It's a 2-for-1 that's a method of uncounterably putting either a Knight or a Retreat into play. It costs some mana, but with dorks getting to 5 mana doesn't seem difficult, and especially so with retreat+dorks, or knight as pseudo-ramp.
Anyone tried it? It's more mana efficient than wargate, potentially, but obviously not as precise, but also synergizes pretty well with Courser of Kruphix (providing a shuffle effect and a way to take advantage of knowledge of your top card).
Because it's a cast trigger it's not vulnerable to stuff that is normally a problem for us, like tempo counterspells and such. Having your Chord remanded feels pretty poor, but this guy does not want to interact--he just wants to spit out free cards.
I actually had a similar thought--but, it still isn't reliable, and it certainly isn't efficient. While it can get either piece, you need a lot of mana to search anything but the top cards three cards. That having been said, I haven't tried it, but, I have my doubts.
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I think that collected company is slow, clunky and ultimately just not worth the slot.
Sure it can be insane, there are times when it hits a knight at instant speed or a pair of smiters and steals a game.
The problem is, unlike other coco decks, hitting a 1-cmc dork for us does almost nothing, we have no sac outlet, no way to capitalize on the mana and aside from township no way to convert them to any real pressure. We only have like ~20 actual 'hits' with company which only gives us a ~65% chance of getting two 'hits' and a ~90% chance of hitting one (sure 90% is a lot but 10% of the time your 4-cmc spell literally does nothing), I think I'd just rather an actual dude at that point.
Coco is fine, it wins games but I dont think it belongs in our best 75, it's too inconsistent and its payoff isnt even really that great.
"Coco is fine, it wins games...Its payoff isn't even really that great"
I think we have different opinions on the value of winning the game.
Actually play the deck. It feels incredible, and the high level of fetch land thinning helps with the 25 creature count interaction with collected company a lot. keep in mind the math isn't absolute, it's a formula that accepts variables that change as the game goes on. The more you use your land base, the more that company gets better. The point being, it is consistent enough and game wining, absolutely needs to be in the deck.
I understand that some people will never be satisfied with a card that has a statistical chance of ******* you over once in a blue moon, but the fact of the matter is that an overwhelming majority of the time it's going to range from good to insane. Hell, the deck doesn't even need this card to win, but when it does come down it's putting the game well out of reach of your opponent. You aren't hinging your fate on probability every time you cast it because you can easily just win on beats alone.
Long story short, play the damn deck before you start talking about it like you understand it's intricacies. There's nothing else that can go in it's slot that is as impactful, it's as simple as that.
I should clarify, as I came off as harshly dismissive. You all can play whatever deck you would like, and the combo has potential and interesting pros in the lists presented here, but simply because you would rather play those lists does not mean that the strategies and cards that led to the zoo/bant builds are ineffective. That ESPECIALLY holds true if you make assumptions based on those cards and their surface level interactions without any testing. All that amounts to is an educated guess at best.
I think that the next card that can bring this archtype to the next level is Bring to Light. It's a tricky card to make good, you need a deck that can generate 5 mana by turn 3-4 at least or it's too slow. You need a deck that can also generate 3-5 colors as part of that 5 mana, or it's not good enough. Those are a couple hard conditions to fill, but Knightfall seems to fill them pretty fantastically. It's incredibly powerful to cast BTL on turn 3 or 4 for Convergence 4 and realize that you could literally cast ANY modern-legal Creature/Sorcery/Instant, so long as you have 1 of them in your deck. It's epic game 1, and can literally grab nearly every card in the aggro deck, including coco, but also including spells like Living End or Restore Balance or Wheel of Fate if you put in a singleton.
But I think the biggest strength by far is game 2 and 3. Playing BTL as a 3-of allows you to play a "silver bullet" sideboard, where you only need to side in 1 copy of say, Crumble to Dust against Tron, and you basically have 4. Run a singleton of Eternal Witness and you can grab it back too. Rather than having a sideboard with multiple copies so you might draw them, we can play a sideboard with 15 unique "silver bullet" cards, like Kor Firewalker or Magus of the moon or Melira, Sylvok Outcast and then BTL basically makes it so you have 4 potential copies in your deck.
Here's my new list, and below is a match write-up of 4 games i played online with it.
