Oh, thanks for that help. I like soulmeria, I think the emeria winning games for the deck helps a lot game one and when they dilute their deck for gy hate it helps. I also really like emeria and dont have the cards for bant soul herder
1. I tried putting back in Spreading Seas once and immediately regret it. It used to be good against Jund but now with Wrenn and Six printed, seas is pretty bad. I can only see it being good against a big Tron meta.
2. Golos was medium in my utility slot, I did fetch for Emeria a couple times which felt good, but I think Cavalier of Dawn is slightly better especially with the printing of Charming Prince.
3. I am fully on the Ranger Captain train and I think people who aren't running 3-4 are losing huge percentage points in a lot of matchups. It is very versatile and has a serviceable body. The standard target is Thraben Inspector, which is basically a 3 for 1 as you get a clue to draw another card. Please do yourself a huge favor and go buy a playset.
Ranger-Captain can do so much its insane - I'm going to list a few which I've often encountered and led me to winning more games than I ever had before the printing:
a. Saccing Ranger Captain on your turn enables you to safely resolve Sun Titan and immediately returning Ranger Captain. This gets around counterspells and fades instant speed removal until your opponents turn.
b. With Emeria enabled you can bring back Ranger Cap every turn and sac it on your opponents upkeep which for creature-lite decks can be backbreaking.
c. With two Emeria and two Ranger Cap you've locked your opponent in casting non-creature spells on each upkeep.
d. You can prevent spells coming off suspend, Electrodominance, and pre-emptively stop a Cascade
e. Ranger Cap has made what I thought was a bad matchup against Soulherder/Ephemerate variants actually not so bad. You can guarantee your removal resolving by saccing Ranger Cap and then playing the removal on your turn.
f. Fetch up Kami of False hope before a lethal attack - this is huge in surviving early and then deploying a sweeper or Sun Titan the turn after to extend the game.
g. Fringe but since I play against burn a lot, it shuts down Lava Spike and Rift Bolt as outs when they have you on lethal.
4. I can't will myself to cut Court Hussar as I'm always happy to see the card in my hand for some reason. Also one of my favorite re-animate targets.
5. Utility land slot - Blast Zone vs Ghost Quarter, I'm with team Blast Zone as it's so good against Shadow, Bogles and versatile against UWx/Jund too. You can re-cur it with Sun Titan in a pinch too.
I'm kinda drinking my own kool-aid here but I'm really liking my mainboard in how effective it is in winning game 1s (besides Scapeshift). Post Eldraine I will be swapping out -3 Lone Missionary -1 Court Hussar +4 Charming Prince
You've named most of them, winds and cleric are probably my go too. Another option for the GW(x) builds could be Eladrami's Call. I played against someone piloting that build with a tutor package on moto recently. We had a fun and grindy game.
SO, i'm a long time emeria player just recently returning to the archetype, I'm down a couple of playsets like Ranger-Captain himself. While I can see his potential I have NO WAY to buy my playset right now, so i've built a version without it, following traditional builds + Soulherder. So far i'm really impressed with Soulherder, it has that ability to take over the game and grow surprisingly fast over a couple of turns.
here is the list I'm testing right now (with Charming Princes already ordered waiting for the pre-release, bought really cheap). some odd Card Choices I'm testing and that you'll probably see:
1 Summary Dismissal (Sideboard): Bottom line, I hate tron and big mana. Exile ulamog and triggers, exile all valakut triggers, exile storm triggers. Bonus: opponents face as they ALWAYS read the card when resolving +1
2 Phantasmal Image (Mainboard) : Love playing with opponents cards, copying big relevant stuff than removing them afterward, it is GREAT to return with sun titan, chaining triggers, great on the mirror (but who plays this deck anyways ahahaha).
2 Tomik : the guys at my LGS hate tron just as much as me, so they pack TONS of land removal, so TOmik is a meta call.
I'm also considering running 2 Archeomancer as they can be recursive blink targets for grinding creature matchups, but that's just inspiration from soulherder list since they run Eternal Witness to loop spells, creatures and lands. Just an Idea tho.
