When you came to the conclusion to block the scavenging ooze and the treetop village did he have many cards in hand, it's definitely the correct play then I feel, but otherwise if you have a bitterblossom online with any kind of pump I think racing is the best option.
The Bitterblossom was kinda late to the party. Yeah, if I had it for chump blockers then I would have been more able to race. Treetop Village is kinda rough against us and I just didn't draw any hard removal, which I think was the problem for the game.
What are the bad match up for wb token? For me I seems to be losing to merfolk and twin
Amulet, Tron, and Merfolk are the bad matchups. Engineered Explosives or Hour of Reckoning are decent answers against Merfolk. Against Twin, you just have to get an early clock in the form of Raise the Alarm or even better Bitterblossom and then hold up all the removal and sneak in more tokens when you can. You definitely want at least six removal spells in your 75 to be able to threaten the combo and Auriok Champion in play to prevent them from just jamming it on you.
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One of these day I have to get myself organizized.
Against Twin, you just have to get an early clock in the form of Raise the Alarm or even better Bitterblossom and then hold up all the removal and sneak in more tokens when you can. You definitely want at least six removal spells in your 75 to be able to threaten the combo and Auriok Champion in play to prevent them from just jamming it on you.
One of the main problems with Twin is they may be able to tap the mana one tries to hold up to stop the combo. The less mana a spell requires and the simplier the color requirements, the better it is.
One of the main problems with Twin is they may be able to tap the mana one tries to hold up to stop the combo. The less mana a spell requires and the simplier the color requirements, the better it is.
Yeah, but Path, Dismember, Cut, and Pact all can be cast off one floated mana.
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One of these day I have to get myself organizized.
I was thinking about cutting off Windbrisk Heights, it's a little too slow, and when I use it, it's usually just a "win-more" situation. What do you guys think?
I was thinking about cutting off Windbrisk Heights, it's a little too slow, and when I use it, it's usually just a "win-more" situation. What do you guys think?
Do what you want as it is your list, but as I've said before here, it's really the only way for the deck to gain actual card advantage as the deck is currently built. Just off the top of my head, yesterday I used Windbrisk to cast a Go for the Throat killing an Elvish Archdruid, an Intangible Virtue that made my 3 1/1s a two turn clock as opposed to a four turn clock, and a way of casting Spectral Procession to give me flying attackers when I only had Timely Reinforcement tokens staring down a Tasigur.
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One of these day I have to get myself organizized.
It would be interesting to see stats on the times where Windbrisk obviously wins the game vs quietly loses the game. Everyone remembers the sweet plays where they drop an anthem or Persecution for a blowout, but I cut them when I kept losing due to it coming into play tapped and getting too far behind in tempo. While it is technically card advantage, it can't be considered a full card as there is the very real possibility that you will never get to attack with 3 creatures or it gets blown up.
But that's the thing, I just listed off three times where it actively worked towards me winning games over the course of five rounds. Twice yesterday, I had nothing to grab but a land off my top four cards. But I grabbed that land to make my opponent fear that something might be under it and I guess deck thinning. Once, an opponent hit one of my Windbrisk with a Ghost Quarter. And several times, I was able to cast a Virtue or a Lingering Souls off of it when I was already winning. And then there are the times where I never got to activate it, but I think that only happened two or three times yesterday. Those aren't hard figures, but they're evidence. I like them in the deck. Only once did they really cause me problems by being tapped, but that was because I was also dealing with a Windbrisk, double Chapel opening hand.
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windbrisk heights has more upsides than downsides to me.
the issue here however is how many come into play tapped / colourless lands you stuff into your mana base.
i do not use cavern of souls or vault in my deck.
making my opponent react to a early turn windbrisk heights which has nothing but a land under it (well coz the 4 cards all suck) DOES screw up their tempo.
but the crux of the matter still applies. how many none crucial lands are you running? u cannot run windbrisk heights, vault of the archangel and cavern of souls at the same time.
i like vault of the archangel but will only run one if i ever along with a play set of fetches, shocks, tapland (isolated chapel) and 2 - 3 windbrisk heights.
consider cavern of souls as a sideboard card instead (LOL!)
But that's the thing, I just listed off three times where it actively worked towards me winning games over the course of five rounds. Twice yesterday, I had nothing to grab but a land off my top four cards. But I grabbed that land to make my opponent fear that something might be under it and I guess deck thinning. Once, an opponent hit one of my Windbrisk with a Ghost Quarter. And several times, I was able to cast a Virtue or a Lingering Souls off of it when I was already winning. And then there are the times where I never got to activate it, but I think that only happened two or three times yesterday. Those aren't hard figures, but they're evidence. I like them in the deck. Only once did they really cause me problems by being tapped, but that was because I was also dealing with a Windbrisk, double Chapel opening hand.
Indeed. I think of all the times I played, only once did Windbrisk Heights not do me any favors and it wasn't directly the card's fault. The problem was my opening hand only had Windbrisk Heights and Isolated Chapel as lands and I didn't draw another mana source until the 5th turn and had to crawl back into the game.
What lists run Cavern of Souls? I assume you're talking about Gavony or Ghost Quarter...
Those too.
I did see a few lists trying to run Cavern of Souls to get an uncounterable Auriok Champion into play versus Grixis Control. But that idea went away as quickly as it came.
What kind of land destruction does this deck play? Ghost Quarter and Tectonic Edge, or are there other options? I'm thinking for against Tron, but it'd be relevant for other matchups too.
What kind of land destruction does this deck play? Ghost Quarter and Tectonic Edge, or are there other options? I'm thinking for against Tron, but it'd be relevant for other matchups too.
I run two Ghost Quarter in my MainBoard...maybe you could play Smallpox but I never tried this since I don't realy want its effect in a non-control shell. Besides those two and Tectonic I don't realy know what you could play.
I just cut all Windbrisks of my list. Too often it forced me to place good stuff beneath my library and too often I wasn't able to get the attack trigger (my meta is very mass removal heavy and for some reasons they won't board out spot removal against me).
But I came here to ask another question: How many Sorin, Solem Visitor do you normaly run in non-Bitterblossom-lists? I run three but I think that the full playset would work better since hes the top end of my curve and I took out all my Elspeth KE and Hero of Bladehold. And how many Secure the Wastes do you guys run in your mb/sb? I run two for a nice lategame topdeck if the Match is grindy.
What kind of land destruction does this deck play? Ghost Quarter and Tectonic Edge, or are there other options? I'm thinking for against Tron, but it'd be relevant for other matchups too.
Sometimes you see Fulminator Mage out of the sideboard.
I like the blue splash because it gives us Snapcaster mage and Narset Transcendent which is great in our deck because both of her abilities have natural synergy with our deck.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
I think Secure is ok as a 1-of. Being instant speed counteracts some of the value "lost" by not casting it for a large amount, and it can randomly be quite powerful. However, having 2 in hand is generally not a great feeling.
Does Bitterblossom seem win-more to you guys who play it? I was always under the notion it made matchups like Zoo, Burn, Tron, and Merfolk even worse and was great at providing a clock to everything else. Explain for my simple mind please?
I like the tap-out control nature of this list It could be really good depending on the metagame. I like this approach to building the deck over more midrange-y approaches.
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Amulet, Tron, and Merfolk are the bad matchups. Engineered Explosives or Hour of Reckoning are decent answers against Merfolk. Against Twin, you just have to get an early clock in the form of Raise the Alarm or even better Bitterblossom and then hold up all the removal and sneak in more tokens when you can. You definitely want at least six removal spells in your 75 to be able to threaten the combo and Auriok Champion in play to prevent them from just jamming it on you.
With Twin, one can almost count Zealous Persecution as removal; it will only buy you a turn versus Deceiver Exarch and Splinter Twin, but it's often all one needs. It, of course, wrecks Pestermite.
Dismember rises in value versus Twin and Slaughter Pact is beautiful in that match-up.
One of the main problems with Twin is they may be able to tap the mana one tries to hold up to stop the combo. The less mana a spell requires and the simplier the color requirements, the better it is.
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
the issue here however is how many come into play tapped / colourless lands you stuff into your mana base.
i do not use cavern of souls or vault in my deck.
making my opponent react to a early turn windbrisk heights which has nothing but a land under it (well coz the 4 cards all suck) DOES screw up their tempo.
but the crux of the matter still applies. how many none crucial lands are you running? u cannot run windbrisk heights, vault of the archangel and cavern of souls at the same time.
i like vault of the archangel but will only run one if i ever along with a play set of fetches, shocks, tapland (isolated chapel) and 2 - 3 windbrisk heights.
consider cavern of souls as a sideboard card instead (LOL!)
Active thread contributor of Jeskai Prowess Tempo
Indeed. I think of all the times I played, only once did Windbrisk Heights not do me any favors and it wasn't directly the card's fault. The problem was my opening hand only had Windbrisk Heights and Isolated Chapel as lands and I didn't draw another mana source until the 5th turn and had to crawl back into the game.
Active thread contributor of Jeskai Prowess Tempo
Those too.
I did see a few lists trying to run Cavern of Souls to get an uncounterable Auriok Champion into play versus Grixis Control. But that idea went away as quickly as it came.
Active thread contributor of Jeskai Prowess Tempo
I run two Ghost Quarter in my MainBoard...maybe you could play Smallpox but I never tried this since I don't realy want its effect in a non-control shell. Besides those two and Tectonic I don't realy know what you could play.
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I just cut all Windbrisks of my list. Too often it forced me to place good stuff beneath my library and too often I wasn't able to get the attack trigger (my meta is very mass removal heavy and for some reasons they won't board out spot removal against me).
But I came here to ask another question: How many Sorin, Solem Visitor do you normaly run in non-Bitterblossom-lists? I run three but I think that the full playset would work better since hes the top end of my curve and I took out all my Elspeth KE and Hero of Bladehold. And how many Secure the Wastes do you guys run in your mb/sb? I run two for a nice lategame topdeck if the Match is grindy.
B/W Tokens
Midnight Presence
Jeskai Weirding
EDH:
WG Selvala, Explorer Returned Activated-Ability-Tribal GW
BR Lyzolda, the Blood Witch Aggro-Reanimator RB
WUR Kykar, Wind's Fury Polymorph RUW
WUBRG Karona, False God Voltron Pillowfort GRBUW
Sometimes you see Fulminator Mage out of the sideboard.
I like the blue splash because it gives us Snapcaster mage and Narset Transcendent which is great in our deck because both of her abilities have natural synergy with our deck.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
GU Infect | x Affinity | RWG Naya Burn | W Death and Taxes | U Merfolk | BURG BTL Scapeshift | WUUW Titan | R Goblins | BURGW Suicide Zoo
UB Dralnu, Lich Lord UB
R Godo, Bandit Warlord R