Match 1: R/G Tron
Basically a mirror match, except I don't get hosed by Magus of the Moon or Crumble to Dust like he does. Game 1 I had the play, he assembled tron by turn 3 but I had KoTR+Coralhelm in my hand and ramped into the combo on turn 3. Game 2 -1 Serum Visions -1 Karn Liberated +1 Crumble to Dust +1 Magus of the Moon. I kept a hand with Bring to Light, 2 fetches, and a utopia sprawl (and some other stuff that I can't remember). He got to Tron turn 3 again, but had to tap out for it with expedition and whatnot. Meanwhile, by my turn 3 I had fetched a Temple Garden, a Breeding Pool, and played a Utopia sprawl. I topdecked a forest, played it, then cast Bring to Light for Crumble to Dust on his Urza's Tower and he scooped.
Match 2: Infect
One of the decks I really wanted to see with BTL, not sure if it's fast enough. Still not sure because we can only use it as early as turn 3, and infect can turn 2 pretty consistently. Game 1 I was setting up ramp and got BTFO by a turn 2 kill. Game 2 I boarded in Melira, Spellskite, Dismember, and Clique. Drew another hand with BTL and ramp and managed to land a turn 3 BTL>Melira while at 9 poison counters. From there the board was definitely way more stable and I combo'd out via Tooth and Nail. Game 3 was another close one. I kept a hand with Spellskite and Clique, used those 2 to slow him down long enough to land another Melira and after that it was GG in a turn or 2 Via Kessig Wolf Run beats and tons of mana.
Match 3: Merfolk
Another deck i really wanted to play. Game 1 i couldnt handle the aggro, but Game 2 I boarded in Anger of the Gods, Merfolk Assassin, and Supreme Verdict. Landed a turn 3 BTL>Verdict, which killed an elf of mine but i had a satyr in hand. Eventually got there by KoTR beats and Garruk's tokens. Match 3 I had the coolest play ever. Real grindy, I landed a Merfolk Assassin which kept things stable enough until I had potential 5 colors of mana, and 8 available mana with a retreat in play, and Kotr in hand, and 3 life with several merfolk staring down at me and Bring to Light. I cast Knight of the Reliquary, then used BTL for Converge 5, grabbed Xenagos, God of Revels and used his effect to give KoTR haste and combo out during combat step.
Match 4: Jund
Not much to say, got wrecked. Discard ****ed my day up and so did burn spells to my dorks. Added Aegis of the Gods to the sideboard after this match to protect from discard, although he's also burnable so i'd love some suggestions. I landed a Magus of the Moon but he just bolted it. Thinking of adding in a Blood Moon to the sideboard, then using BTL> Diabolic Tutor > Blood Moon
All in all, 3-1 and pretty happy with it, looking forward to improving the deck, I think this has some serious potential.
Edit: Also, not sure if it works this way or not, but Bring To Light never specifies when you cast the exiled card for free. I could be wrong, and haven't tested it like this yet, but couldn't you just grab a Cryptic Command and exile it, then just sit with it until you need it? Or something like that?
I think that the next card that can bring this archtype to the next level is Bring to Light. It's a tricky card to make good, you need a deck that can generate 5 mana by turn 3-4 at least or it's too slow. You need a deck that can also generate 3-5 colors as part of that 5 mana, or it's not good enough. Those are a couple hard conditions to fill, but Knightfall seems to fill them pretty fantastically. It's incredibly powerful to cast BTL on turn 3 or 4 for Convergence 4 and realize that you could literally cast ANY modern-legal Creature/Sorcery/Instant, so long as you have 1 of them in your deck. It's epic game 1, and can literally grab nearly every card in the aggro deck, including coco, but also including spells like Living End or Restore Balance or Wheel of Fate if you put in a singleton.
But I think the biggest strength by far is game 2 and 3. Playing BTL as a 3-of allows you to play a "silver bullet" sideboard, where you only need to side in 1 copy of say, Crumble to Dust against Tron, and you basically have 4. Run a singleton of Eternal Witness and you can grab it back too. Rather than having a sideboard with multiple copies so you might draw them, we can play a sideboard with 15 unique "silver bullet" cards, like Kor Firewalker or Magus of the moon or Melira, Sylvok Outcast and then BTL basically makes it so you have 4 potential copies in your deck.