Well @D90Dennis14, I agree with you that Archaeomancer isn't ideal, but the actual lack of a better target for grinding Removals and Counters makes me test these ideas. IF the card was CMC 3 I would totally disagree with you, it would be perfect for the deck's strategy (even if less powerful than witness), but yeah, being 4 mana is hard, even for the Curve/Synergies and such. I hope they print a rare like this, 3 CMC, ETBs return instant or sorcery from the graveyard to hand, that's hardly even good for T2 lol, but I would play it
As for Blade Splicer, I've got a couple of copies, maybe I'll try them, but still, that's a very aggressive oriented card in a deck hoping to answer with creatures a very open field of threats. While she would be great against creature matchups overall, I think it is best to focus on early disruption and late-game aggression rather than the opposite, so the threats come from big creatures like Titans, Resto Angels and maybe Avacyns (who offers protection too). I'll try them anyways!! thanks for the feedback!!
Charming Prince is out on mtgo now, I've been playtesting. It's honestly astonishing how many possibilities this card provides. All it's abilities can be relevant and sometimes it's hard to distinguish what mode was correct the correct choice.
I've played two matches, against UR Phoenix and Naya Kiki Chord, won both in three. That said, the games very went long but it seemed like I was never out of action. The synergistic nature of Charming Prince and Flickerwisp is what also helped me win against the mainboard Aria of Flame.
I'm rusty with this deck since I refused to play it on mtgo with Lone Missionary after Prince Charming was spoiled. I won in three with both matches 2 - 1 but during gameplay was usually firmly ahead. The games always went really late, and the issue was I didn't consider what my opponent may have drawn as their card for turn that could kill me.
Against KiKi in game one, I still thought they were just a grindy Naya Midrange deck until they went eot Restoration Angel into Kikigiki, Mirrorbreaker. I could have opted to Scry 2 with Charming Prince to dig for a Path to Exile but chose to gain 3 life instead because I was at 7 life and that would transform Restoration Angel's three turn clock into a four turn clock. The problem with that line after thinking about it is that the game would likely be decided before three turns because of my bigger board presence. Therefore scry 2 for a Path to Exile would have been optimal considering I had a Clue Token as an instant speed draw effect.
Moral of the story, always consider what is most likely to kill you when you are ahead.
Edit
Also just started playing another league, this is my 3rd or 4th one this year so hopefully it goes well. I'll update my gameplay as I go.
Update went 5 - 0
Played against, Dredge, GDS, 5 Color Niv to Light Combo, GB Rock, and a second GDS
Match 1
Dredge 2 - 0
Game One
So Charming Prince coming through again, in this matchup your looking for specific card, i.e. Ranger-Captain of Eos and exile based removal. Ranger can get Kami of False Hope to ensure you don't die to early in combat, also sacrifices himself to ensure you don't die to Conflagerate as it's sorcery speed. Basically you try to live until you get a Sun Titan down and then use it to get an Emeria, the Sky Ruin online. Charming Prince will scry for the relevant card early, chump block and then be recurred with Sun Titan to establish board presence later. Bear in mind that your lifetotal essentially starts at 8 in this matchup because of Creeping Chill.
Match 2
Grixis Death Shadow
2 - 1
So Prince Charming is worse in this matchup for a similar reason Flickerwisp is bad. The gain 3 life and flicker effects just aren't good because GDS is heavy with hand disruption and removal. Try to take off your opponents red mana to play around Temur Battle Rage as soon as possible. We can chump their large bois indefinitely, it only becomes a problem when they have trample.
Side in 10
1 Ghost Quarter
4 Remorseful Cleric
1 Sorcerous Spyglass
2 Generous Gift
2 Cleansing Nova
Side out 10
1 Field of Ruin
3 Brought Back
1 Charming Prince
1 Crucible of Worlds
4 Flickerwisp
Game Two
Didn't see a ranger, sun titan, or an emeria, my removal was countered and my creatures were trampled over.
