I just utterly annihilated grixis control. They happened to be maindecking a damnation, and got me one game, but the next two games were just roflstompings. voice of resurgence and geist are not something they deal well with. I didn't even really get to do coralhelm shenanigans, just bant aggro
I got into a playset of foil knights for my previous deck about a month ago. Glad I got in under the hype train. While I can respect Mangara of Corondor being a potential multi-vindicate, I can't see this being decent if you aren't EoTing this off of a Collected Company. Hardcasting this at any point in the game and having it eat a bolt before you can do something with it is SAD. It makes me cry. Just thinking about it. Man. Ohhhhh man it hurts to think about.
Molten Vortex/Life from the Loam gives great reach and board control; it doesn't win on the spot, but fits very naturally into the deck. It also gives you a heavy LD gameplan recurring Ghost Quarter if the opponent is right and you either find the Ghost Quarter or get a Knight to stick.
I am using the new dual lands for several reasons. One, I think this is how our future manabases are going to get made; mine might not be exactly right, but I think the new duals are going to get used. Another reason is presuming I have 2 basics in play, my 5 Mountain/(Plains or Forest) can generate R to be used with land already in hand for Vortex activations when comboing off.
Skarrg, the Rage Pits over the other options discussed might be wrong. I like that Skarrg is useable in other situations for less mana. I'm almost always mana starved, but two mana to make my Goyfs trample and bigger than opposing Goys is nice.
For man-lands, I prefer Treetop Village because of its light activation cost and I don't really care if it gets killed typically because it can be recurred. I might talk myself in Stirring Wildwood; Raging Ravine is a lot of mana but I can see the case for it also.
My durdle-package might have too many cards devoted to it between Commune with the Gods / Magmatic Insight / Serum Visions. Magmatic Insight is amazing but I don't like seeing a bunch of them in my opening hand. Serum Visions is the best general selection spell in the format and Commune sees a lot of cards that might be one of either combo package. I haven't found this mix to be too slow, but it needs testing. The goal is to see enough cards to have a strong gameplan each game without knowing exactly which gameplan will apply at the start.
I'd think about those other utility lands, they have been clutch for me. Your list also looks similar to what I was doing Friday night, and I didnt feel I had much going on other than Plan A (find the combo) and I couldnt stall my way into it very often because again, its just 2 cards to find but let us know how it goes. :]
I have been running Smiters instead but that was due to keeping remand causing me to not want to cast Geist, now that they are out Ill put him back in and see.
EDIT: Shaping up I think, my core selections after a few days of play and all your helpful suggestions.
The flex slots I keep changing up, from Finks, to other Mana Dorks, instants (counters, combat tricks, whatever) but I'm pretty happy with how it's working out. Rogue's Passage really seems to be catching people. I know the Fleecemane isnt seen as top flight stuff, but I'm willing to sacrifice one card to my inner Timmy, and its not been a dead draw all weekend. :]
Hi, have you been playtesting this deck any?
I play Maverick in Legacy as Knight of the Reliquary is one of my favorite creatures of all time, and I might start building towards something like this for modern.
I was playing around with your list as the base, but changed some numbers and cards around. What do you think about something like this?
Very for me. If Retreat doesnt fall, its a repeatable effect to start pushing past a stalled board state. I took 2 turns while stalled, to sac + Fetch + crack, (4 lands in yard + whatever else was there) and was then able to push through lethal with Rogue's Passage.
While in the combo, it will potentially be the one shot, and if you are not in the combo, it can be the evasion you need for Geist as well.
Daban: I have been testing, all weekend, once I drop my wife off at work I'll be back at it!
I didnt start at 4 CoCo, but I went up to it, and its potentially a blow out. I dont think I'd go back to 2, I hadnt be playing it, and based on the performance I ordered play sets in MTGO and Ebay. I had started with a lot of Counters, but it was slowing down the deck, and I was finding less success.
My 2 Simic Charm could be Vapor SnagStubborn Denial, even Serum Visions but its only 2 cards, and I've been liking the options to bounce, or hexproof things. I think I will leave counters in the Side.
Systemfiend: Yeah, thats about it. I'm not sure I'm going to keep it though, as I really like persist on the Finks.
Daban: I have been testing, all weekend, once I drop my wife off at work I'll be back at it!
I didnt start at 4 CoCo, but I went up to it, and its potentially a blow out. I dont think I'd go back to 2, I hadnt be playing it, and based on the performance I ordered play sets in MTGO and Ebay. I had started with a lot of Counters, but it was slowing down the deck, and I was finding less success.
My 2 Simic Charm could be Vapor SnagStubborn Denial, even Serum Visions but its only 2 cards, and I've been liking the options to bounce, or hexproof things. I think I will leave counters in the Side.