Here's my new list, and below is a match write-up of 4 games i played online with it.
Match 1: R/G Tron
Basically a mirror match, except I don't get hosed by Magus of the Moon or Crumble to Dust like he does. Game 1 I had the play, he assembled tron by turn 3 but I had KoTR+Coralhelm in my hand and ramped into the combo on turn 3. Game 2 -1 Serum Visions -1 Karn Liberated +1 Crumble to Dust +1 Magus of the Moon. I kept a hand with Bring to Light, 2 fetches, and a utopia sprawl (and some other stuff that I can't remember). He got to Tron turn 3 again, but had to tap out for it with expedition and whatnot. Meanwhile, by my turn 3 I had fetched a Temple Garden, a Breeding Pool, and played a Utopia sprawl. I topdecked a forest, played it, then cast Bring to Light for Crumble to Dust on his Urza's Tower and he scooped.
Match 2: Infect
One of the decks I really wanted to see with BTL, not sure if it's fast enough. Still not sure because we can only use it as early as turn 3, and infect can turn 2 pretty consistently. Game 1 I was setting up ramp and got BTFO by a turn 2 kill. Game 2 I boarded in Melira, Spellskite, Dismember, and Clique. Drew another hand with BTL and ramp and managed to land a turn 3 BTL>Melira while at 9 poison counters. From there the board was definitely way more stable and I combo'd out via Tooth and Nail. Game 3 was another close one. I kept a hand with Spellskite and Clique, used those 2 to slow him down long enough to land another Melira and after that it was GG in a turn or 2 Via Kessig Wolf Run beats and tons of mana.
Match 3: Merfolk
Another deck i really wanted to play. Game 1 i couldnt handle the aggro, but Game 2 I boarded in Anger of the Gods, Merfolk Assassin, and Supreme Verdict. Landed a turn 3 BTL>Verdict, which killed an elf of mine but i had a satyr in hand. Eventually got there by KoTR beats and Garruk's tokens. Match 3 I had the coolest play ever. Real grindy, I landed a Merfolk Assassin which kept things stable enough until I had potential 5 colors of mana, and 8 available mana with a retreat in play, and Kotr in hand, and 3 life with several merfolk staring down at me and Bring to Light. I cast Knight of the Reliquary, then used BTL for Converge 5, grabbed Xenagos, God of Revels and used his effect to give KoTR haste and combo out during combat step.
Match 4: Jund
Not much to say, got wrecked. Discard ****ed my day up and so did burn spells to my dorks. Added Aegis of the Gods to the sideboard after this match to protect from discard, although he's also burnable so i'd love some suggestions. I landed a Magus of the Moon but he just bolted it. Thinking of adding in a Blood Moon to the sideboard, then using BTL> Diabolic Tutor > Blood Moon
All in all, 3-1 and pretty happy with it, looking forward to improving the deck, I think this has some serious potential.
I feel like your list is trying to do at least one thing too many. It seems like knight/retreat are an odd fit, in that BTL only gets 1/2 the combo. You'd probably be better off focusing on Tooth and Nail and the BTL toolbox rather than adding in an anti-synergistic combo. Moreover, your results suggest that your success suggests that combo didn't really add anything.
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Kotr+Retreat is far from anti-synergistic. Both pull quadruple duty in the deck. Retreat is dig, tapdown, combo piece, and mana ramp. Knight is a reliable beater, a mana fixer/ramper, a combo piece, and a utility land grabber. My deck can generate 12 mana turn 3, and Knight can grab a Kessig Wolf Run and turn that mana into damage + trample.
And those results I posted were just some, I win with Knight+Retreat all the time.
So thoughts on this deck, it is different than some of the decks floating around on here but we have some lists that are close. Going with no paths in the 75 seems... bold but it is a very pure take on the deck.
So thoughts on this deck, it is different than some of the decks floating around on here but we have some lists that are close. Going with no paths in the 75 seems... bold but it is a very pure take on the deck.
Now THIS is the deck I would be playing if I wasn't on the zoo build. Very closely follows the philosophy of the bant company deck I was brewing before coralhelm was spoiled, though I think it lives and dies on using dorks to get ahead on mana a little bit which is bad in a format that's bolting the birds every time. I'm going to test it out and see what it's like.