Game Three
My opponent made some misplays and tried to bluff removal after going down to 3 life for Death's Shadow. I called it and attacked with three dorks for lethal.
Match 3
5-Color Niv to Light combo
2 - 1
Game one
I lost to the copy cat combo
Side in
1 Sorcerous Spyglass
2 Generous Gift
Side out
1 Winds of Abandon
2 Wrath of God
Game two
Got there off of the backs of Sun Titan and protected myself from instant speed combo. That was difficult at times because of Teferi, Time Raveler
Game One
Basically generated card advantage and traded resources in the early turns until Sun Titan came down and emeria turned online. Thraben Inspctor, Brought Back, and Blast Zone were the mvps of this match.
Side in 3 - 5
1 Sorcerous Spyglass
2 Generous Gifts
2 Cleansing Nova (on the play)
Game Two
My opponent probably hasn't played against emeria control before and tried to go beatdown with Hexdrinker and Scavenging Ooze. I wrathed their board and unfortunately while they have initital follow up removal and planeswalkers, their draws after that were lackluster.
Match 5
Grixis Death Shadow
2 - 1
Basically the same as the aforementioned ones except I got very badly mana screwed game one. In game two my opponent probably had the win if they ult'd Liliana at six but they got greedy and were severely punished for it by a Sun Titan off the top.
@The Fluff
Could you please update the mono white list in the introduction to match this new 5 - 0 list? The old build was geared to combat hogaak which is banned now.
Yeah, I was testing with Proxys as soon as he was spoiled, it really gives a lot of room for expansion on what the deck can do early game, as well as WHAT it should do. I find myself using Scry 2 very often when I curve him on t2. Since I'm playing UW and not mono W I'm especially fond of him + Soulherder, it is actually insane the amount of pressure you can cause over a couple of blinking turns. As you mentioned, Prince + Flickerwisp also sets some amazing turns starting up by turn 3 where you can curve both on one another, blinking prince then EoT blinking Wisp to get a opponent's lands off the field for a turn, which is actually good against Tron. Same with soulherder, I like to gain CA with his blinking, but just passively disrupting our opponents permanents is stupid because of his EoT blinking.
I had a recent playtesting session with my friends, they are all very competitive players, here are the matchup split results (IMHO):
Sultai snow Midrange 50/50, Won 6 lost 6, this deck packs a big clock with delve creatures, backed by cheap removal, counters, and that stupid Assassin's trophy, meaning: If I Land Titan I win. But his assholish build packs remands, discards, Ice-fang Coatls, Dead of Winter, Tasigur, Flip jace, astrolabe, Fallen Shinobi... It's a weirdly effective strategy that I don't see many people playing with, have mad respect for his build, and even though I know his build inside out, the lines of play it offers are varied and he navigates weird situations very well
Martyr Proc: Won 70/30, This matchup is miserable to play because it takes too long and game 1 is quite hard. post-board it gets way easier.
Burn: 40/60, basically preboard I feel that It is a hand dependant matchup. If I have prince in my opener, I'm favored. If I Don't, I lose. But postboard the match is a cakewalk, just don't stumble too much
B/W Death And Taxes: This matchup is tricky, I feel that when playing blindly, it can be quite harsh to win, but since I KNEW my friend's deck, I could play accordingly and around Cat jesus and Friends, so no Matchup percentages here...
Jund: I feel this one is a 70/30 to us. They are very PW and Creature dependant, and when grinding I feel we have the upper hand. It is not easy, a early walker when not dealt with may dominate the game, but know your outs, dig for them and stall and once a single titan is out, they are fated to lose. The fact that their main source of Removal actually aids our deck is good too, Ass Trophy really does not hurt as much here as in the sultai matchup and as such, If you focus your resources on taking out: Lilliana, Scavenging Oooze and W&6, this is easily a win for titan-Emeria.
Yeah, that sounds about right. Although, I will mention that I have beaten burn before without seeing lifegain. You either have to generate a clock and hope your opponent stumbles. Or lock them out with FoR plus GQ. That said, those scenarios are very fringe and combined only amount to maybe 2% - 3% of your total match win record.