Systemfiend: Yeah, thats about it. I'm not sure I'm going to keep it though, as I really like persist on the Finks.
Alright! Thanks for the quick reply.
I'll test some with the 4x CoCo and put the slower, more controllish, cards in the side for now.
3x coco has been sufficient for me.. i run an extra dromokas command for removal. There are lots.of small critters that pose problems when resolved and 4 p2e is not enough removal for such... 8 fetches has been okay for you guys so far? Im thinking.of going.to 10 with a 3/3 split between misty and strand..
Also why loam lion over steppe lynx?
Am i the only one testing.out rancor? Its awesome on courser, lynx, kotr and warmonk.
If you get any kind of screw Lynx is useless during a combo it can soak up landfall but so far I like Loam more. If I went over 8 fetch, maybe but then I would tune for a smaller curve.
I put witness in the same slots as Finks not sure what I want yet
Alright, you guys got me off lightning bolt for now. I'm trying out the tango lands with 11 fetches and 1 Temple Garden as a safety blanket. Trying this out to work in Kessig Wolf Run as when you aren't comboing it is the better land but also dying to trying to get your wolf run big enough for the kill is sad, hence the tangos. I'm not convinced that stubborn denial belongs here but I couldn't think of anything else and I doubt I could run bolts in a 4 colors tango land deck where red is only a splash. I guess I better draw a path every game or something.
Play Dromoka's Command over Stubborn Denial. It does everything. Stops Twin, wins Goyf wars, is strong vs. Burn. (Even if you're not playing Goyf, it's stronger than Denial. Denial, as I'm sure you know, is pretty weak without Goyf anyways.)
Secondly, I've never liked Steppe Lynx with company. It seems like such a weak thing to drop into play at instant speed. But I haven't tested it, I'll admit.
They're different based on what you're trying to accomplish. Dromoka's is better versus burn, red decks in general and when the fight mode is valuable.
Simic Charm is better against Delve creatures, Path to Exile, anything trying to kill your permanents that aren't creatures. I've been choosing Simic main deck in decks that support both typically lately.
What do you guys think about Dryad Arbor as a one-of?
I have really liked it in Legacy maverick to fetch with a knight (or regular fetchland) in response to a Liliana of the Veil -2, would it perhaps found a home here aswell? Noteworthy is that it is a forest, so you can use the Knight to get rid of it aswell if you want to go off.
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Especially if you run Mangara of Corondor
Edit: It has begun http://www.mtggoldfish.com/price/Conflux/Knight of the Reliquary#paper
http://deckbox.org/sets/1205877
I just utterly annihilated grixis control. They happened to be maindecking a damnation, and got me one game, but the next two games were just roflstompings. voice of resurgence and geist are not something they deal well with. I didn't even really get to do coralhelm shenanigans, just bant aggro
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Very glad I ordered the rest of my playset earlier this week:P
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
1 Breeding Pool
1 Canopy Vista
2 Cinder Glade
2 Flooded Strand
1 Forest
1 Ghost Quarter
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
1 Sacred Foundry
1 Skarrg, the Rage Pits
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Treetop Village
3 Windswept Heath
3 Wooded Foothills
2 Commune with the Gods
4 Life from the Loam
2 Magmatic Insight
4 Molten Vortex
3 Negate
2 Retreat to Coralhelm
3 Serum Visions
2 Simic Charm
//Creatures
1 Courser of Kruphix
4 Knight of the Reliquary
3 Noble Hierarch
2 Qasali Pridemage
4 Tarmogoyf
Some thoughts:
Molten Vortex/Life from the Loam gives great reach and board control; it doesn't win on the spot, but fits very naturally into the deck. It also gives you a heavy LD gameplan recurring Ghost Quarter if the opponent is right and you either find the Ghost Quarter or get a Knight to stick.
I am using the new dual lands for several reasons. One, I think this is how our future manabases are going to get made; mine might not be exactly right, but I think the new duals are going to get used. Another reason is presuming I have 2 basics in play, my 5 Mountain/(Plains or Forest) can generate R to be used with land already in hand for Vortex activations when comboing off.
Skarrg, the Rage Pits over the other options discussed might be wrong. I like that Skarrg is useable in other situations for less mana. I'm almost always mana starved, but two mana to make my Goyfs trample and bigger than opposing Goys is nice.
For man-lands, I prefer Treetop Village because of its light activation cost and I don't really care if it gets killed typically because it can be recurred. I might talk myself in Stirring Wildwood; Raging Ravine is a lot of mana but I can see the case for it also.
My durdle-package might have too many cards devoted to it between Commune with the Gods / Magmatic Insight / Serum Visions. Magmatic Insight is amazing but I don't like seeing a bunch of them in my opening hand. Serum Visions is the best general selection spell in the format and Commune sees a lot of cards that might be one of either combo package. I haven't found this mix to be too slow, but it needs testing. The goal is to see enough cards to have a strong gameplan each game without knowing exactly which gameplan will apply at the start.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
Spirits
Hi, have you been playtesting this deck any?
I play Maverick in Legacy as Knight of the Reliquary is one of my favorite creatures of all time, and I might start building towards something like this for modern.
I was playing around with your list as the base, but changed some numbers and cards around. What do you think about something like this?
1x Breeding Pool
4x Flooded Strand
3x Forest
2x Hallowed Fountain
1x Island
1x Plains
1x Rogue's Passage
2x Sejiri Steppe
1x Soaring Seacliff
2x Temple Garden
4x Windswept Heath
2x Birds of Paradise
2x Geist of Saint Traft
4x Knight of the Reliquary
2x Loam Lion
4x Loxodon Smiter
4x Noble Hierarch
2x Qasali Pridemage
2x Rhox War Monk
3x Voice of Resurgence
2x Collected Company
2x Mana Leak
4x Path to Exile
2x Remand
Enchantment (3)
3x Retreat to Coralhelm
While in the combo, it will potentially be the one shot, and if you are not in the combo, it can be the evasion you need for Geist as well.
Spirits
I didnt start at 4 CoCo, but I went up to it, and its potentially a blow out. I dont think I'd go back to 2, I hadnt be playing it, and based on the performance I ordered play sets in MTGO and Ebay. I had started with a lot of Counters, but it was slowing down the deck, and I was finding less success.
My 2 Simic Charm could be Vapor Snag Stubborn Denial, even Serum Visions but its only 2 cards, and I've been liking the options to bounce, or hexproof things. I think I will leave counters in the Side.
Systemfiend: Yeah, thats about it. I'm not sure I'm going to keep it though, as I really like persist on the Finks.
Spirits
Alright! Thanks for the quick reply.
I'll test some with the 4x CoCo and put the slower, more controllish, cards in the side for now.
Also why loam lion over steppe lynx?
Am i the only one testing.out rancor? Its awesome on courser, lynx, kotr and warmonk.
Thoughts on eternal witness?
I put witness in the same slots as Finks not sure what I want yet
Spirits
2 Birds of Paradise
4 Voice of Resurgence
2 Eternal Witness
4 Geist of Saint Traft
4 Knight of the Reliquary
4 Noble Hierarch
2 Qasali Pridemage
4 Steppe Lynx
3 Collected Company
2 Stubborn Denial
3 Retreat to Coralhelm
4 Path to Exile
Lands 22
2 Plains
1 Prairie Stream
1 Sejiri Steppe
3 Flooded Strand
2 Forest
1 Kessig Wolf Run
4 Misty Rainforest
1 Soaring Seacliff
1 Temple Garden
4 Windswept Heath
1 Canopy Vista
1 Cinder Glade
Alright, you guys got me off lightning bolt for now. I'm trying out the tango lands with 11 fetches and 1 Temple Garden as a safety blanket. Trying this out to work in Kessig Wolf Run as when you aren't comboing it is the better land but also dying to trying to get your wolf run big enough for the kill is sad, hence the tangos. I'm not convinced that stubborn denial belongs here but I couldn't think of anything else and I doubt I could run bolts in a 4 colors tango land deck where red is only a splash. I guess I better draw a path every game or something.
~Modern~
BGURWhiteless Death's ShadowRUGB
GWRUSaheeli BlinkURWG
RGBUGood Ole' DredgeUBGR
~Commander~
URWNarset, Enlightened Time-TravelerWRU
UBRWBreya, Etherium ArchitectWRBU
A Prolific Loser To Blood Moon
Secondly, I've never liked Steppe Lynx with company. It seems like such a weak thing to drop into play at instant speed. But I haven't tested it, I'll admit.
Edit: Simic Charm is also weaker than Dromoka's Command. Though I can imagine some sort of split.
They're different based on what you're trying to accomplish. Dromoka's is better versus burn, red decks in general and when the fight mode is valuable.
Simic Charm is better against Delve creatures, Path to Exile, anything trying to kill your permanents that aren't creatures. I've been choosing Simic main deck in decks that support both typically lately.
Edit: Rogues just got me through another one, loving that with Knight.
Spirits
I have really liked it in Legacy maverick to fetch with a knight (or regular fetchland) in response to a Liliana of the Veil -2, would it perhaps found a home here aswell? Noteworthy is that it is a forest, so you can use the Knight to get rid of it aswell if you want to go off.