And also yeah, no paths is almost assuredly a mistake but I wonder where to put them.
This is the more zoo than anything, but it is still the zoo variant. This is also the most obvious form of the deck until the meta shifts or some more cards get printed to push Bant a little. I think we'll be seeing a lot more Zoo/Retreat soon enough.
In my opinion there are two general directions one can go with this deck:
a)A more twinlike approach with countermagic to protect the combo, cantrips and a low creature count.
b)A more zoolike approach with just a few spells and using the combo as an alternative wincon to the creatures. In this list I would recomend playing Co-Co, just because is the best way to grind out midrange decks (Grixis, jund/junk) by "two-for-oneing" them. There is obviusly some variance with the card but there is allways variance with MTG and it will work often enough to be worth playing. Obviusly this requires a pretty high creature count and is a more restrictive aproach when building your deck.
I honestly think that right now is a matter of personal taste untill one of the two options is proven to be more efective than the other. Personally I enjoy playing creatures so I would go for the B option, but that is just me.
One thing is pretty obvius though: If most decks with a high creature count are playing Co-Co and doing well with it, we can infer that the risk of the card is worth the reward.
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-Currently playing:
Modern Project AnafenzaBGW
Modern KnightfallGRUW
Recently bought 4x tarmogoyf. Considering what to play next.
-Proud Selesnyan Guildmage and Dromoka's Follower.
Played in a 40-player, 6 round event today, finishing 4-1-1 to top 8 with a last round ID. Played against Scapeshift (win), Affinity (loss), Affinity (win), GR tron (win), Jund (win). Lost in top 8 to Esper Teachings.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Round 1 vs Tarmotwin
Game 1 had me path two goyfs and allowed geist + double exalted to get in there for the two turn clock.
Game 2 was nasty, had a board with a hierarch + retreat + fetch to make enough mana to cast chord through spell pierce.
2-0
Round 2 vs UB Mill
Game 1 beats got there
Game 2 mediocre curve -> got milled.
Game 3 beats got there
2-1
Round 3 vs RG Tron
Game 1 T3 combo, sorry
Game 2 he got the perfect curve, couldn't even call my mom to say goodbye and that I loved her
Game 3 was close, abrupt decay on oblivion stone was king here. Chording for fulm would have allowed me to cripple him earlier.
2-1
Round 4 vs Abzan Company
Game 1 T3 combo, sorry
Game 2 he was more efficient and got there
Game 3 I was more efficient and got there
2-1
I was exhausted, I'm sure we both made tons of misplays in the last match-ups, I feel like the combo bailed me out of two very difficult match-ups, which is nice as that's the reason I play this deck. Oops, I win. Arguably very lucky though, seeing as I cut a retreat to make room for abrupt decay.
Today, I did some thinking and noticed I need to switch some of the fetches around if I want to optimize my ability to have BG or WG available T2. Right now a breeding pool in play + a Misty Rainforest in hand leaves me unable to pull the Godless shrine I need.
T1 we want to cast either a dork or a path.
T2 without a dork we want to have WG or BG available, with a dork we have no colour problems, ever, so none of this matters.
T3 we want to have U available so we can cast retreat or geist.
T4 extra W for 3drop + path
T5 extra BG for 3drop + path
Priorities for me are hitting the T1 dork and, in case of no dork, hitting the T2 flexibility of creature or decay. This makes me want to drop a Hallowed Fountain and a Plains for a Forest and a Breeding Pool. They are never the lands we want to see T1 and never the land we want to fetch T2, the only time we need blue is either for Retreat to Coralhelm(2U) or Geist of Saint Traft (1WU) in which hallowed fountain is no better than any other blue land. (Even Meddling Mage out of the sideboard is WU)
Additionally this makes the question of which fetch to run easier, as this turns both Windswept Heath and Verdant Catacombs into fetches that fetch respectively 10/10 and 9/10 of our fetchables. The 9th fetch would be Marsh Flats, optimizing our T2 mana requirement by being able to fetch everything but Breeding Pool.
