How many copies of Kaya's Guile should we be playing in the maindeck?
I don't know that I'm going to run any. It doesn't appeal to me. The token is a insignificant bonus and all of the other effects will often be wanted a turn or two earlier.
How many copies of Kaya's Guile should we be playing in the maindeck?
I don't know that I'm going to run any. It doesn't appeal to me. The token is a insignificant bonus and all of the other effects will often be wanted a turn or two earlier.
I dunno about that, this card draws many similarities to Kolaghan's Command, which was initially derided as a overcosted "shock, raven's crime, raise dead, shatter". You got a bunch of mediocre, if typically sideboard functions, all built into a swiss army knife, and most importantly, you get to choose 2. The CMC is likewise balanced and attractive - you don't have any creatures to remove on turn 3 and onwards? Surely this was just hyperbole? Or you might be referring to needing to exile the graveyard earlier. Lifegain on turn 3 against aggro is not too late, if you have been working with discards and our basic removal turns 1 and 2. So really you're just hitting at 2 of the modes: token mode only produces 1. GY mode is too slow for dredge.
My counterpoints are as follows -
Value: for 3 cmc, 1 token accompanied by the most relevant effect is value. The fact you can entwine everything in the late game makes this an excellent topdeck.
GY hate: this isn't fast enough for Dredge's stronger hands, perhaps. But it is plenty fast for Phoenix, Storm and snapcaster effects. You'll just have to keep banking on Path and Settle for your dredge needs.
Token: Yes, it is one token. If it were 2, this card would be unbalanced, because you have 2 effects. In our deck, the token isn't going to typically be a 1/1 flier. So for 3 cmc, I'd argue that 1 token is plenty. This isn't a replacement for souls, but it's close to Start // Finish in that it provides another token in the deck while letting you retain control elements.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
How many copies of Kaya's Guile should we be playing in the maindeck?
I don't know that I'm going to run any. It doesn't appeal to me. The token is a insignificant bonus and all of the other effects will often be wanted a turn or two earlier.
I'm uncertain about this one tbh.
At first glance I wasn't particularly impressed by the card. I definitly don't think that this is what B/W tokens needed to suddenly become relevant.
On the other hand, I do think that this is almost definitly better than Start // Finish by at least a little bit. So for those of us that run it, I think testing Kaya's Guile could be worth it.
The thing that bothers me about the card is that aside from making a 1/1, all the other modes on this cards seem to be very matchup dependant. Lifegain and Grave-Hate is simply not going to be relevant in a good number of matchups. The edict is a bit more versatile, but I think that 90% of the time this'll just be edict + token, which i guess is not horrible for 3 mana.
It saves us the 3 mana from activating the Finish half of Start // Finish and leaves us with a better token. However it will never make 2 tokens and allow us to race a bit faster (the flying doesn't always matter) or to double block with them.
Lastly, Start // Finish has fallen off as a card. If you're on History of Benalia you're probably not even running it anymore and I don't think I would want to replace any other card in the deck with Kaya's Guile.
How many copies of Kaya's Guile should we be playing in the maindeck?
I don't know that I'm going to run any. It doesn't appeal to me. The token is a insignificant bonus and all of the other effects will often be wanted a turn or two earlier.
I'm uncertain about this one tbh.
At first glance I wasn't particularly impressed by the card. I definitly don't think that this is what B/W tokens needed to suddenly become relevant.
On the other hand, I do think that this is almost definitly better than Start // Finish by at least a little bit. So for those of us that run it, I think testing Kaya's Guile could be worth it.
The thing that bothers me about the card is that aside from making a 1/1, all the other modes on this cards seem to be very matchup dependant. Lifegain and Grave-Hate is simply not going to be relevant in a good number of matchups. The edict is a bit more versatile, but I think that 90% of the time this'll just be edict + token, which i guess is not horrible for 3 mana.
It saves us the 3 mana from activating the Finish half of Start // Finish and leaves us with a better token. However it will never make 2 tokens and allow us to race a bit faster (the flying doesn't always matter) or to double block with them.
Lastly, Start // Finish has fallen off as a card. If you're on History of Benalia you're probably not even running it anymore and I don't think I would want to replace any other card in the deck with Kaya's Guile.
Being better than Start // Finish is a pretty low bar. Fairly, I probably should have said fairly low. I don't think S//F ever quite made it to staple status.