D&T is tricky to navigate and I have to agree with you. However, I believe we're favoured once you understand the play patterns. Play smart and drag them kicking and screaming into the late game were our wrath effects, sun titan, or emeria will close the door.
Edit
I think I'm going to try a small splash in the Mono White shell for D-Sphere, Teferi, and Dovin's Veto. I'll probably replace all the Flickerwisp and Brought Back. Have a total of 3 D-Sphere, 3 Teferi, and 4 Dovin's Veto across the 75.
This build has been doing well so far, I've played against stompy, ad naus, and merfolk and won each. Teferi, Time Raveler has been awesome so far. It has a lot of hidden synergy with Kami of False Hope too, not having kami killed at eot has been great.
now that Stoneforge Mystic has been unbanned. I'm thinking if we could add a small SFM package to existing versions of our deck without warping things too much. Maybe 3-4 SFM + batterskull and a sword? She could also fetch mortarpod for versions that still use it.
Though I'm rather late I want to share my idea about SFM in Emeria, specifically the version I play that splashes Black for Lingering Souls.
Here it is -
I hope that your stoneforge experience goes well! One suggestion, that I have from playing SFM that I think may seem unintuitive at first glance, is to up your land count.
This is because we want to hit land drops every turn but when playing SFM on T2 your not developing your board state with redraws. Think T2 wall T3 Flickerwisp, that'll usually draw us into the land we need to get to double spell and spiral into sun titan / emeria. With T2 SFM T3 sword / batterskull you'll need to hit that extra land naturally.
nice list Dennis. Hmm, flickerwisp has some nice synergy with batterskull. If the germ died, just blinking the batterskull with wisp automatically brings back the germ.
and now that we have additional blinkers in charming prince and those that run the soulherder - it's easier to reblink the wisp to get the germ again, or remove an opposing germ or some other token. Wisp is also a relevant weapon against whirza decks that make large construct tokens.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
what's peoples thoughts on Spreading Sea package?
should the UW version be playing Ranger-Captain of Eos or no?
just curious about peoples experiences with teh UW control variant!
Restore Balance
Gifts Ungiven
EDH:
Doran Tempo
Alesha Combo
5 color treasure Combo
4 color Astral Slide
3 Emeria, the Sky Ruin
3 Hallowed Fountain
4 Flooded Strand
6 Plains
1 Island
1 Prismatic Vista
1 Prairie Stream
1 Blast Zone
4 Field of Ruin
1 Kami of False Hope
4 Thraben Inspector
4 Wall of Omens
3 Lone Missionary
4 Ranger-Captain of Eos
3 Flickerwisp
1 Golos, Tireless Pilgrim
3 Sun Titan
2 Court Hussar
3 Detention Sphere
4 Path to Exile
1 Winds of Abandon
3 Supreme Verdict
3 Leyline of Sanctity
2 Dovin's Veto
2 Sorcerous Spyglass
2 Remorseful Cleric
2 Stony Silence
2 Celestial Purge
2 Runed Halo
1. I tried putting back in Spreading Seas once and immediately regret it. It used to be good against Jund but now with Wrenn and Six printed, seas is pretty bad. I can only see it being good against a big Tron meta.
2. Golos was medium in my utility slot, I did fetch for Emeria a couple times which felt good, but I think Cavalier of Dawn is slightly better especially with the printing of Charming Prince.
3. I am fully on the Ranger Captain train and I think people who aren't running 3-4 are losing huge percentage points in a lot of matchups. It is very versatile and has a serviceable body. The standard target is Thraben Inspector, which is basically a 3 for 1 as you get a clue to draw another card. Please do yourself a huge favor and go buy a playset.