Other cards of interest that are still up for debate: Courser of Kruphix instead of Scavenging Ooze here but I'm scared this leaves me weak to snapcaster shenanigans and makes the curve too heavy. Fulminator Mage and others in the sideboard. I play chord so I can play silver bullets in the sideboard, yay!
Reading that deck tech made me really want to finally switch over to kessig so I have an excuse to maindeck Magus of the Moon
So thoughts on this deck, it is different than some of the decks floating around on here but we have some lists that are close. Going with no paths in the 75 seems... bold but it is a very pure take on the deck.
Crap, the fiend hunter with chord is a pretty good idea. The list is a bit weird. I'm still wrapping my head around wanting both chord and company--but, then again, his list is doing something kinda different than the lists I've seen discussed here.
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Toon, I really like where that deck is going. Splashing abrupt decay really shores up the Twin matchup (and many other combos). It doesn't look like it weakens you too much.
Can't say I am a fan of the red splash but I can see the reasons.
So i've played the deck a bit more than when i last posted here and the list i've had better results with is actually the little kid one. My landfall list with vinelasher kudzu lost so hard to midrange/decks with loads of removal/liliana of the veil that i don't want to ever play it again, even if it had swift turn 4 kills when undisrupted.
So I'm back with wilt-leaf liege but with borrowed tech from complex pants (commune with the gods) and also geist, which is great with liege since both the geist and angel tokens get pumped. Playing liege means the return of voice, which i missed a lot when playing vs anything but combo.
I'm not into Collected Company for this deck. Maybe it is just preference but i believe we can't play an optimal amount of relevant creature because of retreat to coralhelm. 26ish creatures isn't even enough, and i think the correct way to evaluate CoCo is not counting the dorks because by the time we cast CoCo we don't want to hit any of those, which leaves us to 20ish good targets. I think the list posted in the link above with no paths and maxed out hatebears is a good starting point for CoCo lists.
Hopefully this new version can fight midrange and aggro decks better than my previous landfall versions(which still got me ok results):
Red splash doesn't seem to be an issue. Taking out the hallowed fountain really improves so many starting hands. That being said, I'm still not set on either gavony or kessig. Kessig just feels better, burstier. Only downside for me is splashing a red land that might make opening hands slightly more awkward. Having said all that, 7 dorks 9 fetches makes mana so smooth.
Ace--I like it except the DSpheres. This deck doesn't really need sorcery speed removal in my opinion. You've got to interact to stop combos primarily. I realize you can commune for them and what not, but they're still not what you want to be doing I don't think.
@Ace: u considered Goyf? If i recall well you said you did. But Commune with the gods is such a bad ass enabler with it, that I'd be inclined to re-consider
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MODERN Blue Lantern, UBx Tezzerator. OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
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I actually had a similar thought--but, it still isn't reliable, and it certainly isn't efficient. While it can get either piece, you need a lot of mana to search anything but the top cards three cards. That having been said, I haven't tried it, but, I have my doubts.
"Coco is fine, it wins games...Its payoff isn't even really that great"
I think we have different opinions on the value of winning the game.
Actually play the deck. It feels incredible, and the high level of fetch land thinning helps with the 25 creature count interaction with collected company a lot. keep in mind the math isn't absolute, it's a formula that accepts variables that change as the game goes on. The more you use your land base, the more that company gets better. The point being, it is consistent enough and game wining, absolutely needs to be in the deck.
I understand that some people will never be satisfied with a card that has a statistical chance of ******* you over once in a blue moon, but the fact of the matter is that an overwhelming majority of the time it's going to range from good to insane. Hell, the deck doesn't even need this card to win, but when it does come down it's putting the game well out of reach of your opponent. You aren't hinging your fate on probability every time you cast it because you can easily just win on beats alone.
Long story short, play the damn deck before you start talking about it like you understand it's intricacies. There's nothing else that can go in it's slot that is as impactful, it's as simple as that.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
Neither does mine, or anyone else actually playing the deck who posts here.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
But I think the biggest strength by far is game 2 and 3. Playing BTL as a 3-of allows you to play a "silver bullet" sideboard, where you only need to side in 1 copy of say, Crumble to Dust against Tron, and you basically have 4. Run a singleton of Eternal Witness and you can grab it back too. Rather than having a sideboard with multiple copies so you might draw them, we can play a sideboard with 15 unique "silver bullet" cards, like Kor Firewalker or Magus of the moon or Melira, Sylvok Outcast and then BTL basically makes it so you have 4 potential copies in your deck.