If two modes aren't relevant, it's a bad card. How often are two modes going to be relevant? The token will probably always be relevant, if a little lame, but edict's are often bad, one-shot grave-hate is not the best, and life-gain isn't going to help in many match-ups.
What match-ups are you going to count on this for? What cards does it replace?
Is it a swiss-arny knife that sort of addresses a number of weaknesses which could be sided out for the real hate? That's sort of how I've used Anguished Unmaking but AM is not a feel-good card - still hoping for Vindicate!, sort of something one feels forced into. Kaya's Guile might be better than AM, but it won't blow up an Ensnaring Bridge or a Worship or a Titan or any number of other bad guy win-cons/win-enablers.
I'm sure we'll hear some testing results. But you won't hear any from me.
It's also a nice GY hate that doesn't exile Lingering Souls, and the possible addition of Battle Screech. It's finally card advantage, and I believe this archetype needs as much CA as possible since it doesn't draw or dig the library. I would play 4 to begin with.
Now I haven't played this deck in ages (because it's always been mediocre tbh), but nothing's better than new decent cards to figure out whether we can make something out of this pile of 1/1s !
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
I'm actually getting back on the B/W tokens saddle myself. As soon as they spoiled Serra and Cabal Therapist, I started gathering the pieces to rebuild. Managed to play in last night's FNM and while I got thrashed (and got a little salty), I am looking forward to improving my deck and playing again.
This is what I ended up playing last night. I'm missing a Windswept and I traded all my Gideons away, so I ended up just tossing a Sorin, Vengeful Bloodlord to test. Some people have been telling me it's better than Solem Visitor, but I have my doubts. I'm still trying to figure out what I'm going to change about the deck not only to modernize the list, but also what new cards I'm going to add. I'll go back and read opinions on older pages, but any recommendations you guys can offer me now would be very welcome.
Also with MTG Salvation going away, does BW tokens have a Discord server? I'd love to keep discussing cards and strategies with you guys.
One thing I will say about Kaya's Guile, the sacrifice clause isn't affected by Leyline of Sanctity. This would be of interest if one has a Bogles infestation at the local LGS.
Guys, seeing that this thread is in desperate need of a discord server and as multiple requests came in, I created a starting point to build from.
Here is a link to the discord server:
I will grant admin rights to the most active members is this thread so far, so that I am not the one having all the rights to the server (I don't recall posting anything in this thread, I only follow it to improve my deck from time to time).
Guys, seeing that this thread is in desperate need of a discord server and as multiple requests came in, I created a starting point to build from.
Here is a link to the discord server:
I will grant admin rights to the most active members is this thread so far, so that I am not the one having all the rights to the server (I don't recall posting anything in this thread, I only follow it to improve my deck from time to time).
Hey guys, I'm new here. I've played the deck a long time ago and trying to catch up to the meta.
As I see it, this deck has its best cards in the 1 drop and 4 drop. It has pretty much the best removals in fatal push and path to exile, which are important to keeping the deck alive to employ its late game win cons. It's actually ridiculous how many great planeswalkers are in black and white, arguably many of the best are in this color like the new Serra, Sorin SV, Gideon AZ, etc. It's honestly tempting to just go full out control rather than having half the deck dedicated to a midrange token strategy.
While the 3-drops like Lingering Souls are insanely good, it seems in general the 2-3 cmc cards are where this deck loses a lot of momentum. Let's look at some of the cards:
History of Benalia - not sure how I feel about this, ranges from bad to good
Raise the Alarm - can range from meh to very good but very good when the deck needs an aggro pressure and can double as removal
Liliana - can range from meh to very good. I've ran fetid heath to cast this more easily. The key is its versatility as it is 80% of the time going to put some kind of pressure on your opponent.
Bitterblossom - either really good or really bad. No in between. The card is absurdly slow unless it's played on turn 2. Drawing it late sucks.
Auriok Champion - I'm not entirely sure how good it is in the meta. If someone can chime in, that would be appreciated. This thing would be consistently good if the deck had access to Stoneforge Mystic.
Kaya's Guile - versatile but the deck has such a high mana curve already. It also already has access to the best removal spells. To me, this is overkill and not nearly as versatile as something like K-command to justify playing.
Hidden Stockpile - has been very bad for me, I question why people play it. It's just too slow most of the time. But I would love to hear counterarguments.
