Yes, it is a 61 card deck - the 61st card is probably Resto, Blessed Alliance, or Seachrome Coast. I'm strongly considering cutting the SB sword for a Dismember as well. Additionally a lot of my playtesting is without all 3x Goyfs as I two of mine turned out to be fake and I no longer play with them.
Regarding Tron: I've found this SB setup to be quite effective. You have 3x Land Destruction (GQ) and 3x ways to capitalize off of it (Crucible, Surgical, and Trophy Mage getting Crucible). Also if the game goes long enough for you to get Delirium (which is normally somewhat hard to get against Tron) the two Traverses can fetch either side of what you need. Also having SB land is nice vs match ups where you want to board out some number of Vials.
Edit: Trophy Mage gets Crucible, not Surgical.
Trophy Mage has been surprisingly good, albeit the package is somewhat clunky.
Tamiyo is extremely good against anything that is grindy or wins with creatures but doesn't go wide. It's nice that it can protect itself with either a plus or a minus (people generally won't give you cards if they can't kill it outright). Tamiyo to some extent acts as a pseudo sword for all your little creatures, and can help to push through damage if you plus or minus on blockers. BGx in general has a very hard time beating it, especially Jund post board as they don't have souls and likely board out some amount of Bolt.
Tamiyo seems like a very solid SB card in grindy MUs but I'd only mainboard it if I knew my meta had a lot of the decks you mentioned.
With 2x Traverses I think you can safely cut the 21st land, although that would probably be either Ghost Quarter or Gavony Township. The decks manabase is very greedy and playing two lands that only tap for colourless seems like a nonbo. I don't really think Township is worth it with only 14 creatures.
I like the idea of upping the artifact count a little so we can accomodate Thirst for Knowledge and play Traverse more reliable. I'm not sure if the Treasure Mage plan is the way to go though, it seems really clunky. Isn't Filigree Familiar usually a worse Kitchen Finks? And why Sword of War and Peace and not Sword of Fire and Ice or Sword of Feast and Famine. Even Sword of Light and Shadow seems better than your choice (you already play 4 other lifegain cards main).
I've considered moving Tamiyo to the board, but she is very rarely a dead card and tends to add more of an effective clock overall than the SB Kitchen Finks would (Finks being the SB card that would come in). Considering that I might cut the second sword for a dismember there's a possibility of moving the Dismember main and the Tamiyo to the board, but there tend to be more situations where Dismember is bad G1 overall relative to Tamiyo.
Wanting to have the 16th blue source is the primary reason behind the 61st card and 21st land - there is a good chance I'm going to cut blessed alliance moving forward. The Gavony is particularly good for two reasons: it makes our Goyfs bigger than opposing Goyfs, and it is extremely powerful with the persist creatures. Although I could see cutting it.
It's hard to find good artifacts to want to put in the main deck, and the singleton Thirst already gets to be good most of the time as pitching either an artifact or a combination of lands and cards that are bad in the matchup is fairly consistant. Traverse oftentimes won't turn on Delerium until later, and that is somewhat problematic, but overall the card seems very strong even without additional enablers. Enablers tend to be fluff cards and one thing that Eternal Command as an archetype in general can suffer from is a lack of effect density (ie, I want to have X number of removal spells, X number of cards that can be flashbacked early, X creatures at both 2 and 3 drop slots). Filigree Familiar is usually worse than Kitchen Finks. Filigree Familiar is primarily in the deck in order to give [card]Trophy Mage{/card}] more than one target in order to make the value more consistant. The Treasure Mage is clunky, but powerful. I have played several previous iterations, and while I'm not 100% sold on the Trophy Mage plan I'm fairly confident that it is, at the very least, on par with builds without it.
There is a lot of thought that goes into the swords discussion overall, but the primary reason for War and Peace is that it kills faster than any other sword against a majority of the decks that you have to play the beatdown role against. There are a lot of other reasons - it protects your creatures from two removal heavy colors, it allows you to push through Lingering Souls (which is the most common chump block generating tool in Modern atm), very importantly it is both good when you're the beat down and the control. Etc. I was playing a Feast and Famine in the SB previously, but found it to be underwhelming overall relative to Light and Shadow - both of these cards are good vs BGx, but BGx isn't a particularly problematic matchup. Fire and Ice would be my second pick for the MD Sword, but I still prefer War and Peace.
So I haven't had much time to play recently (didn't make it to FNM) but I got at least some rounds of testing in with a Buddy on Death's Shadow Jund.
Played 4 matches and won 3 of them.
I know 4 is not a big sample size, but it's at least something to get a feel on how the MU plays out. So far it's actually better than I imagined (given that we lack any good answer against their threats).
Cryptic has been super strong, Goyfs where good, Clique is good, my singleton Vapor Snag came in very handy twice, Scavening Ooze was very solid too and Snap+E-Wit+SV are very good tools to make their Discard less effective.
Usually i tried not to die until they brought themselves down to at least 10, usually less and then killed them in a final strike thanks to tap down mode on Cryptic or simply having enough attackers to finish them of with Bolt/Snap/Bolt after combat.
I don't think 4 matches are enough to determine if the MU is favorable or unfavorable, but at least it seems like it's not huge uphill battle.
How has your experience with DSJ been?
If you are sure your meta will be full of Burn and Midrange strategies then sure Pulse of Murasa seems quite good. It is however pretty much dead against decks that don't interact with you (as you will rarely have any creatures in the grave and they usually don't really care much about your life total). Speaking of Tron, RG Valakut, Ad Nauseam, Storm, Infect here.
I personally would probably rather play Kitchen Finks. The card does pretty much what Pulse does (gaining life + card advantage) but doesn't need a creature in your graveyard to be actually good (getting a land back is a nice bonus option but really not why we play Pulse). It's very good against DSJ and Burn and solid against other midrange strategies, while not dead against the noninteractive decks I mentioned.
It also ups your creature count for Vial. Playing only 13 creatures is pretty low for a Vial deck (even more when we usually avoid ticking it up to 4 for the Huntmasters).
I'd keep the Electrolyze, it's one of our best answers to Lingering Souls and just generally a solid card in midrange MUs while never dead in others.
I don't like Molten Rain in my list because of the RR cost, but your list plays more red sources than mine so that could be fine, I'd advise you to do some testing. Even if you insist on running the 2x Pulse of Murasa, I'd personally just run 3x Molten Rain then. 5 ways to get creatures back is still worse than 7 ways to play spells again and Turn 1 Vial into Turn 3 Rain, Turn 4 Snap->Rain breaks Tron is half while you would need to durdle around a full turn to cast Pulse. Even without Vial you can counter something on turn 4 and then cast Snap into Rain on turn 5, with Fulminator and Pulse you can't counter annoyoing stuff like Oblivion Stone if you want to play Fulminator again next turn.
Hmm based on how you describe the field I would say play the 3 Molten Rains in the side, together with Surgical Extraction and our counterspells should give us quite some game against Tron and Valakut.
I dislike Clique in the SB. Either play it MB or don't play it at all. Since blue decks are not very prevalent right now (one of the best MUs for Clique) and you don't seem to expect much Combo I'd cut it from the SB to make room for Engineered Explosives.
For the mainboard I'd try a 1/1 split between Pulse of Murasa and Scavenging Ooze probably. Ooze is very useful to stabilize G1 against burn and can keep DSJ off Delirium. It's super good against Grixis (even more if vialed in responding to Snap or K-Command) and does solid work against Abzan and it's pesky Lingering Souls.
Do you plan on bringing in the Surgicals against DSJ? I know that's a common SB strategy against the deck but I think it could be a trap for our deck.
We simply lack the possibility to get their Goyf or Shadow into the graveyard to get rid of them with Surgical. I haven't tested that yet though, so if you have the time to do some testing on that, use it.
Overall I don't think we're really well positioned in the metagame currently. While we can beat top decks like DSJ, Burn, Affinity and RG Valakut, people start packing gravehate like Surgical Extraction and Rest in Piece to combat DSJ, which also hates us pretty hard.
Also Bant Eldrazi has a good DSJ MU and seems well positioned overall, which is really bad news for us.
I personally jumped on the Death Shadow Train for the time being, playing a 4 colour Delver, Tarmogoyf, Death Shadow deck and have lots of fun with it.
Edit: If we play Vial turn 1 and and turn 2 Goyf followed by Rain turn 3 we attack with a Goyf that is at least 2/3 (Rain+destroyed land) more probably 3/4 because Tron tends to crack some artifacts in their early turns. Seems ok to me even more so because we can hold up counterspells and vial in threats from then on. That is obviously the best case scenario.
Knightfall player here. I'm searching for a second deck and I'm really liking the look of this deck! Since the primer hasn't been updated in awhile I was curious what a stock temur and Bant list looks like.
Also, my meta is rather diverse. Does this deck need heavy, meta-dependant tweaking to perform well?
Knightfall player here. I'm searching for a second deck and I'm really liking the look of this deck! Since the primer hasn't been updated in awhile I was curious what a stock temur and Bant list looks like.
Also, my meta is rather diverse. Does this deck need heavy, meta-dependant tweaking to perform well?
Thanks in advance!
Stock Bant list is non-existant since no Bant list has won any tournaments or 5-0s in recent history as far as I know.
RUG is a lot closer to a stock list, I would take this one, which won a 180 player tournament about two months ago as a start.
Stock Bant list is non-existant since no Bant list has won any tournaments or 5-0s in recent history as far as I know.
RUG is a lot closer to a stock list, I would take this one, which won a 180 player tournament about two months ago as a start.
Thanks!
He posted a tournament report on reddit. I messaged him asking for guidance.
What's everyone's thoughts on magus of the moon in the side? How would you retool the manabase to make it work?
First of all: Why would you play Magus over actual Blood Moon? Yeah Bolt isn't as prevalent as it has been but still, if you want that effect, you want it to stick around for as long as possible.
Secondly: No. This deck wants to have U/G/R on turn 2, GG on turn 3 and UUU on turn 4. We are way too greedy to play Blood Moon. There are RUG lists that run Moon, but those don't play Eternal Witness. It's either or.
Familiar's Ruse is a personal favorite of mine and I've been playing with it for years.
Currently I'm on 1x but have run 2x in the past too. The card is just a value machine in fair MU, very good against RG Valakut, solid against Tron/Eldrazi Tron and I actually also like it against burn to stabilize late in the game.
You should not compare it to Spell Snare/Remand though. They both are cards that are best in the early game, Ruse won't be online until at least turn 3, usually more like turn 4 or 5, so think of it more of a Cryptic that lets play stuff like Goyf or Serum Visions on your turn while keeping a hard counter up.
Here the deck I played with at the last FNM I attended (which was a few weeks ago, I'm currently on 4c Temur Shadow):
That list has some spicy tech! So savage knuckleblade hasn't made the cut? Are the main boards finks and scooze a meta game call? Or do you find them necessary?
Finks is personal taste, stabilizes against Burn/Zoo, very solid against Grixis/Jund, nice synergy with Ruse and another beater when you need one. I'd advise you to try it out at least.
Play at least one Scooze, it's rarely a bad card, keeps opponents off Delirium, awesome against Snap and K-Command (especially when vialed in), helps stabilizing against Burn/Zoo and hoses random grave shenanigans (Dredge, Grishoalbrand, Abzan Company etc.).
Knuckleblade is close but just not efficient enough in my testing (and that was years ago when it was just printed, now you can play one mana 7/7+s in modern)
If you have a lot of those in the meta, sure it's a good card.