Here's my new list, and below is a match write-up of 4 games i played online with it.
3 Voyaging Satyr
4 Utopia Sprawl
3 Fertile Ground
2 Garruk, Wildspeaker
2 Kiora, Master of the depths
2 Karn Liberated
4 Tooth and Nail
1 Emrakul, the aeons torn
1 Xenagos, god of revels
3x Retreat to Coralhelm
3x Knight of the Reliquary
3 Bring to Light
1 Harmonize
1 Eternal Witness
1 Serum Visions
1 Abrupt Decay
1 Vendilion Clique
8 Forest
1 temple garden
1 stomping ground
1 Sejiri Steppe
1 Kessig Wolf Run
4x Windswept Heath
3x Wooded Foothills
1 Supreme Verdict
1 Kor Firewalker
1 Reclamation Sage
1 Magus of the Moon
1 Crumble to Dust
1 Linvala, Keeper of Silence
1 Dismember
1 Fulminator Mage
1 Spellskite
1 Volcanic Fallout
1 Aegis of the Gods
1 Eternal Witness
1 primal command
1 creeping corrosion
1 Merfolk Assassin
Match 1: R/G Tron
Basically a mirror match, except I don't get hosed by Magus of the Moon or Crumble to Dust like he does. Game 1 I had the play, he assembled tron by turn 3 but I had KoTR+Coralhelm in my hand and ramped into the combo on turn 3. Game 2 -1 Serum Visions -1 Karn Liberated +1 Crumble to Dust +1 Magus of the Moon. I kept a hand with Bring to Light, 2 fetches, and a utopia sprawl (and some other stuff that I can't remember). He got to Tron turn 3 again, but had to tap out for it with expedition and whatnot. Meanwhile, by my turn 3 I had fetched a Temple Garden, a Breeding Pool, and played a Utopia sprawl. I topdecked a forest, played it, then cast Bring to Light for Crumble to Dust on his Urza's Tower and he scooped.
Match 2: Infect
One of the decks I really wanted to see with BTL, not sure if it's fast enough. Still not sure because we can only use it as early as turn 3, and infect can turn 2 pretty consistently. Game 1 I was setting up ramp and got BTFO by a turn 2 kill. Game 2 I boarded in Melira, Spellskite, Dismember, and Clique. Drew another hand with BTL and ramp and managed to land a turn 3 BTL>Melira while at 9 poison counters. From there the board was definitely way more stable and I combo'd out via Tooth and Nail. Game 3 was another close one. I kept a hand with Spellskite and Clique, used those 2 to slow him down long enough to land another Melira and after that it was GG in a turn or 2 Via Kessig Wolf Run beats and tons of mana.
Match 3: Merfolk
Another deck i really wanted to play. Game 1 i couldnt handle the aggro, but Game 2 I boarded in Anger of the Gods, Merfolk Assassin, and Supreme Verdict. Landed a turn 3 BTL>Verdict, which killed an elf of mine but i had a satyr in hand. Eventually got there by KoTR beats and Garruk's tokens. Match 3 I had the coolest play ever. Real grindy, I landed a Merfolk Assassin which kept things stable enough until I had potential 5 colors of mana, and 8 available mana with a retreat in play, and Kotr in hand, and 3 life with several merfolk staring down at me and Bring to Light. I cast Knight of the Reliquary, then used BTL for Converge 5, grabbed Xenagos, God of Revels and used his effect to give KoTR haste and combo out during combat step.
Match 4: Jund
Not much to say, got wrecked. Discard ****ed my day up and so did burn spells to my dorks. Added Aegis of the Gods to the sideboard after this match to protect from discard, although he's also burnable so i'd love some suggestions. I landed a Magus of the Moon but he just bolted it. Thinking of adding in a Blood Moon to the sideboard, then using BTL> Diabolic Tutor > Blood Moon
All in all, 3-1 and pretty happy with it, looking forward to improving the deck, I think this has some serious potential.
