Went 3-1 last night, beating U/G Amulet/Polymorph, Affinity, and Bant Knight of the Reliquary combo. Lost to affinity in the final round 1-2. All 3 games went pretty long, and they all mostly came down to if I could answer Inkmoth Nexus (generally in multiples over the course of the game). The deck felt very good throughout the night, and while affinity certainly feels like a winnable match, I wouldn't mind adjusting my sideboard a bit. This was the sideboard I ran last night:
I wouldn't mind tossing in a couple Stoney Silence just for some added push against affinity and even tron. Considering cutting the Relics, but I know the moment I do I'll get wrecked by dredge or living end and wish I had them. Alternatively, there's this sideboard, which I'm really liking the looks of.
I don't mind dropping down to 2 sacrifice effects in the board, which is what I originally had before Blessed Alliance (the 3rd alliance was a Timely Reinforcements). I doubt I'll be giving up games to burn because I have 2 alliances instead of 3. Removing the Detention Spheres seem iffy to me, but is there anything D Sphere answers that isn't answered by Engineered Explosives or Pithing Needle? I also don't mind giving up the 3rd sacrifice effect when I get those EEs, which are good against decks I'd want those sacrifice effects against (infect, boggles, and somewhat affinity). Trinket Mage has nice synergy with Resto. I might still want to put a Hangarback Walker in the side with this plan though, and the next cut will be painful to make.
The extractions are for tron and combo. I like to ghost quarter + surgical their tron land, as it makes the rest of the game easy mode. For combo decks, I just counter one of their main combo pieces, the surgical it.
Used to post in the old uw thread a lot. Happily back on the deck. I'm curious if anyone tested archangel avacyn? When I used to play the deck I was on more of a resto heavy build and I wanted to be at instant speed all the time. seems like a solid late game threat to me
I've not really considered her at all, and it occurs to me that Archangel Avacyn might have synergy with Thing in the Ice. Anyone ever tried them in the same build?
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Anyone thinking about testing some number of Elder Deep-Fiend in their lists as a finisher? Eat a Kitchen Finks or Vendilion Clique to deploy it on your turn 4, either in their upkeep to tap them out of their turn, or hold up counter magic and either respond to their removal or just slam it on their end step and start beating down turn 5 with a Bolt/Dismember-proof monster that swings into Tasigur, Zombie Fish, and all but the biggest Goyfs all day long (or blocks while you finish them in the air).
The one thing I always hated about Gideon/Elspeth/Colonnade/<insert finisher here> was the Sorcery speed, essentially forcing you to play draw-go for a couple extra turns while you made enough land drops to not tap out in order to start turning the corner. On paper, I really like the idea of playing ~3 Snaps, ~3 Cliques, ~3 Restos and a couple of the Octopuses for a true "Draw Go" midrange control list. If anyone already has experience testing with the card, I'd be grateful if you shared your thoughts!
Edit: This probably falls squarely in the "danger of cool things" category, but what do people think of going -4 Wall of Omens, -2 or 3 lands in favour of adding the Spirit of the Labyrinth + Geier Reach Sanitarium package? Specifically, in a list like I've mentioned above that runs ~3 Cliques? Clique has literally 0 down side when you play it after a turn 2 Spirit. Against Tron, one of our worst matchups, Spirit adds an early clock that shuts off their card filtering from Stars/Spheres or force them to use them on our turn and throw away the mana.
In control mirrors, it turns off the draw from Ancestral Vision and Serum Visions. If you manage to get the combo online, it becomes "3: you draw a card and your opponent discards a card", which is not incredibly exciting... until you have them hellbent, and then they're just completely locked out of the game until you put them out of their misery.
Unfortunately, Spirit dies to a sneeze... But if it eats a bolt, that's a bolt that's not going at Clique or your face. Wall would be better against aggro, but Spirit can block and trade with most Aggro critters in a pinch, and hopefully you just need to get to turn 4 so you can Wrath the board anyway. Toss in a couple Ojutai's Command for late game recursion and BOOM! Super Inevitability! Too cute? Different deck/thread?
Private Mod Note
():
Rollback Post to RevisionRollBack
WUBG Atraxa Superfriends WRBG Saskia's Angry UBRG Yidris Valuetown WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed WBG Ghave counters madness BRG Prossh, Token Master UBG Tasigur Seedborn Control WU Brago Bouncy Castle WB Karlov Voltron B Erebos/Drana MBC R Feldon jank
I dont like spirith in this deck, maybe in a UW Death and taxes, but IMO too cute ;). If you goin to put a 5 or 6 cards combo, i want won the game (nahiri example), and dont make weird interactions with our best gameplans (omens, resto, etc). In my opinion Wall of omen is really important in UW
But your Elder Deep-Fiend idea can be great!!! i want test him!!!
Sorry for my bad english
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
about spirit of the labyrinth, short story: yeah is too cute, i mean i like the card and the synergy you describe, but is not for this deck, that would go better in some kind of UG tempo creature deck, with a lot of cheap tricks and disrupt (add the 2/1 spirit that grants industructible, etc), but this deck is not suited for that.
about Elder Deep-Fiend , i seriously think this card may have a home in here, wall of omens means that is in practice a 5cc card (or less with finks, resto, etc). I dont now if will make the cut in the end, but i think playtesting as x1 is a good start.
EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
i like it, its a great starting (or even final hehe) point, the only thing i´m not sure is about the SB, for example i prefer the SS in the maindeck or out (personal preference), and why the split of relic/RIP?
Hi!
Some thoughts about your list:
-I dont like detention sphere in a Nahiri Metagame
-Your counter package is great, i dont like more than 2 leak in UW, we tend to lategame and we have path. I love 3 cryptic, but is my favorite card
-Sometimes i have problems with fast MU, because my starting hand dont have fast answer, so... i play 4 walls, maybe blessed alliance can make us more strong in that MU.
-Wrath of god is better SB option IMO (Elfs and Thrun)
Nice list overall, tell us how you feel in your tests!
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
I don't know if you guys have been seeing much dredge but I've faced it a lot online with pretty bad results, I think I may play 3 rip in the sideboard this weekend. I doubt the matchup can be ignored.
Snap and finks stay in regardless, having rip doesn't change that. If I have rip the game is probably over so it doesn't matter that snap and finks get worse, extraction has always felt very narrow to me for dealing with graveyard stuff honestly.
Here's a top8 finish list featuring 5 maindeck sweepers, 4 serum visions, 4 walkers and a pretty healthy creature package. Interesting list at 23 lands.
How can he run 23 land and get away with it?! 2 elspeth, 2 ojutai, a gideon... angels verdicta commands... i dont get it
Another funny interaction came to mind btw; blessed alliance says 'target player gains 4 life' this may come in handy with death's shadow on board being a 4/4 or less
I cant believe 23 lands... but i need test this list now... Probably i´m going to play 24 lands because i´m a coward
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: Jeskai control / Jeskai Geist
Death and taxes / UW control
How can he run 23 land and get away with it?! 2 elspeth, 2 ojutai, a gideon... angels verdicta commands... i dont get it
Another funny interaction came to mind btw; blessed alliance says 'target player gains 4 life' this may come in handy with death's shadow on board being a 4/4 or less
I cant believe 23 lands... but i need test this list now... Probably i´m going to play 24 lands because i´m a coward
or smart, i dont see how to play that decklist with 23 lands, sure serum visions help, but need even more cantrips (think twice/spreading seas). AT least 24 should be played, and i really think that the formula is 26 lands without serum visions and 25 lands with 4 serum visions.
2 Relic of Progenitus
2 Dispel
2 Leyline of Sanctity
2 Detention Sphere
1 Supreme Verdict
3 Blessed Alliance
I wouldn't mind tossing in a couple Stoney Silence just for some added push against affinity and even tron. Considering cutting the Relics, but I know the moment I do I'll get wrecked by dredge or living end and wish I had them. Alternatively, there's this sideboard, which I'm really liking the looks of.
1 Relic of Progenitus
1 Pithing Needle
2 Engineered Explosives
1 Trinket Mage
2 Dispel
2 Leyline of Sanctity
1 Supreme Verdict
2 Blessed Alliance
I don't mind dropping down to 2 sacrifice effects in the board, which is what I originally had before Blessed Alliance (the 3rd alliance was a Timely Reinforcements). I doubt I'll be giving up games to burn because I have 2 alliances instead of 3. Removing the Detention Spheres seem iffy to me, but is there anything D Sphere answers that isn't answered by Engineered Explosives or Pithing Needle? I also don't mind giving up the 3rd sacrifice effect when I get those EEs, which are good against decks I'd want those sacrifice effects against (infect, boggles, and somewhat affinity). Trinket Mage has nice synergy with Resto. I might still want to put a Hangarback Walker in the side with this plan though, and the next cut will be painful to make.
KnightfallGWUR
Azorius Control UW
Burn RBG
The one thing I always hated about Gideon/Elspeth/Colonnade/<insert finisher here> was the Sorcery speed, essentially forcing you to play draw-go for a couple extra turns while you made enough land drops to not tap out in order to start turning the corner. On paper, I really like the idea of playing ~3 Snaps, ~3 Cliques, ~3 Restos and a couple of the Octopuses for a true "Draw Go" midrange control list. If anyone already has experience testing with the card, I'd be grateful if you shared your thoughts!
Edit: This probably falls squarely in the "danger of cool things" category, but what do people think of going -4 Wall of Omens, -2 or 3 lands in favour of adding the Spirit of the Labyrinth + Geier Reach Sanitarium package? Specifically, in a list like I've mentioned above that runs ~3 Cliques? Clique has literally 0 down side when you play it after a turn 2 Spirit. Against Tron, one of our worst matchups, Spirit adds an early clock that shuts off their card filtering from Stars/Spheres or force them to use them on our turn and throw away the mana.
In control mirrors, it turns off the draw from Ancestral Vision and Serum Visions. If you manage to get the combo online, it becomes "3: you draw a card and your opponent discards a card", which is not incredibly exciting... until you have them hellbent, and then they're just completely locked out of the game until you put them out of their misery.
Unfortunately, Spirit dies to a sneeze... But if it eats a bolt, that's a bolt that's not going at Clique or your face. Wall would be better against aggro, but Spirit can block and trade with most Aggro critters in a pinch, and hopefully you just need to get to turn 4 so you can Wrath the board anyway. Toss in a couple Ojutai's Command for late game recursion and BOOM! Super Inevitability! Too cute? Different deck/thread?
WUBG Atraxa Superfriends
WRBG Saskia's Angry
UBRG Yidris Valuetown
WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed
WBG Ghave counters madness
BRG Prossh, Token Master
UBG Tasigur Seedborn Control
WU Brago Bouncy Castle
WB Karlov Voltron
B Erebos/Drana MBC
R Feldon jank
But your Elder Deep-Fiend idea can be great!!! i want test him!!!
Sorry for my bad english
Death and taxes / UW control
about Elder Deep-Fiend , i seriously think this card may have a home in here, wall of omens means that is in practice a 5cc card (or less with finks, resto, etc). I dont now if will make the cut in the end, but i think playtesting as x1 is a good start.
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
TribalElfMage: I dont believe spell queller is what we want, i prefer a dissolve(I would not play any). But i never tested him... so... maybe works.
I know this is not the place but TribalElfMage... YOU PLAY OJUTAI EDH?!!! Multiplayer? you have a list to share?
Death and taxes / UW control
Some thoughts about your list:
-I dont like detention sphere in a Nahiri Metagame
-Your counter package is great, i dont like more than 2 leak in UW, we tend to lategame and we have path. I love 3 cryptic, but is my favorite card
-Sometimes i have problems with fast MU, because my starting hand dont have fast answer, so... i play 4 walls, maybe blessed alliance can make us more strong in that MU.
-Wrath of god is better SB option IMO (Elfs and Thrun)
Nice list overall, tell us how you feel in your tests!
Death and taxes / UW control
KnightfallGWUR
Azorius Control UW
Burn RBG
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=105728
KnightfallGWUR
Azorius Control UW
Burn RBG
I cant believe 23 lands... but i need test this list now... Probably i´m going to play 24 lands because i´m a coward
Death and taxes / UW control
or smart, i dont see how to play that decklist with 23 lands, sure serum visions help, but need even more cantrips (think twice/spreading seas). AT least 24 should be played, and i really think that the formula is 26 lands without serum visions and 25 lands with 4 serum visions.