But we only play 20-21 lands, so reaching 5 to overload isn't always easy. Just play Ancient Grudge instead, the card does serious work too and is a lot more efficient and instant speed is very relevant against Affinity
Is there a reason we do not vandalblast in the sideboard? Is it too slow? Seems great against affinity/ lantern.
Oddly enough Lantern generally doesn't care about Vandalblast. Most of the time it will be a Sorcery R Destroy target artifact because they will either strip it from your hand with their 8-10 discard spells (that can all hit it) or will keep you from drawing it with the lantern lock. Ancient Grudge is far better because it will almost always get value.
Likewise against affinity turn 5 sorcery speed board wipe is really not as great as it sounds. Usually you will be dead or within chipshot range of their inkmoth/blinkmoths that are left. Ancient Grudge is great at taking out their usually 1 or 2 big threats. If you kill two plattings to their board is 2x Ornithopter 1x Memnite 1x Signal Pest you can easily race them.
Everyone always forgets shattering spree, but it can often be a happy medium between grudge and vandalblast. It is a sorcery, unfortunately, but being able to clean up a couple of artifacts with one card can be pretty important.
List looks solid. Not sure about 2x Ruse and Electrolyze though. Ruse isn't good before turn 3 and Electrolyze can be a little clunky.
What meta would make you play Anger main?
If I remember correctly you said your meta is pretty open, then Anger is dead way to often to mainboard it (Titanshift, Eldrazi decks, Tron, Death's Shadow decks, Ad Nauseam etc.)
3 Snapcaster Mage
3 Tarmogoyf
1 Scavenging Ooze
2 Eternal Witness
1 Vendilion Clique
1 Restoration Angel
1 Trophy Mage
1 Filigree Familiar
1 Kitchen Finks
Instants 15
2 Spell Snare
2 Remand
3 Cryptic Command
4 Path to Exile
1 Thirst for Knowledge
1 Bant Charm
1 Negate
1 Blessed Alliance
Sorceries 5
3 Serum Visions
2 Traverse the Ulvenwald
4 Aether Vial
1 Tamiyo, Field Researcher
1 Sword of War and Peace
Lands 21
1 Celestial Colonnade
1 Flooded Grove
3 Misty Rainforest
4 Flooded Strand
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
2 Island
1 Plains
1 Forest
1 Ghost Quarter
2 Botanical Sanctum
1 Gavony Township
1 Seachrome Coast
1 Glen Elendra Archmage
1 Dispel
1 Celestial Purge
1 Supreme Verdict
1 Negate
1 Disenchant
1 Engineered Explosives
1 Kitchen Finks
1 Bow of Nylea
1 Crucible of Worlds
2 Ghost Quarter
1 Surgical Extraction
1 Qasali Pridemage
1 Sword of Light and Shadow
Yes, it is a 61 card deck - the 61st card is probably Resto, Blessed Alliance, or Seachrome Coast. I'm strongly considering cutting the SB sword for a Dismember as well. Additionally a lot of my playtesting is without all 3x Goyfs as I two of mine turned out to be fake and I no longer play with them.
Regarding Tron: I've found this SB setup to be quite effective. You have 3x Land Destruction (GQ) and 3x ways to capitalize off of it (Crucible, Surgical, and Trophy Mage getting Crucible). Also if the game goes long enough for you to get Delirium (which is normally somewhat hard to get against Tron) the two Traverses can fetch either side of what you need. Also having SB land is nice vs match ups where you want to board out some number of Vials.
Edit: Trophy Mage gets Crucible, not Surgical.
Tamiyo is extremely good against anything that is grindy or wins with creatures but doesn't go wide. It's nice that it can protect itself with either a plus or a minus (people generally won't give you cards if they can't kill it outright). Tamiyo to some extent acts as a pseudo sword for all your little creatures, and can help to push through damage if you plus or minus on blockers. BGx in general has a very hard time beating it, especially Jund post board as they don't have souls and likely board out some amount of Bolt.
With 2x Traverses I think you can safely cut the 21st land, although that would probably be either Ghost Quarter or Gavony Township. The decks manabase is very greedy and playing two lands that only tap for colourless seems like a nonbo. I don't really think Township is worth it with only 14 creatures.
I like the idea of upping the artifact count a little so we can accomodate Thirst for Knowledge and play Traverse more reliable. I'm not sure if the Treasure Mage plan is the way to go though, it seems really clunky. Isn't Filigree Familiar usually a worse Kitchen Finks? And why Sword of War and Peace and not Sword of Fire and Ice or Sword of Feast and Famine. Even Sword of Light and Shadow seems better than your choice (you already play 4 other lifegain cards main).
Wanting to have the 16th blue source is the primary reason behind the 61st card and 21st land - there is a good chance I'm going to cut blessed alliance moving forward. The Gavony is particularly good for two reasons: it makes our Goyfs bigger than opposing Goyfs, and it is extremely powerful with the persist creatures. Although I could see cutting it.
It's hard to find good artifacts to want to put in the main deck, and the singleton Thirst already gets to be good most of the time as pitching either an artifact or a combination of lands and cards that are bad in the matchup is fairly consistant. Traverse oftentimes won't turn on Delerium until later, and that is somewhat problematic, but overall the card seems very strong even without additional enablers. Enablers tend to be fluff cards and one thing that Eternal Command as an archetype in general can suffer from is a lack of effect density (ie, I want to have X number of removal spells, X number of cards that can be flashbacked early, X creatures at both 2 and 3 drop slots).
Filigree Familiar is usually worse than Kitchen Finks. Filigree Familiar is primarily in the deck in order to give [card]Trophy Mage{/card}] more than one target in order to make the value more consistant. The Treasure Mage is clunky, but powerful. I have played several previous iterations, and while I'm not 100% sold on the Trophy Mage plan I'm fairly confident that it is, at the very least, on par with builds without it.
There is a lot of thought that goes into the swords discussion overall, but the primary reason for War and Peace is that it kills faster than any other sword against a majority of the decks that you have to play the beatdown role against. There are a lot of other reasons - it protects your creatures from two removal heavy colors, it allows you to push through Lingering Souls (which is the most common chump block generating tool in Modern atm), very importantly it is both good when you're the beat down and the control. Etc. I was playing a Feast and Famine in the SB previously, but found it to be underwhelming overall relative to Light and Shadow - both of these cards are good vs BGx, but BGx isn't a particularly problematic matchup. Fire and Ice would be my second pick for the MD Sword, but I still prefer War and Peace.
Played 4 matches and won 3 of them.
I know 4 is not a big sample size, but it's at least something to get a feel on how the MU plays out. So far it's actually better than I imagined (given that we lack any good answer against their threats).
Cryptic has been super strong, Goyfs where good, Clique is good, my singleton Vapor Snag came in very handy twice, Scavening Ooze was very solid too and Snap+E-Wit+SV are very good tools to make their Discard less effective.
Usually i tried not to die until they brought themselves down to at least 10, usually less and then killed them in a final strike thanks to tap down mode on Cryptic or simply having enough attackers to finish them of with Bolt/Snap/Bolt after combat.
I don't think 4 matches are enough to determine if the MU is favorable or unfavorable, but at least it seems like it's not huge uphill battle.
How has your experience with DSJ been?
I personally would probably rather play Kitchen Finks. The card does pretty much what Pulse does (gaining life + card advantage) but doesn't need a creature in your graveyard to be actually good (getting a land back is a nice bonus option but really not why we play Pulse). It's very good against DSJ and Burn and solid against other midrange strategies, while not dead against the noninteractive decks I mentioned.
It also ups your creature count for Vial. Playing only 13 creatures is pretty low for a Vial deck (even more when we usually avoid ticking it up to 4 for the Huntmasters).
I'd keep the Electrolyze, it's one of our best answers to Lingering Souls and just generally a solid card in midrange MUs while never dead in others.
I don't like Molten Rain in my list because of the RR cost, but your list plays more red sources than mine so that could be fine, I'd advise you to do some testing. Even if you insist on running the 2x Pulse of Murasa, I'd personally just run 3x Molten Rain then. 5 ways to get creatures back is still worse than 7 ways to play spells again and Turn 1 Vial into Turn 3 Rain, Turn 4 Snap->Rain breaks Tron is half while you would need to durdle around a full turn to cast Pulse. Even without Vial you can counter something on turn 4 and then cast Snap into Rain on turn 5, with Fulminator and Pulse you can't counter annoyoing stuff like Oblivion Stone if you want to play Fulminator again next turn.
I dislike Clique in the SB. Either play it MB or don't play it at all. Since blue decks are not very prevalent right now (one of the best MUs for Clique) and you don't seem to expect much Combo I'd cut it from the SB to make room for Engineered Explosives.
For the mainboard I'd try a 1/1 split between Pulse of Murasa and Scavenging Ooze probably. Ooze is very useful to stabilize G1 against burn and can keep DSJ off Delirium. It's super good against Grixis (even more if vialed in responding to Snap or K-Command) and does solid work against Abzan and it's pesky Lingering Souls.
Do you plan on bringing in the Surgicals against DSJ? I know that's a common SB strategy against the deck but I think it could be a trap for our deck.
We simply lack the possibility to get their Goyf or Shadow into the graveyard to get rid of them with Surgical. I haven't tested that yet though, so if you have the time to do some testing on that, use it.
Overall I don't think we're really well positioned in the metagame currently. While we can beat top decks like DSJ, Burn, Affinity and RG Valakut, people start packing gravehate like Surgical Extraction and Rest in Piece to combat DSJ, which also hates us pretty hard.
Also Bant Eldrazi has a good DSJ MU and seems well positioned overall, which is really bad news for us.
I personally jumped on the Death Shadow Train for the time being, playing a 4 colour Delver, Tarmogoyf, Death Shadow deck and have lots of fun with it.
Edit: If we play Vial turn 1 and and turn 2 Goyf followed by Rain turn 3 we attack with a Goyf that is at least 2/3 (Rain+destroyed land) more probably 3/4 because Tron tends to crack some artifacts in their early turns. Seems ok to me even more so because we can hold up counterspells and vial in threats from then on. That is obviously the best case scenario.
Knightfall player here. I'm searching for a second deck and I'm really liking the look of this deck! Since the primer hasn't been updated in awhile I was curious what a stock temur and Bant list looks like.
Also, my meta is rather diverse. Does this deck need heavy, meta-dependant tweaking to perform well?
Thanks in advance!
Can't tell if it worked out for GillesNauseam, I personally prefer Stone Rain for exactly that reason.
Stock Bant list is non-existant since no Bant list has won any tournaments or 5-0s in recent history as far as I know.
RUG is a lot closer to a stock list, I would take this one, which won a 180 player tournament about two months ago as a start.
Thanks!
He posted a tournament report on reddit. I messaged him asking for guidance.
What's everyone's thoughts on magus of the moon in the side? How would you retool the manabase to make it work?
Secondly: No. This deck wants to have U/G/R on turn 2, GG on turn 3 and UUU on turn 4. We are way too greedy to play Blood Moon. There are RUG lists that run Moon, but those don't play Eternal Witness. It's either or.
Not an original idea. Someone posted it as a questing on reddit. Just curious about the possiblity (I have foils collecting dust).
There was also the suggesting of running 1-2 familiar's ruse in place of a spell snares/ remands. Has it been play tested?
Currently I'm on 1x but have run 2x in the past too. The card is just a value machine in fair MU, very good against RG Valakut, solid against Tron/Eldrazi Tron and I actually also like it against burn to stabilize late in the game.
You should not compare it to Spell Snare/Remand though. They both are cards that are best in the early game, Ruse won't be online until at least turn 3, usually more like turn 4 or 5, so think of it more of a Cryptic that lets play stuff like Goyf or Serum Visions on your turn while keeping a hard counter up.
Here the deck I played with at the last FNM I attended (which was a few weeks ago, I'm currently on 4c Temur Shadow):
4x Goyf
4x Snapcaster Mage
2x Eternal Witness
1x Kitchen Finks
2x Scavenging Ooze
2x Vendilion Clique
Spells(26):
4x Aether Vial
4x Serum Visions
4x Lightning Bolt
2x Spell Snare
3x Cryptic Command
1x Familiar's Ruse
3x Remand
1x Tarfire
1x Electrolyze
1x Vapor Snag
1x Traverse the Ulvenwald
3x Island
1x Forest
2x Breeding Pool
1x Steam Vents
1x Stomping Ground
4x Misty Rainforest
4x Scalding Tarn
2x Flooded Grove
2x Spirebluff Canal
2x Anger of the Gods
1x Engineered Explosives
1x Ancient Grudge
1x Spellskite
1x Dispel
1x Keranos, God of Storms
2x Stone Rain
1x Ceremonious Rejection
1x Negate
1x Huntmaster of the Fells
1x Natural State
1x Izzet Staticaster
1x Spreading Seas
Play at least one Scooze, it's rarely a bad card, keeps opponents off Delirium, awesome against Snap and K-Command (especially when vialed in), helps stabilizing against Burn/Zoo and hoses random grave shenanigans (Dredge, Grishoalbrand, Abzan Company etc.).
Knuckleblade is close but just not efficient enough in my testing (and that was years ago when it was just printed, now you can play one mana 7/7+s in modern)
Is there a reason we do not vandalblast in the sideboard? Is it too slow? Seems great against affinity/ lantern.
But we only play 20-21 lands, so reaching 5 to overload isn't always easy. Just play Ancient Grudge instead, the card does serious work too and is a lot more efficient and instant speed is very relevant against Affinity
Oddly enough Lantern generally doesn't care about Vandalblast. Most of the time it will be a Sorcery R Destroy target artifact because they will either strip it from your hand with their 8-10 discard spells (that can all hit it) or will keep you from drawing it with the lantern lock. Ancient Grudge is far better because it will almost always get value.
Likewise against affinity turn 5 sorcery speed board wipe is really not as great as it sounds. Usually you will be dead or within chipshot range of their inkmoth/blinkmoths that are left. Ancient Grudge is great at taking out their usually 1 or 2 big threats. If you kill two plattings to their board is 2x Ornithopter 1x Memnite 1x Signal Pest you can easily race them.
I am so use to slamming kataki/ stony silence and them scooping that I never considered the discard from lantern.
4 snapcaster mage
4 tarmogoyf
3 eternal witness
1 vendilion clique
1 scavenging ooze
Noncreature
2 spell snare
2 familiar's ruse
3 cryptic command
4 remand
4 lightning bolt
2 electrolyze
1 vapor snag
4 serum visions
4 aether vial
4 Misty rainforest
4 scalding tarn
3 spirebluff canal
2 lumbering falls
1 steam vents
1 stomping ground
1 breeding pool
3 island
1 forest
1 mountain
3 anger of the gods
3 fulminator mage
3 huntmaster of the fells
1 dispel
2 negate
3 ancient grudge
Would it be crazy to mainboard an anger?
What meta would make you play Anger main?
If I remember correctly you said your meta is pretty open, then Anger is dead way to often to mainboard it (Titanshift, Eldrazi decks, Tron, Death's Shadow decks, Ad Nauseam etc.)