Edit: Also, not sure if it works this way or not, but Bring To Light never specifies when you cast the exiled card for free. I could be wrong, and haven't tested it like this yet, but couldn't you just grab a Cryptic Command and exile it, then just sit with it until you need it? Or something like that?
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
I feel like your list is trying to do at least one thing too many. It seems like knight/retreat are an odd fit, in that BTL only gets 1/2 the combo. You'd probably be better off focusing on Tooth and Nail and the BTL toolbox rather than adding in an anti-synergistic combo. Moreover, your results suggest that your success suggests that combo didn't really add anything.
And those results I posted were just some, I win with Knight+Retreat all the time.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
So thoughts on this deck, it is different than some of the decks floating around on here but we have some lists that are close. Going with no paths in the 75 seems... bold but it is a very pure take on the deck.
Now THIS is the deck I would be playing if I wasn't on the zoo build. Very closely follows the philosophy of the bant company deck I was brewing before coralhelm was spoiled, though I think it lives and dies on using dorks to get ahead on mana a little bit which is bad in a format that's bolting the birds every time. I'm going to test it out and see what it's like.
And also yeah, no paths is almost assuredly a mistake but I wonder where to put them.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
4 Wooded Foothills
4 Arid Mesa
2 Stomping Ground
1 Sacred Foundry
1 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
1 Forest
1 Plains
1 Horizon Canopy
1 Kessig Wolf Run
4 Noble Hierarch
2 Birds of Paradise
4 Tarmogoyf
3 Qasali Pridemage
1 Scavenging Ooze
4 Knight of the Reliquary
4 Geist of Saint Traft
4 Lightning Bolt
4 Path to Exile
2 Retreat to Coralhelm
2 Elspeth, Knight-Errant
1 Qasali Pridemage
3 Grim Lavamancer
2 Kor Firewalker
2 Thalia, Guardian of Thraben
2 Fracturing Gust
2 Negate
2 Unified Will
1 Ancient Grudge
| Ad Nauseam
| Infect
Big Johnny.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
a)A more twinlike approach with countermagic to protect the combo, cantrips and a low creature count.
b)A more zoolike approach with just a few spells and using the combo as an alternative wincon to the creatures. In this list I would recomend playing Co-Co, just because is the best way to grind out midrange decks (Grixis, jund/junk) by "two-for-oneing" them. There is obviusly some variance with the card but there is allways variance with MTG and it will work often enough to be worth playing. Obviusly this requires a pretty high creature count and is a more restrictive aproach when building your deck.
I honestly think that right now is a matter of personal taste untill one of the two options is proven to be more efective than the other. Personally I enjoy playing creatures so I would go for the B option, but that is just me.
One thing is pretty obvius though: If most decks with a high creature count are playing Co-Co and doing well with it, we can infer that the risk of the card is worth the reward.
Modern Project AnafenzaBGW
Modern KnightfallGRUW
Recently bought 4x tarmogoyf. Considering what to play next.
-Proud Selesnyan Guildmage and Dromoka's Follower.
-Level 1 Judge
KnightfallGWUR
Azorius Control UW
Burn RBG
Round 1 vs Tarmotwin
Game 1 had me path two goyfs and allowed geist + double exalted to get in there for the two turn clock.
Game 2 was nasty, had a board with a hierarch + retreat + fetch to make enough mana to cast chord through spell pierce.
2-0
Round 2 vs UB Mill
Game 1 beats got there
Game 2 mediocre curve -> got milled.
Game 3 beats got there
2-1
Round 3 vs RG Tron
Game 1 T3 combo, sorry
Game 2 he got the perfect curve, couldn't even call my mom to say goodbye and that I loved her
Game 3 was close, abrupt decay on oblivion stone was king here. Chording for fulm would have allowed me to cripple him earlier.
2-1
Round 4 vs Abzan Company
Game 1 T3 combo, sorry
Game 2 he was more efficient and got there
Game 3 I was more efficient and got there
2-1
I was exhausted, I'm sure we both made tons of misplays in the last match-ups, I feel like the combo bailed me out of two very difficult match-ups, which is nice as that's the reason I play this deck. Oops, I win. Arguably very lucky though, seeing as I cut a retreat to make room for abrupt decay.