Ranger-Captain can do so much its insane - I'm going to list a few which I've often encountered and led me to winning more games than I ever had before the printing:
a. Saccing Ranger Captain on your turn enables you to safely resolve Sun Titan and immediately returning Ranger Captain. This gets around counterspells and fades instant speed removal until your opponents turn.
b. With Emeria enabled you can bring back Ranger Cap every turn and sac it on your opponents upkeep which for creature-lite decks can be backbreaking.
c. With two Emeria and two Ranger Cap you've locked your opponent in casting non-creature spells on each upkeep.
d. You can prevent spells coming off suspend, Electrodominance, and pre-emptively stop a Cascade
e. Ranger Cap has made what I thought was a bad matchup against Soulherder/Ephemerate variants actually not so bad. You can guarantee your removal resolving by saccing Ranger Cap and then playing the removal on your turn.
f. Fetch up Kami of False hope before a lethal attack - this is huge in surviving early and then deploying a sweeper or Sun Titan the turn after to extend the game.
g. Fringe but since I play against burn a lot, it shuts down Lava Spike and Rift Bolt as outs when they have you on lethal.
4. I can't will myself to cut Court Hussar as I'm always happy to see the card in my hand for some reason. Also one of my favorite re-animate targets.
5. Utility land slot - Blast Zone vs Ghost Quarter, I'm with team Blast Zone as it's so good against Shadow, Bogles and versatile against UWx/Jund too. You can re-cur it with Sun Titan in a pinch too.
I'm kinda drinking my own kool-aid here but I'm really liking my mainboard in how effective it is in winning game 1s (besides Scapeshift). Post Eldraine I will be swapping out -3 Lone Missionary -1 Court Hussar +4 Charming Prince
I would argue that while seas is still strong on the draw against tron. The printing of W&6 makes our mana denial plan against midrange a lot worse.
I'm also firmly on the RCoE plan. Aldo, some UW players have also been talking about incorporating countermagic into the maindeck as well.
Cards like Image and maybe even Fblthp can work as 1x-ofs but not a playset (or a 3x-of), so maybe some more interactive spells can be added
(On Thin Ice/Winds of Abandon/Generous Gift).
Some off the beaten path choices:
Grand Abolisher
Anafenza Kin Tree Spirit
Knight of the White Orchid
Meddling Mage
https://www.mtggoldfish.com/deck/2296967#paper
here is the list I'm testing right now (with Charming Princes already ordered waiting for the pre-release, bought really cheap). some odd Card Choices I'm testing and that you'll probably see:
1 Summary Dismissal (Sideboard): Bottom line, I hate tron and big mana. Exile ulamog and triggers, exile all valakut triggers, exile storm triggers. Bonus: opponents face as they ALWAYS read the card when resolving +1
2 Phantasmal Image (Mainboard) : Love playing with opponents cards, copying big relevant stuff than removing them afterward, it is GREAT to return with sun titan, chaining triggers, great on the mirror (but who plays this deck anyways ahahaha).
2 Tomik : the guys at my LGS hate tron just as much as me, so they pack TONS of land removal, so TOmik is a meta call.
I'm also considering running 2 Archeomancer as they can be recursive blink targets for grinding creature matchups, but that's just inspiration from soulherder list since they run Eternal Witness to loop spells, creatures and lands. Just an Idea tho.
Archaeomancer isn't a Modern-playable card and is much worse than Eternal Witness so I'd suggest against it.
Militia Bugler (or Vesperlark/Champion of Wits) wouldn't be too bad, it hits most of your creatures (besides Titan and Wisp).
There is also Cloudkin Seer but it is probably not necessary with Hussar and Watcher/Wall in the deck.
As for Blade Splicer, I've got a couple of copies, maybe I'll try them, but still, that's a very aggressive oriented card in a deck hoping to answer with creatures a very open field of threats. While she would be great against creature matchups overall, I think it is best to focus on early disruption and late-game aggression rather than the opposite, so the threats come from big creatures like Titans, Resto Angels and maybe Avacyns (who offers protection too). I'll try them anyways!! thanks for the feedback!!
I've played two matches, against UR Phoenix and Naya Kiki Chord, won both in three. That said, the games very went long but it seemed like I was never out of action. The synergistic nature of Charming Prince and Flickerwisp is what also helped me win against the mainboard Aria of Flame.
