I just wanted to say that I've been playing that list that performed well recently in my LGS on Wednesday and... I've been disappointed. This version of the deck has a glaring weakness : it doesn't play any catch all like Oblivion Ring or Cast Out, and I really missed them. I lost 2 games (and thus a match 1-2) to a Liliana the Last Hope I simply couldn't possibly handle. I lost 1 other game to a Scavenging Ooze while I couldn't draw a path or a wrath. And I won a match against an artifact deck that wasn't playing Ensnaring Bridge for a reason. If he had it would have been nigh impossible to get more than a Draw.
I think I'll modify a few things to play these catch all that I feel are necessary in this deck.
I was however pleased by Avacyn (first time trying her), satisfied by Hallowed Burial against Hollow One, and ok with the manabase. The 4 Fields of Ruin 4 ghost quarters feels good
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French Commander : Yisan Liliana Kytheon Kari Zev Grenzo Karlov Tajic Gitrog Prossh Turboramp Najeela Modern : Solemnity Prison Martyr Proc Devotion to Green 8 Whacks Eldrazi Processor Bogles Landfall Aggro Legacy : Goblins
Been reading the thread for awhile. Proc is the first deck I've gotten into Modern with, after SaffronOlive's videos on it. Unfortunately my LGS doesn't reliably fire Modern at FNM so I haven't had as much practice in the last few months as I'd like. My list:
The Flooded Strands are for budget reasons since the BW fetches are 3x the price. Merciless Eviction is a catch-all if I get paired against some weird rogue deck like the guy on thopter-sword dice factory a few weeks back (also the reason for the guildmages), to flush out the board. Haven't run into any Humans or Dredge players yet.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?
I saw the decklist that placed pretty high at the latest scg open and theres a Gideon Jura on the side. Is that for grindy matchups like Control and Jund? Just doesnt seen like a powerful card
I personally don't think it's as good, mostly because it's sorcery speed unlike Avacyn which can be flashed in as a blocker or to save the team, she simply has more utility, unless your meta is filled with Lantern decks or enchantment based prison decks
Doesn't seem good for us. We should rarely be in the situation where we're at such a low life total but a 5/4 flier will stabilize us. Its usually wrath or bust at that type of scenario.
The W/B split card seems more appealing to me, since we can reanimate hawks and stuff with it.
what are the thoughts you guys on splashing into other colors?
I get paired up against a guy always on Jund or Ponza at my LGS, who constantly has Blood Moon in play, which is frustrating enough for me to consider going back to mono-white just so I can run 14 plains.
Splashing black gives you orzhov charm for instant-speed kami reanimation on their turn, necrotic sliver for pesky manlands and general O-ring action, and vizkopa guildmage for noncombat wincon. Orzhov charm hasn't been as useful as I expected since I rarely draw them, and I've gone down to 1 kami and tried to avoid relying on it too heavily.
There are discussions further upthread about going into red for lightning helix etc., and green for glittering wish.
I might experiment with a pair of them. The second half of the card isn't completely worthless if you've locked out your opponent but can't win through combat damage, and since it's a spell you don't have to maneuver a vizkopa guildmage around removal (while coordinating with martyrs). Freeing up a sideboard slot or two for other stuff is nice.
If the reanimation was instant-speed it'd be an auto-include for me even in mono-white, of course.
What are people's opinion on Thraben Inspector? 1/1 for 1cmc, get a clue token, draw a card later. Easily recurs..I'm assuming it's the card draw is what is attractive about it. But is it worth it? I stick in more removal and control in place of this guy. Thoughts?
In general, I think its good. Playing even 2 is still pretty reasonable. Its not uncommon for me to grab 2 inspectors off a ranger of eos if I'm just trying to grind, or force them to spend removal on *****ty cards before bringing out all the ascendants.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?
Haven't heard an answer. 1 or 2 I get, but the lists making GPs seem to be running the full 4-of. Double rangering for them buys you a turn or two of chump blocking and 2 extra draws for 4 mana. Is this really enough to consistently stabilize, in a situation where you wouldn't have stabilized without them? Or are people running 4 of them partly for the odds of just drawing them normally in your opening hand?
Relatedly, the 4-of inspector lists also tend to be pretty light on removal, like a single oblivion ring. So what if they have more than 1 non-creature piece, or you never draw it?
So I've been building up a standard Mono-White Martyr Proc deck for about a year now and have near enough to all the cards I need. I was now wondering what direction I should take my deck because there are a few variants that are successful and am aware of (if others no any other variants let me know), and was wondering what I should go about fully rounding out my deck.
The meta locally is very standard, we have Burn, Tron, Hollow One, UW Control, Bogles, etc. but not a lot of combo.
Here are the mainboard variants I am aware of:
Runed Halo, 1-4 of.
Crucible of Worlds as a one of.
Planeswalker package, mainly relying on Gideon of the Trials and having other Gideon planeswalkers in your mainboard. Elspeth, optional mainboard.
Ghostly Prison, 1-4 of.
Weathered Wayfarer as a 1-2, maybe with a Linvala, Keeper of Silence.
Oblivion Ring/Cast Out, 1-2 of.
Hallowed Burial, as a one of.
Archangel Avacyn, as a 1-2 of, generally with a Kami of False Hope.
Walking Ballista, as a one of.
Restoration Angel, as a one of.
Immortal Servitude, as a one of.
Terminus, as a one of.
Sun Titan, as a one of.
Most of these variants are instead of each other, or they make room by removing a board wipe and am not sure which of these I should go with. I understand what each of these cards are trying to do and each of these cards has had varying degrees of success, I just wanted to know what other players thoughts were before committing to any of these cards.
I like Sun Titan as a 2-of to break late-game topdeck standoffs. And I'm running 2x Day of Judgment 1x Wrath of God 1x Hallowed Burial as my wipes. Hallowed Burial / Kami loop is the only plan than matters against Bogles in my experience.
I'm constantly debating between 2x Ghostly Prison and 2x Leyline of Sanctity mainboard in my flex slots. But if you're light on combo in your meta I would probably go with the Prisons.
I'm trying 3x Smuggler's Copters mainboard next time I do Modern for a better clock, and some card filtering. Also seeing whether 3x instead of 2x Mistveil Plains feels better for tucking answers more reliably. We have a lot of possible shuffle effects.
This thread may be dead, but I saw a list pop up on a mtgo challenge finish. I used to play the archetype a while ago, but moved onto degenerate things. My local meta is alot of humans, burn, and control. I brought Martyr Proc to a local SCG IQ and started off 3-0-1, and then lost to Amulet titan followed by humans. I made a good deck choice and started off playing very well. I think this deck has alot of promise with phoenix, dredge, humans, and burn being such a large part of the meta.
Decklist
4 Flagstone of Trokair
3 Ghost Quarter
4 Field of Ruin
2 Cavern of souls
1 Mistveil Plains
9 Plains
4 Thraben Inspector
4 Serra Ascendant
4 Martyr of Sands
4 Squadron Hawk
4 Ranger of Eos
1 Archangel Avacyn
1 Day of Judgment
1 Wrath of God
1 Settle the Wreckage
1 Cleansing Nova
1 Crucible of Worlds
1 Mindstone
1 Proclamation of Rebirth
2 Cast Out
3 Ghostly Prison
4 Path to Exile
Sideboard
1 Declaration of Stone
1 Celestial Purge
1 Walking Ballista
1 Hex Parasite
1 Eidolon of Rhetoric
2 Damping Sphere
2 Rest in Peace
2 Runed Halo
2 Stony Silence
2 Gideon, Ally of Zendikar
After playing this I would make the following changes.
Maindeck
-1 Settle the Wreckage
-1 Mindstone
+1 Wrath of God
+1 Ghost Quarter
Sideboard
-1 Celstial Purge
-1 Eidolon of Rhetoric
+1 Rule of Law
+1 Condemn
Round 1: Humans 1-0(2-0)
I played an early martyr and cast ghostly prison, and my opponent could only attack with a single guy. I ended up finding a wrath, followed by another ghostly prison and crucible. He scooped it up after I blew up his final land.
Game 2 I played a turn 3 ghostly prison, turn 4 ghostly prison, and turn 5 ghostly prison. He had 6 mana in play but two of them were ancient ziggurat.
Round 2: Hardened Scales 1-0-1(1-1-1)
Game 1 went 45 minutes. I cast path to exile at least 7 times. I was down to 10 cards in my library, and had just kept putting hawks and path back into my deck off of mistveil plains. I ended up getting over 100 life and he went for a last ditch effort with ballista and ravager, he was able to hit me for 65. He scooped after I dealt with his final walking ballista.
Game 2 I mulled to five looking for any lands. He killed me in turn 5 of turns. I blanked on a flying blocker and a ghost quarter or field of ruin. Path was not an out because he had a spellskite.
Round 3: BW Taxes 2-0-1(2-0)
Game 1 went as intended. I cast a ghostly prison on 3 and wrathed on 4. He never really came back.
Game 2 I keep a two lander with multiple ghostly prisons. he leads on turn 2 arbiter off of a plains and ghost quarter. I decide that I need to ghost quarter his ghost quarter and just hope that is good enough. I assume I play more lands than him. We both miss our land drop for multiple turns. He has a vial eventually, but I draw my third land that turn and ghost prison him. We keep playing, but I am able to just get a massive lead from that point.d
Round 4: Burn 3-0-1(2-1)
I am embarrassed to say I dropped game 1. I have about 9 turns and never find a martyr or anything that will allow me to find martyr. I play serra ascendant just to gain some life. And the turn before I put myself in the driver seat he topdecks the final bolt he needed.
Game 2 I hold martyr in hand and just cast and sack it turn 2 and go to 31. I chain martyrs and get myself to about 75 health. He scoops it up when I ranger for double Ascendant.
Game 3 I make a huge mistake and board out cleansing nova, and cast out thinking he drew alot of his deck and I haven't seen ensnaring bridge. I do keep in a disenchant just in case. The game goes absurdly long, and I end up casting that one disenchant 3 times on each of his ensnaring bridges and end the game at 120 life. Notable I Wrathed my own board multiple times just to put thraben inspector back in the grave to proc back for the clue. Thraben inspector is just what this deck needs.
Round 5: Amulet Titan 3-1-1(0-2)
Game 1 I just play out double serra ascendant early, he plays double amulet. I play martyr go to 30 and attack him. The next turn he E.E, and blows it on 1. He finds a relevent play before I do and takes the game.
Game 2 I have a slightly clunky draw, but it has 2 path to exile, a wrath, and 2 ghost quarters. I draw a field of ruin and another ghost quarter. I punt this game, because I aggressively field of ruin his tolaria west in order to make him run out of ammunition and then I pick a fight with his sakura tribe scouts. If I would have just allowed him to get his titans, I think I could have just exiled all his threats.
Round 6: Humans 3-2-1(0-2)
Game 1 he beats me up really good. He plays a kitesail freebooter and takes my wrath. I end up not finding a fourth mana to cast the settle that I had drawn.
Game 2 I mull my seven because of no lands, mull my six for same reason. Pile shuffle, and end up getting a not bad five. I keep 2 land, squadron hawk, ascendent, and martyr. I am going to play martyr on 1, hawk on 2 and then have a huge ascendent for them to deal with. He plays island dismember on my martyr. I never find a third land and die to triple thalia lieutenant draw. Variance is rough.
All in all the deck felt amazing. My sideboard felt like hot trash. I feel like most of the time I just hit submit. Like my maindeck was really good against the field I was against. I am going to be putting more time into tuning this deck. If anyone is still playing this I would like to collaborate.
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I think I'll modify a few things to play these catch all that I feel are necessary in this deck.
I was however pleased by Avacyn (first time trying her), satisfied by Hallowed Burial against Hollow One, and ok with the manabase. The 4 Fields of Ruin 4 ghost quarters feels good
Modern : Solemnity Prison Martyr Proc Devotion to Green 8 Whacks Eldrazi Processor Bogles Landfall Aggro
Legacy : Goblins
1 Emeria, the Sky Ruin
4 Flagstones of Trokair
4 Ghost Quarter
1 Snow-covered Forest
1 Snow-covered mountain
2 Temple Garden
1 Mistveil Plains
3 Snow-covered Plains
2 Arid mesa
3 Sacred Foundry
2 Windswept Heath
1cc (10):
1 Kami of False Hope
4 Martyr of Sands
4 Path to Exile
1 Serra ascendant
4 Glittering Wish
4 Squadron Hawk
2 wall of omens
3cc (6):
1 Gideon of the Trials
2 Proclamation of Rebirth
3 Deafening Clarion
4cc (7):
3 Ranger of Eos
2 Wrath of god
2 Nahiri, the Harbinger
5cc (2):
1 Gideon Jura
1 Archangel Avacyn
15cc (1):
1 Emrakul, the Aeons Torn
2 Surgical Extraction
1 Hex Parasite
1 Caustic Caterpillar
1 Nahiri, the Harbinger
1 Immortal Servitude
1 Deafening Clarion
1 Wheel of Sun and Moon
1 Gaddock Teeg
1 Burning-Tree Shaman
1 Fracturing Gust
1 Sigarda, Host of Herons
1 Sky Hussar
1 Fiery Justice
1 Sigarda, Heron's Grace
Feel free to give oppinion/suggestions
edit: Am considering using 1 Settle the Wreckage instead of one of the 3 deafening clarion
2 kami of false hope
4 martyr of sands
4 serra ascendant
3 ranger of eos
2 sun titan
4 squadron hawk
Spells (17):
3 proclamation of rebirth
2 ghostly prison
3 orzhov charm
3 path to exile
3 day of judgment
2 banishing light
1 oblivion ring
7 plains
2 swamp
4 flooded strand
3 godless shrine
2 Emeria, the Sky Ruin
2 mistveil plains
3 field of ruin
1 ghost quarter
4 castigate
2 damping sphere
3 leyline of sanctity
2 crook of condemnation
1 oblivion ring
1 merciless eviction
2 vizkopa guildmage
The Flooded Strands are for budget reasons since the BW fetches are 3x the price. Merciless Eviction is a catch-all if I get paired against some weird rogue deck like the guy on thopter-sword dice factory a few weeks back (also the reason for the guildmages), to flush out the board. Haven't run into any Humans or Dredge players yet.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?
You might find this Reddit thread useful, Unsung. Poster was running 4x copters.
The W/B split card seems more appealing to me, since we can reanimate hawks and stuff with it.
Splashing black gives you orzhov charm for instant-speed kami reanimation on their turn, necrotic sliver for pesky manlands and general O-ring action, and vizkopa guildmage for noncombat wincon. Orzhov charm hasn't been as useful as I expected since I rarely draw them, and I've gone down to 1 kami and tried to avoid relying on it too heavily.
There are discussions further upthread about going into red for lightning helix etc., and green for glittering wish.http://mythicspoiler.com/rna/cards/revivalrevenge.html
I might experiment with a pair of them. The second half of the card isn't completely worthless if you've locked out your opponent but can't win through combat damage, and since it's a spell you don't have to maneuver a vizkopa guildmage around removal (while coordinating with martyrs). Freeing up a sideboard slot or two for other stuff is nice.
If the reanimation was instant-speed it'd be an auto-include for me even in mono-white, of course.
In general, I think its good. Playing even 2 is still pretty reasonable. Its not uncommon for me to grab 2 inspectors off a ranger of eos if I'm just trying to grind, or force them to spend removal on *****ty cards before bringing out all the ascendants.
Relatedly, the 4-of inspector lists also tend to be pretty light on removal, like a single oblivion ring. So what if they have more than 1 non-creature piece, or you never draw it?
The meta locally is very standard, we have Burn, Tron, Hollow One, UW Control, Bogles, etc. but not a lot of combo.
Here are the mainboard variants I am aware of:
Runed Halo, 1-4 of.
Crucible of Worlds as a one of.
Planeswalker package, mainly relying on Gideon of the Trials and having other Gideon planeswalkers in your mainboard. Elspeth, optional mainboard.
Ghostly Prison, 1-4 of.
Weathered Wayfarer as a 1-2, maybe with a Linvala, Keeper of Silence.
Oblivion Ring/Cast Out, 1-2 of.
Hallowed Burial, as a one of.
Archangel Avacyn, as a 1-2 of, generally with a Kami of False Hope.
Walking Ballista, as a one of.
Restoration Angel, as a one of.
Immortal Servitude, as a one of.
Terminus, as a one of.
Sun Titan, as a one of.
Most of these variants are instead of each other, or they make room by removing a board wipe and am not sure which of these I should go with. I understand what each of these cards are trying to do and each of these cards has had varying degrees of success, I just wanted to know what other players thoughts were before committing to any of these cards.
I'm constantly debating between 2x Ghostly Prison and 2x Leyline of Sanctity mainboard in my flex slots. But if you're light on combo in your meta I would probably go with the Prisons.
I'm trying 3x Smuggler's Copters mainboard next time I do Modern for a better clock, and some card filtering. Also seeing whether 3x instead of 2x Mistveil Plains feels better for tucking answers more reliably. We have a lot of possible shuffle effects.
One never stops experimenting
Decklist
4 Flagstone of Trokair
3 Ghost Quarter
4 Field of Ruin
2 Cavern of souls
1 Mistveil Plains
9 Plains
4 Thraben Inspector
4 Serra Ascendant
4 Martyr of Sands
4 Squadron Hawk
4 Ranger of Eos
1 Archangel Avacyn
1 Day of Judgment
1 Wrath of God
1 Settle the Wreckage
1 Cleansing Nova
1 Crucible of Worlds
1 Mindstone
1 Proclamation of Rebirth
2 Cast Out
3 Ghostly Prison
4 Path to Exile
Sideboard
1 Declaration of Stone
1 Celestial Purge
1 Walking Ballista
1 Hex Parasite
1 Eidolon of Rhetoric
2 Damping Sphere
2 Rest in Peace
2 Runed Halo
2 Stony Silence
2 Gideon, Ally of Zendikar
After playing this I would make the following changes.