Today, I did some thinking and noticed I need to switch some of the fetches around if I want to optimize my ability to have BG or WG available T2. Right now a breeding pool in play + a Misty Rainforest in hand leaves me unable to pull the Godless shrine I need.
T1 we want to cast either a dork or a path.
T2 without a dork we want to have WG or BG available, with a dork we have no colour problems, ever, so none of this matters.
T3 we want to have U available so we can cast retreat or geist.
T4 extra W for 3drop + path
T5 extra BG for 3drop + path
Priorities for me are hitting the T1 dork and, in case of no dork, hitting the T2 flexibility of creature or decay. This makes me want to drop a Hallowed Fountain and a Plains for a Forest and a Breeding Pool. They are never the lands we want to see T1 and never the land we want to fetch T2, the only time we need blue is either for Retreat to Coralhelm(2U) or Geist of Saint Traft (1WU) in which hallowed fountain is no better than any other blue land. (Even Meddling Mage out of the sideboard is WU)
Additionally this makes the question of which fetch to run easier, as this turns both Windswept Heath and Verdant Catacombs into fetches that fetch respectively 10/10 and 9/10 of our fetchables. The 9th fetch would be Marsh Flats, optimizing our T2 mana requirement by being able to fetch everything but Breeding Pool.
Other cards of interest that are still up for debate:
Courser of Kruphix instead of Scavenging Ooze here but I'm scared this leaves me weak to snapcaster shenanigans and makes the curve too heavy.
Fulminator Mage and others in the sideboard. I play chord so I can play silver bullets in the sideboard, yay!
Reading that deck tech made me really want to finally switch over to kessig so I have an excuse to maindeck Magus of the Moon
4 Windswept Heath
4 Verdant Catacombs
2 Marsh Flats
2 Temple Garden
1 Stomping Ground
1 Breeding Pool
1 Overgrown Tomb
1 Godless Shrine
2 Forest
1 Plains
1 Island
1 Ghost Quarter
1 Kessig Wolf Run
4 Noble Hierarch
3 Birds of Paradise
3 Voice of Resurgence
2 Qasali Pridemage
4 Knight of the Reliquary
3 Geist of Saint Traft
3 Loxodon Smiter
1 Eternal Witness
1 Fiend Hunter
1 Magus of the Moon
Support (13)
3 Abrupt Decay
3 Chord of Calling
3 Path to Exile
4 Retreat to Coralhelm
3x Rhox War Monk
3x Aven Mindcensor
2x Burrenton Forge-tender
2x Spellskite
1x Kataki, War's Wage
2x Meddling Mage
1x Magus of the Moon
1x Vendilion Clique
Crap, the fiend hunter with chord is a pretty good idea. The list is a bit weird. I'm still wrapping my head around wanting both chord and company--but, then again, his list is doing something kinda different than the lists I've seen discussed here.
Can't say I am a fan of the red splash but I can see the reasons.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
So I'm back with wilt-leaf liege but with borrowed tech from complex pants (commune with the gods) and also geist, which is great with liege since both the geist and angel tokens get pumped. Playing liege means the return of voice, which i missed a lot when playing vs anything but combo.
I'm not into Collected Company for this deck. Maybe it is just preference but i believe we can't play an optimal amount of relevant creature because of retreat to coralhelm. 26ish creatures isn't even enough, and i think the correct way to evaluate CoCo is not counting the dorks because by the time we cast CoCo we don't want to hit any of those, which leaves us to 20ish good targets. I think the list posted in the link above with no paths and maxed out hatebears is a good starting point for CoCo lists.
Hopefully this new version can fight midrange and aggro decks better than my previous landfall versions(which still got me ok results):
4 noble hierarch
2 birds of paradise
4 qasali pridemage
4 voice of resurgence
4 knight of the reliquary
2 geist of saint traft
4 wilt-leaf liege
instants 4
4 path to exile
sorceries 4
4 commune with the gods
enchantments 6
4 retreat to coralhelm
2 detention sphere
4 windswept heath
4 flooded strand
2 breeding pool
2 hallowed fountain
1 temple garden
3 forest
2 plains
2 ghost quarter
1 gavony township
1 sejiri steppe
2 kitchen finks
2 aven mindcensor
2 scavenging ooze
2 dryad militant
2 seal of primordium
2 stony silence
3 dispel
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.