I'm rusty with this deck since I refused to play it on mtgo with Lone Missionary after Prince Charming was spoiled. I won in three with both matches 2 - 1 but during gameplay was usually firmly ahead. The games always went really late, and the issue was I didn't consider what my opponent may have drawn as their card for turn that could kill me.
Against UR Phoenix I let myself go to 1 with a Burrenton Forge-Tender in play and didn't consider or play around Lava Dart.
Against KiKi in game one, I still thought they were just a grindy Naya Midrange deck until they went eot Restoration Angel into Kikigiki, Mirrorbreaker. I could have opted to Scry 2 with Charming Prince to dig for a Path to Exile but chose to gain 3 life instead because I was at 7 life and that would transform Restoration Angel's three turn clock into a four turn clock. The problem with that line after thinking about it is that the game would likely be decided before three turns because of my bigger board presence. Therefore scry 2 for a Path to Exile would have been optimal considering I had a Clue Token as an instant speed draw effect.
Moral of the story, always consider what is most likely to kill you when you are ahead.
Edit
Also just started playing another league, this is my 3rd or 4th one this year so hopefully it goes well. I'll update my gameplay as I go.
Update went 5 - 0
Played against, Dredge, GDS, 5 Color Niv to Light Combo, GB Rock, and a second GDS
Match 1
Dredge 2 - 0
Game One
So Charming Prince coming through again, in this matchup your looking for specific card, i.e. Ranger-Captain of Eos and exile based removal. Ranger can get Kami of False Hope to ensure you don't die to early in combat, also sacrifices himself to ensure you don't die to Conflagerate as it's sorcery speed. Basically you try to live until you get a Sun Titan down and then use it to get an Emeria, the Sky Ruin online. Charming Prince will scry for the relevant card early, chump block and then be recurred with Sun Titan to establish board presence later. Bear in mind that your lifetotal essentially starts at 8 in this matchup because of Creeping Chill.
Game Two
Basically the same thing, except I also had Burrenton Forge-Tender and Remorseful Cleric.
Match 2
Grixis Death Shadow
2 - 1
So Prince Charming is worse in this matchup for a similar reason Flickerwisp is bad. The gain 3 life and flicker effects just aren't good because GDS is heavy with hand disruption and removal. Try to take off your opponents red mana to play around Temur Battle Rage as soon as possible. We can chump their large bois indefinitely, it only becomes a problem when they have trample.
Game One
Played around opposing tbr and Stubborn Denail's with Ranger-Captain of Eos like a boss, removed their creatures and cast a Sun Titan
Side in 10
1 Ghost Quarter
4 Remorseful Cleric
1 Sorcerous Spyglass
2 Generous Gift
2 Cleansing Nova
Side out 10
1 Field of Ruin
3 Brought Back
1 Charming Prince
1 Crucible of Worlds
4 Flickerwisp
Game Two
Didn't see a ranger, sun titan, or an emeria, my removal was countered and my creatures were trampled over.
Game Three
My opponent made some misplays and tried to bluff removal after going down to 3 life for Death's Shadow. I called it and attacked with three dorks for lethal.
Match 3
5-Color Niv to Light combo
2 - 1
Game one
I lost to the copy cat combo
Side in
1 Sorcerous Spyglass
2 Generous Gift
Side out
1 Winds of Abandon
2 Wrath of God
Game two
Got there off of the backs of Sun Titan and protected myself from instant speed combo. That was difficult at times because of Teferi, Time Raveler
Game three
Long grindy and really frustrating, my opponent was annoying me with Oath of Kaya, Kaya, Orzhov Upsurper, Asheok, Dream Renderer, and Teferi, Time Raveler. I had already dealt with most of their threats including their combo, five mana wolf guy, and three Niv-Mizzet, the Reborn. Blast Zone came in clutch towrards the end and then Emeria, the Sky Ruin locked them out with Ranger-Captain of Eos. Still a super frustrating game though, I hope I never play again. Too many variables to account for, planeswalkers, combo, midrange walue stuff, and control elements.
