWDragonlord OjutaiUW
MrMoesis' list is above, posted by Yellow mimic. I will add it to the primer soon.
If you want deck lists for Stax there are some in the primer, (mine included, although without 2 Dark Dwellers that most have added recently). The primer has lists to the high placing Stax/Landkill list at the SCG a few weeks ago (and it is discussed a few pages back by the player himself).
I recently revised the primer (as in 2016). The Bridge/Moon section also has links, including the ones highlighted by Gerry T in Daily Digest.
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No, the landkill version is just currently hotter due to it placing highly in a SCG in Jan. 6 months ago the Bridge/Moon deck was the hotter.
On your list I would use 4 Temple of Triumph and one Megalith. You may have to trade a grey land in for more Sacred Foundry action.
I would avoid Boros Charm totally- we want stuff to kill critters. Magma jet always works quite well.
Not sure Isochron Scepter will work. You may find Dead//Gone type cards could do a job, as could Runed Halo. Your list can't run Sup field and you will need 2 drops as you say. I look at the crucible count and think that your deck can kill a fair bit of land. I think that maybe overkill- you won't need an early Crucible and GQ is not stellar early on without Mindcensor, although mid game it works well.
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went 2-1-1 in an FNM- played the last game out another five mins - it would have been 3-1- just 40 min rounds
R1 RG Tron. Got an early scoop after a mull to 6 on the play- t2/3 and 5 landkill set him back a fair way, and a couple of turns later another one happen.
G2 Mull to 5, I got a lot of hate- sup field saved me from the t3 tron/karn, and I killed a Karn via him having to kill my permanents- Stony Silence, Field etc. Whilst this happened I did some landkill to get back in, but 3-4 turns in a row were lands, and he recovered balance, using a board wiping O stone. I scooped with an Aven Mindcensor in hand but nothing else. I may have done better had I not scryed away a dark dweller- the correct decision at the time I feel as I was shy on mana off my 6.
G3 He mulled to 4 on the draw and me to 5. I killed land t2 and played carefully t3, having options of mindcensor, crucible, or chalice in hand. I played chalice to protect crucible from nature's claim and then went for a double GQ turn 4. Went to town from there.
1-0
R2
Grishoalbrand
G1 Sup field t2, bridge t3
G2 mull to 6 T0 Leyline, G2 cage t1, landkill, chalice, landkill, and I think ghostly/Sup Field. I think I dwellered into Bust from there. GG.
2-0
R3 Skred (my list).
G1 - mull to 6.
Could have had this if only my Darkdweller had survived a key turn where I would have been able get beats in after removing his reckoner with my Helix Instead reckoner redirect off a fallout + bolt killed it, he dropped Skite and its hard fro there. He flooded after I blew up a series of lands.
2-1
G2 I mull to 5, similar game, he draws a bucketful of land and sadly drops a t6 burning earth from the board- my innovation on a standard-ish skred control list. I should have boarded in Stony as he rifles through his deck with Relics and Mindstone mana gets him out of it.
R4 - grixis control
Lose the first after mull to 5. Scoop as I can see which way it goes as Jace gets online,
Key spells got nailed by his counters and discard.
win g2 after a lot of grind- dwellers busting to a win after I kill jace/young pyro with pyroclasm. Snappy beats with ghostly taxes at 4 get down get me to 7, but mindcensor blocks and from that point its there once two Magi get online and he uses his resources to kill them, the bust off dwellers winning it in the end.
Draw g3 but play it out.
I get down sup field x 2 following a t0 Leyline- from there all I need is a reasonable draw to win and I get one, ghostly forcing him to tap out allowing me to sequence spells correctly without too much fear of counters.
so 2-1-1, with the extra five mins 3-1.
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nice! congrats on your solid finish. i really like your version with 4x sup. field and mystifying maze etc. i'd love to play the field, but currently i'm forced to play bosejiu over it as there are a lot of UW/x decks popping up online. i also can't force myself to play chalices. they are a "dead" draw in topdeck mode and 2 don't seem to be enough to shut the opponent down from your starthand, espacially w/o SSG. what is your opinion on chalices? how did they work out for you?
currently i'm pondering about a prison deck with kiki/resto combo-finish. i'll cut the bridges for 4x prison, and the LDs for bloodmoons and wall of omens and/or village bell ringers as additional combo piece.
an other version on my workbench is a more superfriends build, probably with oath of gideon + ajani, koth, chandra, and elspeth in a LD shell, but with 4x bridge, 4xSSG, 4x leyline and 4x mindstone. the oath seems to be insane, an additional counter on a walker is really good, + the protection in form of chumpblockers it provides. if i play 4x koth and mindstones, i'll probably run an ugin, too (T2 mindstone-> T3 koth-> T4 ugin seems solid). if this build will not rely on bridges but prisons instead, i'll bring a batterskull or maybe a stormbreath dragon.
a good friend of mine is building a skred/prison hybrid right now, with skred, boros reckoner and chandras phoenix in a LD-ghostly prison shell and it looks solid on paper.
so, a lot of pondering going on ^^
i'll post some decklists once i figured out how to do it
an other card i really love: volcanic fallout. to be an instant is boss VS CoCo and can't be countered VS fish and faerie decks. but really good in genreal to wrath the board in their endstep VS go-wide-decks like tokens, affinity, elves etc. currently i have 1 in the main and 1 in the SB, and it won me some matches.
Chalice is good-strong v boggles, grixis or rug, RG tron, lantern, burn, infect, and some rarely seen others including soul sisters, storm, 8 rack. I would not go all in on 4 of them, but they are a relevant 2 drop, which is key vs a lot of decks. They suck against Eldrazi, so on MTGO they would be bad. In paper Mtg away from the bigger events people avoid Eldrazi due to the ban.
Sup field is superb for me in almost every match bar decks without fetches. A bust with field down is obscene vs many decks, so for that reason I avoid the superfriends builds- I do have an issue with SF in that I think USA is the natural home of superfriends.
Kiki-resto is I believe a solid choice, the question being is it better than kiki chord? If you use avalanche riders et al I think it is up there with shot, probably with cards like wall of omens- a sort of blink heavy deck. A Thalia gives a solid option.
Skred is at its best as a modal prison deck- it really is a prison deck that can be the aggressor in some matches, like martyr proc it does an impression of both. If you look at my board for the Skred deck I use ensnaring bridge, burning earth and main deck I run blood moon, spellskite, sweepers including uncounterable VFs, outpost siege. It really is a control deck, getting card advantage of scry sheets. Its percentage of prison cards is made higher by relics and mindstones popping. No reason to not add ghostly type cards, I am sure it will work if it survives the loss of moon or if the mana can work.
I like VF, its fine.
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I think it is better in environs with less tempo blue based decks (remand based), and thus ideal for current metas which lack those decks.
I think that it makes the grindier matches more winnable, is a big threat, but is of course another high-end drop so not as strong in the aggro matches.
When more numbers come in I will add it to the primer choices.
Some versions in the past have. Currently with main deck LD of 4 Stone Rain, 4 Molten Rain, 4 Boom // Bust, 4 Ghost Quarter, and 4 Goblin Dark-Dwellers there is no need for blood moons. If played correctly/appropriate your opponent can not keep up with the LD, and usually has one or less lands. Then the deck puts down the board lock, which usually leads to opponents scooping.
Overkill is one reason.
Secondly if you want to use Ghost Quarter it does not work, taking Ccucible locks out
Flagstones become Legendary Mountains that do not work with boom//bust (not with each other), the same is true for darksteel citadels that lose indestructibility nowadays.
If you use Suppression Field you actually end up giving them Mana that late game would otherwise often be unavailable, turning fetches into mountains actually working against us.
Space is tight- we need to be able to kill mana dorks too, and get taxing in.
Blood Moon is a good card, but it is binary- some decks it does nothing against, and we already have a few cards which are situationally excellent.
Moon works bets in decks running multiple Moons, Bridges and Simian Spirit Guide, which is generally a bad card in landkill decks, as getting that all important t2 landkill does not win the game/save backside on the spot as it often does with Moon or a Bridge.
3 round affair
R1
D n T (my own list!)
Had g1 sown up. Was a little impatient, went for a boom/bust with Magus, G Prison and Flagstone down, but miscounted mana, leaving me one short of paying for the search for his Arbiter, leaving me magus-less. I had a hard day at work, but no excuses.He recovered quickly via a solitary Jotun Grunt.
Game was probably sown up if i had gone for a Boom.
G2 Usual story, easy win after a mull to 6.
G3 Saw half a deck but just one tax.
1-2
R2 USA
G1 Landkill and a recursive crucible lock won it without him landing a permanent other than a snappy.
G2 Very tight.
G3 I removed blue sources, landed a crucible, Leyline and GP and had a dark dweller in extras vs 2 lands with him on 7 life to my 17 t4.
1-1
R3 UW hatebears
Won G1 through Thalia via Magus+ landkill, Mage keeping Prison off the table.
Lost G2 due to Thalia and 3 mates + Path on Magus
Won G3 via crucible lock sat behind Ghostly. Chalice kept Path off Magus.
2-1
4 temple of triumph
4 battlefield forge
4 sacred foundry
3 plain
1 mountain
1 keldon megalith
2 ghost quarter
1 mystifying maze
4 suppression field
2 lightning helix
2 pyroclasm
4 boom // bust
4 stone rain
4 molten rain
1 crucible of worlds
1 ensnaring bridge
4 ghostly prison
2 aven mindcensor
2 Goblin Darkdwellers
4 stony silence
2 eidolon of rhetoric
2 linvala, keeper of silence
3 leyline of sanctity
1 boil
2 grafdigger's cage
1 pyroclasm
Still tossing up on 3 rd GQ, and whether I need an Outpost Siege in the board.
Was not that happy with the results of the event- I won the last won I used the deck in......)
Could you help me understand a couple of your choices:
Why 4 suppression field main deck?
Why 4 temple of triumph over Clifftop Retreat? Scry is nice but Cliffs often get in turn 3 for a land destruction sorcery. Temple comes in tapped period, leaving to loss in tempo.
Keldon Megaliths combined with the temple of triumphs puts 5 lands coming in tapped. This can really sabatage the tempo of LD in the first 2-5 turns where it maters most.
Why no 4 ghost quarter, it takes down Eye of Ugin/
Eldrazi Temple giving them a basic.
Interesting use of the Chalice of the voids for zero cc or 1cc. Not done this as main deck, and might be a good move.
Do you feel Pyroclasm is better than at least the inclusion of one Anger of the Gods?
Goblin Darkdwellers have been amazing for me. Bring the number down to 2 significantly reduces the possibility of LD recursion.
Triland Enterprise
With 4 or 5 tapped lands in the deck the only way this screws over a t3 play is if you draw 2 non tap lands, play them, and draw a third as your only land. If you have one in the opening hand it actually increases your chance of a t2 3 play, noting I don't miss a t 1 play with my list.
Sup field is a tax on mana. Once you have dropped one against burn or been lucky enough to resolve one vs a blue deck you will see what I mean. 2 mana to pop a fetch is harsh, post bust it is criminal.
Gqs early game are not that good, we can run 4, sure, but it is hard to sort out our colours with them. They are more important in non landkill decks for the reasons suggested, hitting Tron, Eldrazi etc, in ours we will kill land and tax regardless, there is no reason four cannot be played with good mana. RR is hardest for us to get, given the need to run Flagstone tech.
Anger v Pyroclasm v Wrath is nothing more than a meta call. All are superb, never get hung up on those descisions.
In a hybrid list it works ok, but radically weakens certain matches whilst improving others.
I am not saying don't run them, they are nuts in chalice decks etc. I am saying in fifty percent of games plus the ability to do t1 landkill is harmless, when we go first or when they lay a fetch.
T2 landkill is great, but not the be all and end all. It simply does not beat a lot of decks on the spot like a t2 blood moon sometimes does. One of the best things to accelerate into t1 is suppression field, ironically enough...it genuinely is landkill when that happens vd fetch heavy decks.
One of the best things we can accelerate into is Magus or Darkdweller. They can get the card advantage back like Moon, Bridge do in those lists. Generally it is a four of in decks it is run in.
Don't forget battlefield forge...our plain and mountain count is not bad, but retreats can still be cip tapped. Forge's damage is normally limited to one a game if its early, and keeps the balance we lose by having to include flagstones and basic plains.
If you don't use Sup Field Mesa is obviously top notch.
Well done.
Ad nauseam....
Stony silence slows it down- no popping of the mana rocks.
Nevermore is good.
I like Eidolon of Rhetoric, it slows it and stops the Angel's grace/Ad nauseam combo, leaving just the unlife combo, which can be picked off.
Suppression Field stops the activated ability of Lightning Storm (though not the game 2 maniac).
GBRJundGBR
URWJeskai NahiriURW
My Legacy Deck:
URBGrixis DelverURB
My EDH Decks:
GJarad, Golgari Lich LordB
GRhys, The RedeemedW
RWArchangel AvacynRW
UWDragonlord OjutaiUW
If you want deck lists for Stax there are some in the primer, (mine included, although without 2 Dark Dwellers that most have added recently). The primer has lists to the high placing Stax/Landkill list at the SCG a few weeks ago (and it is discussed a few pages back by the player himself).
I recently revised the primer (as in 2016). The Bridge/Moon section also has links, including the ones highlighted by Gerry T in Daily Digest.
On your list I would use 4 Temple of Triumph and one Megalith. You may have to trade a grey land in for more Sacred Foundry action.
I would avoid Boros Charm totally- we want stuff to kill critters. Magma jet always works quite well.
Not sure Isochron Scepter will work. You may find Dead//Gone type cards could do a job, as could Runed Halo. Your list can't run Sup field and you will need 2 drops as you say. I look at the crucible count and think that your deck can kill a fair bit of land. I think that maybe overkill- you won't need an early Crucible and GQ is not stellar early on without Mindcensor, although mid game it works well.
4 temple of triumph
4 battlefield forge
4 sacred foundry
3 plain
1 mountain
1 keldon megalith
2 ghost quarter
1 mystifying maze
2 chalice of the void
4 suppression field
2 lightning helix
2 pyroclasm
4 boom // bust
4 stone rain
4 molten rain
1 ensnaring bridge
4 ghostly prison
2 aven mindcensor
4 magus of the tabernacle
2 Gobin Dark Dwellers
Board
1 crumble to dust
4 stony silence
1 eidolon of rhetoric
2 linvala, keeper of silence
3 leyline of sanctity
1 boil
2 grafdigger's cage
1 pyroclasm
went 2-1-1 in an FNM- played the last game out another five mins - it would have been 3-1- just 40 min rounds
R1 RG Tron. Got an early scoop after a mull to 6 on the play- t2/3 and 5 landkill set him back a fair way, and a couple of turns later another one happen.
G2 Mull to 5, I got a lot of hate- sup field saved me from the t3 tron/karn, and I killed a Karn via him having to kill my permanents- Stony Silence, Field etc. Whilst this happened I did some landkill to get back in, but 3-4 turns in a row were lands, and he recovered balance, using a board wiping O stone. I scooped with an Aven Mindcensor in hand but nothing else. I may have done better had I not scryed away a dark dweller- the correct decision at the time I feel as I was shy on mana off my 6.
G3 He mulled to 4 on the draw and me to 5. I killed land t2 and played carefully t3, having options of mindcensor, crucible, or chalice in hand. I played chalice to protect crucible from nature's claim and then went for a double GQ turn 4. Went to town from there.
1-0
R2
Grishoalbrand
G1 Sup field t2, bridge t3
G2 mull to 6 T0 Leyline, G2 cage t1, landkill, chalice, landkill, and I think ghostly/Sup Field. I think I dwellered into Bust from there. GG.
2-0
R3 Skred (my list).
G1 - mull to 6.
Could have had this if only my Darkdweller had survived a key turn where I would have been able get beats in after removing his reckoner with my Helix Instead reckoner redirect off a fallout + bolt killed it, he dropped Skite and its hard fro there. He flooded after I blew up a series of lands.
2-1
G2 I mull to 5, similar game, he draws a bucketful of land and sadly drops a t6 burning earth from the board- my innovation on a standard-ish skred control list. I should have boarded in Stony as he rifles through his deck with Relics and Mindstone mana gets him out of it.
R4 - grixis control
Lose the first after mull to 5. Scoop as I can see which way it goes as Jace gets online,
Key spells got nailed by his counters and discard.
win g2 after a lot of grind- dwellers busting to a win after I kill jace/young pyro with pyroclasm. Snappy beats with ghostly taxes at 4 get down get me to 7, but mindcensor blocks and from that point its there once two Magi get online and he uses his resources to kill them, the bust off dwellers winning it in the end.
Draw g3 but play it out.
I get down sup field x 2 following a t0 Leyline- from there all I need is a reasonable draw to win and I get one, ghostly forcing him to tap out allowing me to sequence spells correctly without too much fear of counters.
so 2-1-1, with the extra five mins 3-1.
4 Restoration Angel
2 Kiki Jiki
4 Ghostly Prison
4 Boom/Bust
4 Molten Rain
4 Lightning Bolt
2 Ajani Vengeant
1 Chandra, Flamecaller
3 Lightning Bolt
3 Lightning Helix
2 Wrath of God
2 Gideon, Ally of Zendikar
4 Sacred Foundry
4 Clifftop Retreat
4 Flooded Strand
4 Flagstones of Trokair
4 Mountain
2 Plains
SB- 2 Stony Silence
2 Kitchen Finks
1 Devil's Play
2 Rest in Peace
1 Resolute Archangel
2 Pithing Needle
2 Wear/Tear
3 Banishing Light
Chalice is good-strong v boggles, grixis or rug, RG tron, lantern, burn, infect, and some rarely seen others including soul sisters, storm, 8 rack. I would not go all in on 4 of them, but they are a relevant 2 drop, which is key vs a lot of decks. They suck against Eldrazi, so on MTGO they would be bad. In paper Mtg away from the bigger events people avoid Eldrazi due to the ban.
Sup field is superb for me in almost every match bar decks without fetches. A bust with field down is obscene vs many decks, so for that reason I avoid the superfriends builds- I do have an issue with SF in that I think USA is the natural home of superfriends.
Kiki-resto is I believe a solid choice, the question being is it better than kiki chord? If you use avalanche riders et al I think it is up there with shot, probably with cards like wall of omens- a sort of blink heavy deck. A Thalia gives a solid option.
Skred is at its best as a modal prison deck- it really is a prison deck that can be the aggressor in some matches, like martyr proc it does an impression of both. If you look at my board for the Skred deck I use ensnaring bridge, burning earth and main deck I run blood moon, spellskite, sweepers including uncounterable VFs, outpost siege. It really is a control deck, getting card advantage of scry sheets. Its percentage of prison cards is made higher by relics and mindstones popping. No reason to not add ghostly type cards, I am sure it will work if it survives the loss of moon or if the mana can work.
I like VF, its fine.