Legion's Landing - I've only been able to test this a couple times. Being able to serve as a land later on seems like it would help enable a heavier PW oriented strategy.
Hey guys, I'm new here. I've played the deck a long time ago and trying to catch up to the meta.
As I see it, this deck has its best cards in the 1 drop and 4 drop. It has pretty much the best removals in fatal push and path to exile, which are important to keeping the deck alive to employ its late game win cons. It's actually ridiculous how many great planeswalkers are in black and white, arguably many of the best are in this color like the new Serra, Sorin SV, Gideon AZ, etc. It's honestly tempting to just go full out control rather than having half the deck dedicated to a midrange token strategy.
While the 3-drops like Lingering Souls are insanely good, it seems in general the 2-3 cmc cards are where this deck loses a lot of momentum. Let's look at some of the cards:
History of Benalia - not sure how I feel about this, ranges from bad to good
Raise the Alarm - can range from meh to very good but very good when the deck needs an aggro pressure and can double as removal
Liliana - can range from meh to very good. I've ran fetid heath to cast this more easily. The key is its versatility as it is 80% of the time going to put some kind of pressure on your opponent.
Bitterblossom - either really good or really bad. No in between. The card is absurdly slow unless it's played on turn 2. Drawing it late sucks.
Auriok Champion - I'm not entirely sure how good it is in the meta. If someone can chime in, that would be appreciated. This thing would be consistently good if the deck had access to Stoneforge Mystic.
Kaya's Guile - versatile but the deck has such a high mana curve already. It also already has access to the best removal spells. To me, this is overkill and not nearly as versatile as something like K-command to justify playing.
Hidden Stockpile - has been very bad for me, I question why people play it. It's just too slow most of the time. But I would love to hear counterarguments.
Legion's Landing - I've only been able to test this a couple times. Being able to serve as a land later on seems like it would help enable a heavier PW oriented strategy.
The card choices come down to your local meta, mine is very heavy on UW control, dredge, GDS and rock/jund and that explains my choices
Bitterblossom, it is simply amazing vs any kind of control (except whirr prison), they can't keep up with the constant flow of creatures.
Auriok Champion, it is great vs dredge, gds, rock and burn, can win those games almost on her own.
Hidden Stockpile, I agree with you on this one, it is only real useful in long matches and at that point I would better pack a card for that that actually is great for grindy matches (In my case Liliana, dreadhorde general). Stockiple can filter but doesn't draw, sometime it is akward if you can't activate it. The only thing going for it is that it shines in multiples. For actual drawing I prefer Smuggler's copter
Legion's landing, the up of this card is transforming it in turn 3 to get to 4 mana fast but this actually doesn't happen that often, and then you have to keep investing 4 mana each turn to make a token, in that sense stockpile is actually better because it can produce the token for free.
Kaya's guile, I haven't tested this, at first sight it seems cool to have a versatile card that would help in different matchups, the problem is the cost, it is just to expensive as an answer (we have access to card that do anything this card does cheaper and better). But I am open to give it a chance to see if versatility can go over pure "value".
IMHO raise the alarm is a card that shines is agro builds, History kind of similar.
I recently got back into playing and have put myself together the deck listed below. I really enjoy playing BW Tokens, especially since it can give a friend's Goblin Eight Whack a run for the money.
Now I was wondering how to further upgrade the deck within a reasonable budget and thought it would probably done best with Lands. So I wanted to ask for some advice from you guys on what is the best way to go for that. And especially the order in which to do it. 4x Godless Shrine? Fetches? 4x Silent Clearing?
Upgrading your lands early is the smart thing to do in the long run.
You'll never need more than 2 Godless Shrines, assuming you run enough fetches to get them. The correct number of Silent Clearing has yet to be determined.
Fetches would (depending on your buget) definitly be the best way to take the manabase up a notch. Windswept Heath is still the cheapest one and fetches Shrines and Plains, so its exactly right for the deck.
Another land to consider is definitly Shambling Vent as a 2x or maybe 3x in the right meta. People typically run these in the slot you have your Windbrisk Heights in currently. According to the vast majority of players it's much much better.
If you're looking to specifically beat (-Whack, Auriok Champion seems like a great fit. Fatal Push will aslo help a lot and that is a card you should be running anyways.
Also consider building a sideboard, always nice to adjust to things for g2&3. Especially for a deck like ours that has some very lopsided matchups.