Match 4
GB Rock
2 - 0
Game One
Basically generated card advantage and traded resources in the early turns until Sun Titan came down and emeria turned online. Thraben Inspctor, Brought Back, and Blast Zone were the mvps of this match.
Side in 3 - 5
1 Sorcerous Spyglass
2 Generous Gifts
2 Cleansing Nova (on the play)
Side out 3 - 5
1 Charming Prince
2 - 4 Flickerwisp
Game Two
My opponent probably hasn't played against emeria control before and tried to go beatdown with Hexdrinker and Scavenging Ooze. I wrathed their board and unfortunately while they have initital follow up removal and planeswalkers, their draws after that were lackluster.
Match 5
Grixis Death Shadow
2 - 1
Basically the same as the aforementioned ones except I got very badly mana screwed game one. In game two my opponent probably had the win if they ult'd Liliana at six but they got greedy and were severely punished for it by a Sun Titan off the top.
@The Fluff
Could you please update the mono white list in the introduction to match this new 5 - 0 list? The old build was geared to combat hogaak which is banned now.
I had a recent playtesting session with my friends, they are all very competitive players, here are the matchup split results (IMHO):
Sultai snow Midrange 50/50, Won 6 lost 6, this deck packs a big clock with delve creatures, backed by cheap removal, counters, and that stupid Assassin's trophy, meaning: If I Land Titan I win. But his assholish build packs remands, discards, Ice-fang Coatls, Dead of Winter, Tasigur, Flip jace, astrolabe, Fallen Shinobi... It's a weirdly effective strategy that I don't see many people playing with, have mad respect for his build, and even though I know his build inside out, the lines of play it offers are varied and he navigates weird situations very well
Martyr Proc: Won 70/30, This matchup is miserable to play because it takes too long and game 1 is quite hard. post-board it gets way easier.
Burn: 40/60, basically preboard I feel that It is a hand dependant matchup. If I have prince in my opener, I'm favored. If I Don't, I lose. But postboard the match is a cakewalk, just don't stumble too much
B/W Death And Taxes: This matchup is tricky, I feel that when playing blindly, it can be quite harsh to win, but since I KNEW my friend's deck, I could play accordingly and around Cat jesus and Friends, so no Matchup percentages here...
Jund: I feel this one is a 70/30 to us. They are very PW and Creature dependant, and when grinding I feel we have the upper hand. It is not easy, a early walker when not dealt with may dominate the game, but know your outs, dig for them and stall and once a single titan is out, they are fated to lose. The fact that their main source of Removal actually aids our deck is good too, Ass Trophy really does not hurt as much here as in the sultai matchup and as such, If you focus your resources on taking out: Lilliana, Scavenging Oooze and W&6, this is easily a win for titan-Emeria.
D&T is tricky to navigate and I have to agree with you. However, I believe we're favoured once you understand the play patterns. Play smart and drag them kicking and screaming into the late game were our wrath effects, sun titan, or emeria will close the door.
Edit
I think I'm going to try a small splash in the Mono White shell for D-Sphere, Teferi, and Dovin's Veto. I'll probably replace all the Flickerwisp and Brought Back. Have a total of 3 D-Sphere, 3 Teferi, and 4 Dovin's Veto across the 75.
Here's the list
Maindeck: 60
Creature: 20
1 Kami of False Hope
4 Thraben Inspector
4 Charming Prince
4 Wall of Omens
4 Ranger-Captain of Eos
3 Sun Titan
Instant // Sorcery: 10
4 Path to Exile
2 Winds of Abandon
2 Dovin's Veto
2 Supreme Verdict
Artifact: 1
1 Crucible of Worlds
Enchantment: 2
2 Detention Sphere
Planeswalker: 3
3 Teferi, Time Raveler
Manabase: 24
1 Blast Zone
3 Emeria, the Sky Ruin
4 Field of Ruin
4 Flooded Strand
2 Hallowed Fountain
1 Prairie Stream
1 Prismatic Vista
1 Snow-Covered Island
6 Snow-Covered Plains
1 Windswept Heath
Sideboard: 15
1 Ghost Quarter
1 Burrenton Forge-Tender
4 Remorseful Cleric
2 Stony Silence
2 Dovin's Veto
2 Damping Sphere
1 Sorcerous Spyglass
1 Detention Sphere
1 Wrath of God
This build has been doing well so far, I've played against stompy, ad naus, and merfolk and won each. Teferi, Time Raveler has been awesome so far. It has a lot of hidden synergy with Kami of False Hope too, not having kami killed at eot has been great.