Maindeck
-1 Settle the Wreckage
-1 Mindstone
+1 Wrath of God
+1 Ghost Quarter
Sideboard
-1 Celstial Purge
-1 Eidolon of Rhetoric
+1 Rule of Law
+1 Condemn
Round 1: Humans 1-0(2-0)
I played an early martyr and cast ghostly prison, and my opponent could only attack with a single guy. I ended up finding a wrath, followed by another ghostly prison and crucible. He scooped it up after I blew up his final land.
Game 2 I played a turn 3 ghostly prison, turn 4 ghostly prison, and turn 5 ghostly prison. He had 6 mana in play but two of them were ancient ziggurat.
Round 2: Hardened Scales 1-0-1(1-1-1)
Game 1 went 45 minutes. I cast path to exile at least 7 times. I was down to 10 cards in my library, and had just kept putting hawks and path back into my deck off of mistveil plains. I ended up getting over 100 life and he went for a last ditch effort with ballista and ravager, he was able to hit me for 65. He scooped after I dealt with his final walking ballista.
Game 2 I mulled to five looking for any lands. He killed me in turn 5 of turns. I blanked on a flying blocker and a ghost quarter or field of ruin. Path was not an out because he had a spellskite.
Round 3: BW Taxes 2-0-1(2-0)
Game 1 went as intended. I cast a ghostly prison on 3 and wrathed on 4. He never really came back.
Game 2 I keep a two lander with multiple ghostly prisons. he leads on turn 2 arbiter off of a plains and ghost quarter. I decide that I need to ghost quarter his ghost quarter and just hope that is good enough. I assume I play more lands than him. We both miss our land drop for multiple turns. He has a vial eventually, but I draw my third land that turn and ghost prison him. We keep playing, but I am able to just get a massive lead from that point.d
Round 4: Burn 3-0-1(2-1)
I am embarrassed to say I dropped game 1. I have about 9 turns and never find a martyr or anything that will allow me to find martyr. I play serra ascendant just to gain some life. And the turn before I put myself in the driver seat he topdecks the final bolt he needed.
Game 2 I hold martyr in hand and just cast and sack it turn 2 and go to 31. I chain martyrs and get myself to about 75 health. He scoops it up when I ranger for double Ascendant.
Game 3 I make a huge mistake and board out cleansing nova, and cast out thinking he drew alot of his deck and I haven't seen ensnaring bridge. I do keep in a disenchant just in case. The game goes absurdly long, and I end up casting that one disenchant 3 times on each of his ensnaring bridges and end the game at 120 life. Notable I Wrathed my own board multiple times just to put thraben inspector back in the grave to proc back for the clue. Thraben inspector is just what this deck needs.
Round 5: Amulet Titan 3-1-1(0-2)
Game 1 I just play out double serra ascendant early, he plays double amulet. I play martyr go to 30 and attack him. The next turn he E.E, and blows it on 1. He finds a relevent play before I do and takes the game.
Game 2 I have a slightly clunky draw, but it has 2 path to exile, a wrath, and 2 ghost quarters. I draw a field of ruin and another ghost quarter. I punt this game, because I aggressively field of ruin his tolaria west in order to make him run out of ammunition and then I pick a fight with his sakura tribe scouts. If I would have just allowed him to get his titans, I think I could have just exiled all his threats.
Round 6: Humans 3-2-1(0-2)
Game 1 he beats me up really good. He plays a kitesail freebooter and takes my wrath. I end up not finding a fourth mana to cast the settle that I had drawn.
Game 2 I mull my seven because of no lands, mull my six for same reason. Pile shuffle, and end up getting a not bad five. I keep 2 land, squadron hawk, ascendent, and martyr. I am going to play martyr on 1, hawk on 2 and then have a huge ascendent for them to deal with. He plays island dismember on my martyr. I never find a third land and die to triple thalia lieutenant draw. Variance is rough.
All in all the deck felt amazing. My sideboard felt like hot trash. I feel like most of the time I just hit submit. Like my maindeck was really good against the field I was against. I am going to be putting more time into tuning this deck. If anyone is still playing this I would like to collaborate.