The correct number of Silent Clearing has yet to be determined.
I'm thinking running 3 or 4 and going to 24 lands. Seriously, this land is exactly what I was waiting for. It won't stop me from complaining from getting the occasional mana screw, but it will definitely shut down the little voices in my head that made me doubt wether 23 or 24 lands is the good amount for this deck. I can tell you I've been sleeping better since the reveal of this card.
We'll probably need additional ways to gain life tho. Sorin, vent and Vault might not be enough if we run this land. I'm thinking Timely reinforcements and/or Auriok Champion.
The correct number of Silent Clearing has yet to be determined.
I'm thinking running 3 or 4 and going to 24 lands. Seriously, this land is exactly what I was waiting for. It won't stop me from complaining from getting the occasional mana screw, but it will definitely shut down the little voices in my head that made me doubt wether 23 or 24 lands is the good amount for this deck. I can tell you I've been sleeping better since the reveal of this card.
We'll probably need additional ways to gain life tho. Sorin, vent and Vault might not be enough if we run this land. I'm thinking Timely reinforcements and/or Auriok Champion.
Traditional deck-building logic seems to indicate three is correct but I run four Horizon Canopies in my GW deck! It is a real risk to run four and it's almost certainly incorrect if one is also running Bitterblossom, but I have never incorporated BB into my build.
Unfortunately I cannot give credit, but someone said basically, "When Auriok Champion is good, BW tokens is good, when she isn't, it isn't". I've come to accept this as true.
I need to point out that dredge has mostly (I haven't seen any of the previous version since mh1 launch) morphed into Hogaak mill. Auriok Champion does nothing against this new version. You'll gain a tonne of life, but then you'll die by library death the turn after they go off.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
they gave us entwine and you want to choose same modes multiple times??? calm down satan
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
I dunno about that, this card draws many similarities to Kolaghan's Command, which was initially derided as a overcosted "shock, raven's crime, raise dead, shatter". You got a bunch of mediocre, if typically sideboard functions, all built into a swiss army knife, and most importantly, you get to choose 2. The CMC is likewise balanced and attractive - you don't have any creatures to remove on turn 3 and onwards? Surely this was just hyperbole? Or you might be referring to needing to exile the graveyard earlier. Lifegain on turn 3 against aggro is not too late, if you have been working with discards and our basic removal turns 1 and 2. So really you're just hitting at 2 of the modes: token mode only produces 1. GY mode is too slow for dredge.
My counterpoints are as follows -
Value: for 3 cmc, 1 token accompanied by the most relevant effect is value. The fact you can entwine everything in the late game makes this an excellent topdeck.
GY hate: this isn't fast enough for Dredge's stronger hands, perhaps. But it is plenty fast for Phoenix, Storm and snapcaster effects. You'll just have to keep banking on Path and Settle for your dredge needs.
Token: Yes, it is one token. If it were 2, this card would be unbalanced, because you have 2 effects. In our deck, the token isn't going to typically be a 1/1 flier. So for 3 cmc, I'd argue that 1 token is plenty. This isn't a replacement for souls, but it's close to Start // Finish in that it provides another token in the deck while letting you retain control elements.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
BWModern Black/White Control
WGBOGGLES
Draft My Innistrad Cube!
I'm uncertain about this one tbh.
At first glance I wasn't particularly impressed by the card. I definitly don't think that this is what B/W tokens needed to suddenly become relevant.
On the other hand, I do think that this is almost definitly better than Start // Finish by at least a little bit. So for those of us that run it, I think testing Kaya's Guile could be worth it.
The thing that bothers me about the card is that aside from making a 1/1, all the other modes on this cards seem to be very matchup dependant. Lifegain and Grave-Hate is simply not going to be relevant in a good number of matchups. The edict is a bit more versatile, but I think that 90% of the time this'll just be edict + token, which i guess is not horrible for 3 mana.
It saves us the 3 mana from activating the Finish half of Start // Finish and leaves us with a better token. However it will never make 2 tokens and allow us to race a bit faster (the flying doesn't always matter) or to double block with them.
Lastly, Start // Finish has fallen off as a card. If you're on History of Benalia you're probably not even running it anymore and I don't think I would want to replace any other card in the deck with Kaya's Guile.
BWB/W Tokens
Pauper:
RUGAffinity
EDH:
BWAyli, Eternal Pilgrim
If two modes aren't relevant, it's a bad card. How often are two modes going to be relevant? The token will probably always be relevant, if a little lame, but edict's are often bad, one-shot grave-hate is not the best, and life-gain isn't going to help in many match-ups.
What match-ups are you going to count on this for? What cards does it replace?
Is it a swiss-arny knife that sort of addresses a number of weaknesses which could be sided out for the real hate? That's sort of how I've used Anguished Unmaking but AM is not a feel-good card - still hoping for Vindicate!, sort of something one feels forced into. Kaya's Guile might be better than AM, but it won't blow up an Ensnaring Bridge or a Worship or a Titan or any number of other bad guy win-cons/win-enablers.
I'm sure we'll hear some testing results. But you won't hear any from me.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
It's also a nice GY hate that doesn't exile Lingering Souls, and the possible addition of Battle Screech. It's finally card advantage, and I believe this archetype needs as much CA as possible since it doesn't draw or dig the library. I would play 4 to begin with.
Silent Clearing helps against mana flood and enables Fatal Push, it's an auto 4x.
About Battle Screech, it looks very good in a Bitterblossom + Auriok Champion package. I think I would make a 3-1 split with a PW, Sorin, Solemn Visitor probably still best among the 4-drops.
Now I haven't played this deck in ages (because it's always been mediocre tbh), but nothing's better than new decent cards to figure out whether we can make something out of this pile of 1/1s !
I'm actually getting back on the B/W tokens saddle myself. As soon as they spoiled Serra and Cabal Therapist, I started gathering the pieces to rebuild. Managed to play in last night's FNM and while I got thrashed (and got a little salty), I am looking forward to improving my deck and playing again.
This is what I ended up playing last night. I'm missing a Windswept and I traded all my Gideons away, so I ended up just tossing a Sorin, Vengeful Bloodlord to test. Some people have been telling me it's better than Solem Visitor, but I have my doubts. I'm still trying to figure out what I'm going to change about the deck not only to modernize the list, but also what new cards I'm going to add. I'll go back and read opinions on older pages, but any recommendations you guys can offer me now would be very welcome.
Also with MTG Salvation going away, does BW tokens have a Discord server? I'd love to keep discussing cards and strategies with you guys.
WBTokensWB
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Here is a link to the discord server:
https://discord.gg/PAusNqU
I will grant admin rights to the most active members is this thread so far, so that I am not the one having all the rights to the server (I don't recall posting anything in this thread, I only follow it to improve my deck from time to time).
Lets go
Get in there guys, let's make this happen!
BWB/W Tokens
Pauper:
RUGAffinity
EDH:
BWAyli, Eternal Pilgrim
As I see it, this deck has its best cards in the 1 drop and 4 drop. It has pretty much the best removals in fatal push and path to exile, which are important to keeping the deck alive to employ its late game win cons. It's actually ridiculous how many great planeswalkers are in black and white, arguably many of the best are in this color like the new Serra, Sorin SV, Gideon AZ, etc. It's honestly tempting to just go full out control rather than having half the deck dedicated to a midrange token strategy.
While the 3-drops like Lingering Souls are insanely good, it seems in general the 2-3 cmc cards are where this deck loses a lot of momentum. Let's look at some of the cards:
History of Benalia - not sure how I feel about this, ranges from bad to good
Raise the Alarm - can range from meh to very good but very good when the deck needs an aggro pressure and can double as removal
Liliana - can range from meh to very good. I've ran fetid heath to cast this more easily. The key is its versatility as it is 80% of the time going to put some kind of pressure on your opponent.
Bitterblossom - either really good or really bad. No in between. The card is absurdly slow unless it's played on turn 2. Drawing it late sucks.
Auriok Champion - I'm not entirely sure how good it is in the meta. If someone can chime in, that would be appreciated. This thing would be consistently good if the deck had access to Stoneforge Mystic.
Kaya's Guile - versatile but the deck has such a high mana curve already. It also already has access to the best removal spells. To me, this is overkill and not nearly as versatile as something like K-command to justify playing.
Hidden Stockpile - has been very bad for me, I question why people play it. It's just too slow most of the time. But I would love to hear counterarguments.
Legion's Landing - I've only been able to test this a couple times. Being able to serve as a land later on seems like it would help enable a heavier PW oriented strategy.
The card choices come down to your local meta, mine is very heavy on UW control, dredge, GDS and rock/jund and that explains my choices
Bitterblossom, it is simply amazing vs any kind of control (except whirr prison), they can't keep up with the constant flow of creatures.
Auriok Champion, it is great vs dredge, gds, rock and burn, can win those games almost on her own.
Hidden Stockpile, I agree with you on this one, it is only real useful in long matches and at that point I would better pack a card for that that actually is great for grindy matches (In my case Liliana, dreadhorde general). Stockiple can filter but doesn't draw, sometime it is akward if you can't activate it. The only thing going for it is that it shines in multiples. For actual drawing I prefer Smuggler's copter
Legion's landing, the up of this card is transforming it in turn 3 to get to 4 mana fast but this actually doesn't happen that often, and then you have to keep investing 4 mana each turn to make a token, in that sense stockpile is actually better because it can produce the token for free.
Kaya's guile, I haven't tested this, at first sight it seems cool to have a versatile card that would help in different matchups, the problem is the cost, it is just to expensive as an answer (we have access to card that do anything this card does cheaper and better). But I am open to give it a chance to see if versatility can go over pure "value".
IMHO raise the alarm is a card that shines is agro builds, History kind of similar.
I recently got back into playing and have put myself together the deck listed below. I really enjoy playing BW Tokens, especially since it can give a friend's Goblin Eight Whack a run for the money.
Now I was wondering how to further upgrade the deck within a reasonable budget and thought it would probably done best with Lands. So I wanted to ask for some advice from you guys on what is the best way to go for that. And especially the order in which to do it. 4x Godless Shrine? Fetches? 4x Silent Clearing?
I am happy for any suggestions you might have
Cheers
nordberg
3 Sorin, Solemn Visitor
Spells:
4 Lingering Souls
4 Raise the Alarm
4 Spectral Procession
4 Gather the Townsfolk
2 Timely Reinforcements
3 Zealous Persecution
4 Intangible Virtue
4 Inquisition of Kozilek
4 Path to Exile
4 Concealed Courtyard
4 Caves of Koilos
2 Windbrisk Heights
1 Vault of the Archangel
13 Plains
You'll never need more than 2 Godless Shrines, assuming you run enough fetches to get them. The correct number of Silent Clearing has yet to be determined.
Fetches would (depending on your buget) definitly be the best way to take the manabase up a notch. Windswept Heath is still the cheapest one and fetches Shrines and Plains, so its exactly right for the deck.
Another land to consider is definitly Shambling Vent as a 2x or maybe 3x in the right meta. People typically run these in the slot you have your Windbrisk Heights in currently. According to the vast majority of players it's much much better.
If you're looking to specifically beat (-Whack, Auriok Champion seems like a great fit. Fatal Push will aslo help a lot and that is a card you should be running anyways.
Also consider building a sideboard, always nice to adjust to things for g2&3. Especially for a deck like ours that has some very lopsided matchups.
BWB/W Tokens
Pauper:
RUGAffinity
EDH:
BWAyli, Eternal Pilgrim
We'll probably need additional ways to gain life tho. Sorin, vent and Vault might not be enough if we run this land. I'm thinking Timely reinforcements and/or Auriok Champion.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Unfortunately I cannot give credit, but someone said basically, "When Auriok Champion is good, BW tokens is good, when she isn't, it isn't". I've come to accept this as true.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Following your advice, my deck and sideboard might look something like this:
3 Sorin, Solemn Visitor
Spells:
4 Inquisition of Kozilek
4 Path to Exile
4 Raise the Alarm
4 Gather the Townsfolk
4 Lingering Souls
4 Spectral Procession
2 Secure the Wastes
3 Zealous Persecution
4 Intangible Virtue
4 Concealed Courtyard
4 Caves of Koilos
4 Windswept Heath
2 Shambling Vent
2 Godless Shrine
1 Vault of the Archangel
7 Plains
2 Disenchant
2 Timely Reinforcements
2 Auriok Champion
2 Tormod's Crypt
2 Stony Silence
2 Fatal Push
I take it, it should include even more Fetches to justify running only 2 Godless Shrine, right? Cut the Cave of Koilos for that?
As for beating Whack, I would probably take in 2 Fatal Push and 2 Timely Reinforcements for... 4 Raise the Alarm? And Auriok Champion could replace Secure the Wastes I guess?
Cheers
nordberg