Though I'm rather late I want to share my idea about SFM in Emeria, specifically the version I play that splashes Black for Lingering Souls.
Here it is -
4x Wall of Omens
4x Remorseful Cleric
3x Kitchen Finks
3x Blade Splicer
4x Flickerwisp
3x Sun Titan
Planeswalker (3)
2x Gideon of the Trials
1x Gideon Jura
Enchantment (2)
2x Banishing Light
4x Path to Exile
Sorcery (7)
4x Lingering Souls
2x Wrath of God
Land (23)
3x Emeria, the Sky Ruin
4x Marsh Flats
2x Windswept Heath
4x Godless Shrine
3x Field of Ruin
8x Plains
2x Stony Silence
3x Damping Sphere
1x Banishing Light
1x Wrath of God
4x Tidehollow Sculler
1x Kambal, Consul of Allocation
1x Trial of Ambition
1x Kaya, Orzhov Usurper
1x Sorin, Grim Nemesis
To update the deck for Stoneforge I'm going to make the following changes:
MD:
-4x Remorseful Cleric, -3x Kitchen Finks, -1x Blade Splicer, -1x Gideon Jura
+4x Charming Prince, +2x Stoneforge Mystic, +1x Sword of Fire and Ice, +1x Sword of Light and Shadow, +1x Batterskull
SB:
-2x Stony Silence, -1x Trial of Ambition, -1x Kaya, Orzhov Usurper, -1x Sorin, Grim Nemesis
+4x Remorseful Cleric, +1x Sword of Sinew and Steel
I'm still not sure about Blade Splicer in the deck and wonder if I can add something better instead though other 3-drop I looked into didn't seem better.
Here is the list:
Kitchen Finks (Sunscourge Champion), Plaguecrafter, Orzhov Pontiff/Plague Engineer, Vengeful Rebel, Sin Collector, Necrotic Sliver
Brimaz, King of Oreskos, Thalia, Heretic Cathar, Aven Mindcensor, Vesperlark, Militia Bugler.
I'm also unsure if I need to add more artifact/enchantment removal besides the 3x Banishing Light in the 75, especially after taking out Stony Silence.
Maybe some number of Disenchant/Fragmentize or Generous Gift/Anguished Unmaking is worth adding.
The new list going to look like this:
4x Wall of Omens
4x Charming Prince
2x Stoneforge Mystic
2x Blade Splicer
4x Flickerwisp
3x Sun Titan
Artifact (3)
1x Sword of Light and Shadow
1x Sword of Fire and Ice
1x Batterskull
Planeswalker (2)
2x Gideon of the Trials
2x Banishing Light
Instant (4)
4x Path to Exile
Sorcery (7)
4x Lingering Souls
2x Wrath of God
Land (23)
3x Emeria, the Sky Ruin
4x Marsh Flats
2x Windswept Heath
4x Godless Shrine
3x Field of Ruin
8x Plains
4x Remorseful Cleric
4x Tidehollow Sculler
1x Kambal, Consul of Allocation
3x Damping Sphere
1x Sword of Sinew and Steel
1x Banishing Light
1x Wrath of God
This is because we want to hit land drops every turn but when playing SFM on T2 your not developing your board state with redraws. Think T2 wall T3 Flickerwisp, that'll usually draw us into the land we need to get to double spell and spiral into sun titan / emeria. With T2 SFM T3 sword / batterskull you'll need to hit that extra land naturally.
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread