The bit about it only making me break even is very true since I'm trying to go revolt (4 renegades only, 7 fetches) and I'm playing a super light W splash for two paths in the board (1 shock in the 75). It mirrors my experience with the way scooze used to put me ahead and now it just makes me break even.
That said, I think that they're more versatile than both feed the clan and feeder.
I think I'll try 3 in the board for the side events at gp sj. I already have them, so I'm not losing anything if it doesn't work out.
Even if you don't get the ferocious trigger with Feed the Clan, it's still card advantage when compared to Lightning Bolt all the other 3 damage cards burn throws at your face. If you are going to get the ferocious trigger and the burn player blows a bolt on a creature to stop it, you're still coming out ahead. Any bolt going at a creature means less damage to the face and one step closer to exhausting the burn player's arsenal. Against burn, we are trying to outlast the initial onslaught. If you do that, you win.
Narnam Renegade is .75 at the first week on SCG, then the price lowered to .25 ---- however that lasted only a few days - they changed it again to 0.35 each today. Hmm, I have a feeling it might reach Monastery Swiftspear price if the card gets played in more decks... I'm getting a second playset while the price is affordable.
As for Feed the Clan.. I've stopped using that for a long time now. Pulse of Murasa is much better, 6 life already counter two burn spells.. and getting back a creature is useful.
So i love brainstorming while i have nothing but time at work. and this may or may not be the place for this deck but i think it slots into the archetype.
again, this list has no testing its just for curiosity purposes. it seems like it can have some insane plays. like T1-Hardened scales T2-Winding Constrictor T3- Rishkar, attack for 5 with constrictor. and have a 5/5 rishkar.
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Currently playing in Modern: BBB8Rack
Currently Playing in Legacy:
Foil BELCHER
"Never interrupt your opponent while he's making a mistake"
As Narnam Renegade has deathtouch, Rancor on it deals x-y damage to defending player no matter how big blocking creatures are. Here x is Narnam's power and y is the number of blocking creatures. Say you have a 6/3 Narnam opponent at 4 with 2 Gurmag Anglers to block, you assign 1 damage to each and 4 to opponent and get him/her to 0. Something to keep in mind for your paper tournaments.
How do you guys feel about the upgraded Puresteel Paladin decks? What is our out against them? I feel like 3xDismember is no longer enough, also I'm not sure if a 4th one would help.
How do you guys feel about the upgraded Puresteel Paladin decks? What is our out against them? I feel like 3xDismember is no longer enough, also I'm not sure if a 4th one would help.
Get it off the board immediately (via prey upon and dismember) and hope they don't have a second copy in hand.
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I'm just back from GP San Jose, where I played in 5 modern side events (4 rounds each). I don't have a full tournament report, but I do have a few notes.
I played a very light white splash (1 temple garden in the main) for two paths in the board for most of the event. Having played this for most of my rounds I highly recommend playing with 1-2 temple garden (for path/stony silence)
Renegade is the real deal. I won multiple games on the back of deathtouch+rancor (Merfolk was much more winnable) and having a 2/3 turn 1 was devastating to burn. That deathtouch interaction makes me want to try Bow of Nylea again.
I wasn't as impressed by the Elephant, but I'll still play it at 1 or 2. I cut one for a path today and I liked having a path in the main.
I think that heroic intervention deserves further testing. Saving the team from a wipe (even damnation!) is nothing to scoff at and blanking Spreading seas/Ghost quarter is also useful in certain matchups.
Finished an online tournament going 2-2 with my work-in-progress list (I played about 30 games on MTGO before doing the tournament so you may have seen this deck out there). Beat Affinty and Grixis Control, but lost to Jund and Merfolk. Every match was a grind, I might have beaten Merfolk if I had made better plays and mulliganed.
Cards like Stromkirk Noble probaby will drop from sideboard. I should have dropped it for the tournament, but it was a nice side against soldier and company decks that play a ton of humans when I was testing. Hugely situational, but you would be surprised how many humans are in decks when you look carefully.
I'm just back from GP San Jose, where I played in 5 modern side events (4 rounds each). I don't have a full tournament report, but I do have a few notes.
I played a very light white splash (1 temple garden in the main) for two paths in the board for most of the event. Having played this for most of my rounds I highly recommend playing with 1-2 temple garden (for path/stony silence)
Renegade is the real deal. I won multiple games on the back of deathtouch+rancor (Merfolk was much more winnable) and having a 2/3 turn 1 was devastating to burn. That deathtouch interaction makes me want to try Bow of Nylea again.
I wasn't as impressed by the Elephant, but I'll still play it at 1 or 2. I cut one for a path today and I liked having a path in the main.
I think that heroic intervention deserves further testing. Saving the team from a wipe (even damnation!) is nothing to scoff at and blanking Spreading seas/Ghost quarter is also useful in certain matchups.
Idk. That event was sweet.
Does your list have fetches or just one Temple Garden and Forests?
Why play coco, when you are skipping out on 3 drops? Also 20 lands for 3 cocos sounds bad. Maybe 1 but 3? I would also skip out on Narnam Renegade if you are gonna play only 4 fetches.
Round 2 - Jeskai Control (Nahiri build) - 2-1
I won game 1 by being aggressive and having Aspect at the right time. Nothing much to say.
Sideboarding:
-3 Dismember
-1 Rancor
-1 Vines of Vastwood
+2 Evolutionary Leap
+3 Natural State (saw a Spellskite in game 1)
Game 2 I lost to an abundance of removal followed by a turn 4 Nahiri that went ultimate in a matter of turns. No time to come back.
In game 3 I managed to curve a 1 drop into a 2 drop into an Evolutionary Leap with 1 mana up. This was what decided the game. My opponent could not resolve a removal spell without me getting value from Leap. From there it was pretty easy to win by applying consistent pressure with creatures.
Round 3 - Naya Burn - 2-1
I lost game 1 because I lost the die roll. Such is the nature of the matchup.
Sideboarding:
-3 Dismember
-2 Rancor
-2 Vines of Vastwood
-1 Aspect of Hydra
+3 Feed the Clan
+1 Scavenging Ooze
+3 Natural State (for Eidolon)
I won game 2 by pressuring my opponent with a Scavenging Ooze, which caused him to fire off a Skullcrack. I responded with a Feed the Clan (+Ferocious) and won the race from there.
In game 3 my opponent kept a loaded hand but had only 1 land. I have made this mistake a lot when playing aggressive red decks. It almost never works out. He pressured my life total effectively for the first few turns, but after that, I simply had a much faster clock and was able to outpace him on turns 3 and 4.
Round 4 - Lantern Control - 2-0
I won game 1 because my opponent could not draw an Ensnaring Bridge by turn 4.
Sideboarding:
-3 Dismember
-2 Rancor
+3 Natural State
+2 Unravel the Æther
In game 2 I kept a hand with 1 Natural State and 1 Unravel the Æther plus some threats. My opponent had a Bridge on top of his deck on turn 2 before casting an Ancient Stirrings. I figured he would pick the Bridge for sure and I would get to blow it up. Instead he picked a Glimmervoid because he had no black mana sources and promptly fired off an Inquisition of Kozilek. He saw my hand and knew that he had to remove both hate cards before being able to resolve a Bridge. On the next turn he cast a Duress, took my other piece of artifact removal and was hellbent, praying for another Bridge from the top. He got 3 tries at it with his natural topdeck +2 Lantern of Insight shuffles. He did not hit the Bridge and died on turn 4.
Round 5 - Kiki Chord (I assume, never saw the combo) - 2-1
I won game 1 by being aggressive. Pressured him into blocking with valuable creatures so he could never get a good Chord of Calling off. He was finally able to Chord for 2 and get a Spellskite, but I Dismembered it and won.
Sideboarding:
-2 Rancor
-2 Vines of Vastwood
-1 Forest
+3 Natural State
+1 Hunt the Hunter
+1 Scavenging Ooze
In game 2 my opponent drew 3 Voice of Resurgence. I killed them off in combat one at a time, but the elemental tokens that were left over were too much to deal with. I don't know if 3 Voices are a solvable problem for this deck. If they have 1 or 2 then you can typically ignore them and maybe kill off other creatures to make the elemental tokens small. But 3 tokens keeping each other big is just a little much.
For game 3 I kept a hand with Hunt the Hunter and used it on turn 3 to kill his Birds of Paradise and swing in for good damage on the same turn. I managed to snowball that pressure into a win a few turns later. He did have a Voice in that game, but I decided to ignore it and kill his Birds instead, making a potential elemental token smaller while also limiting his mana.
All in all I was pretty happy and surprised with how well the deck performed. I think my sideboard was very useful for the meta I faced. The only cards I never used were the 3 Gut Shot. They are necessary for Infect, which does show up once in a while. But I have since cut them down to 2 and added a Pithing Needle to improve my chances against combo.
Thanks for reading I hope the report is useful to you.
That said, I think that they're more versatile than both feed the clan and feeder.
I think I'll try 3 in the board for the side events at gp sj. I already have them, so I'm not losing anything if it doesn't work out.
Do you think it's necessary to have four of them?
EDH: URW Goatmum Goes Epic!
Budget Modern: GStompyG | R8-WhackR
As for Feed the Clan.. I've stopped using that for a long time now. Pulse of Murasa is much better, 6 life already counter two burn spells.. and getting back a creature is useful.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
4 hardened scales
3 rishkar, peema renegade
4 experiment one
4 avatar of the resolute
4 walking ballista
2 hangerback walker
4 narnam renegade
3 gyre sage
2 scrounging bandar
2 undergrowth champion
4 blooming marsh
4 verdant catacombs
1 overgrown tomb
11 forest
some other possible unclusions:
again, this list has no testing its just for curiosity purposes. it seems like it can have some insane plays. like T1-Hardened scales T2-Winding Constrictor T3- Rishkar, attack for 5 with constrictor. and have a 5/5 rishkar.
Currently playing in Modern:
BBB8Rack
Currently Playing in Legacy:
Foil BELCHER
"Never interrupt your opponent while he's making a mistake"
I love idea of two of our one drops coming out as potential 2/3's. That can get spicy when you toss a Rancor on it
Edit: links
Currently playing in Modern:
BBB8Rack
Currently Playing in Legacy:
Foil BELCHER
"Never interrupt your opponent while he's making a mistake"
Get it off the board immediately (via prey upon and dismember) and hope they don't have a second copy in hand.
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I played a very light white splash (1 temple garden in the main) for two paths in the board for most of the event. Having played this for most of my rounds I highly recommend playing with 1-2 temple garden (for path/stony silence)
Renegade is the real deal. I won multiple games on the back of deathtouch+rancor (Merfolk was much more winnable) and having a 2/3 turn 1 was devastating to burn. That deathtouch interaction makes me want to try Bow of Nylea again.
I wasn't as impressed by the Elephant, but I'll still play it at 1 or 2. I cut one for a path today and I liked having a path in the main.
I think that heroic intervention deserves further testing. Saving the team from a wipe (even damnation!) is nothing to scoff at and blanking Spreading seas/Ghost quarter is also useful in certain matchups.
Idk. That event was sweet.
Modern: UWR Control
EDH: Ezuri, Renegade Leader
Titania, Protector of Argoth
Phelddagrif
Glissa, the Traitor
Rosheen Meanderer
RIP Jimmy foREVer
I run two and two in the list I have.
Would I be able to see the list?
Modern: UWR Control
EDH: Ezuri, Renegade Leader
Titania, Protector of Argoth
Phelddagrif
Glissa, the Traitor
Rosheen Meanderer
RIP Jimmy foREVer
Cards like Stromkirk Noble probaby will drop from sideboard. I should have dropped it for the tournament, but it was a nice side against soldier and company decks that play a ton of humans when I was testing. Hugely situational, but you would be surprised how many humans are in decks when you look carefully.
Decklist:
4 Avatar of the Resolute
1 Bloodhall Ooze
4 Experiment One
2 Ghor-Clan Rampager
1 Greenwheel Liberator
4 Narnam Renegade
2 Rakdos Cackler
4 Scavenging Ooze
4 Strangleroot Geist
Planeswalker [1]
1 Nissa, Voice of Zendikar
4 Hardened Scales
4 Lightning Bolt
2 Rancor
3 Vines of Vastwood
Land [20]
4 Copperline Gorge
6 Forest
1 Llanowar Reborn
1 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
1 Ancient Grudge
2 Destructive Revelry
1 Dodecapod
1 Domri Rade
2 Ghost Quarter
2 Kitchen Finks
2 Mistcutter Hydra
1 Mutant's Prey
1 Pillar of Flame
1 Stromkirk Noble
1 Tormod's Crypt
Does your list have fetches or just one Temple Garden and Forests?
Yeah I play 7 green fetches, but I could go up to 8.
4 Dryad Militant
4 Narnam Renegade
4 Garruk's Companion
4 Kalonian Tusker
4 Avatar of the Resolute
4 Strangleroot Giest
2 Scavenging Ooze
4 Aspect of Hydra
3 Collected Company
2 Vines of Vastwood
2 Blossoming Defense
16 Forest
4 Wooded Foothills
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
4 Experiment One
4 Dryad Militant
4 Avatar of the Resolute
4 Strangleroot Geist
2 Kalonian Tusker
2 Scavenging Ooze
4 Leatherback Baloth
4 Rancor
Instants (11):
4 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
Lands (21):
19 Forest
2 Treetop Village
1 Hunt the Hunter
1 Pithing Needle
2 Gut Shot
3 Natural State
1 Scavenging Ooze
2 Unravel the Æther
2 Evolutionary Leap
3 Feed the Clan
Matchups:
Round 1 - Bye
Round 2 - Jeskai Control (Nahiri build) - 2-1
I won game 1 by being aggressive and having Aspect at the right time. Nothing much to say.
Sideboarding:
-3 Dismember
-1 Rancor
-1 Vines of Vastwood
+2 Evolutionary Leap
+3 Natural State (saw a Spellskite in game 1)
Game 2 I lost to an abundance of removal followed by a turn 4 Nahiri that went ultimate in a matter of turns. No time to come back.
In game 3 I managed to curve a 1 drop into a 2 drop into an Evolutionary Leap with 1 mana up. This was what decided the game. My opponent could not resolve a removal spell without me getting value from Leap. From there it was pretty easy to win by applying consistent pressure with creatures.
Round 3 - Naya Burn - 2-1
I lost game 1 because I lost the die roll. Such is the nature of the matchup.
Sideboarding:
-3 Dismember
-2 Rancor
-2 Vines of Vastwood
-1 Aspect of Hydra
+3 Feed the Clan
+1 Scavenging Ooze
+3 Natural State (for Eidolon)
I won game 2 by pressuring my opponent with a Scavenging Ooze, which caused him to fire off a Skullcrack. I responded with a Feed the Clan (+Ferocious) and won the race from there.
In game 3 my opponent kept a loaded hand but had only 1 land. I have made this mistake a lot when playing aggressive red decks. It almost never works out. He pressured my life total effectively for the first few turns, but after that, I simply had a much faster clock and was able to outpace him on turns 3 and 4.
Round 4 - Lantern Control - 2-0
I won game 1 because my opponent could not draw an Ensnaring Bridge by turn 4.
Sideboarding:
-3 Dismember
-2 Rancor
+3 Natural State
+2 Unravel the Æther
In game 2 I kept a hand with 1 Natural State and 1 Unravel the Æther plus some threats. My opponent had a Bridge on top of his deck on turn 2 before casting an Ancient Stirrings. I figured he would pick the Bridge for sure and I would get to blow it up. Instead he picked a Glimmervoid because he had no black mana sources and promptly fired off an Inquisition of Kozilek. He saw my hand and knew that he had to remove both hate cards before being able to resolve a Bridge. On the next turn he cast a Duress, took my other piece of artifact removal and was hellbent, praying for another Bridge from the top. He got 3 tries at it with his natural topdeck +2 Lantern of Insight shuffles. He did not hit the Bridge and died on turn 4.
Round 5 - Kiki Chord (I assume, never saw the combo) - 2-1
I won game 1 by being aggressive. Pressured him into blocking with valuable creatures so he could never get a good Chord of Calling off. He was finally able to Chord for 2 and get a Spellskite, but I Dismembered it and won.
Sideboarding:
-2 Rancor
-2 Vines of Vastwood
-1 Forest
+3 Natural State
+1 Hunt the Hunter
+1 Scavenging Ooze
In game 2 my opponent drew 3 Voice of Resurgence. I killed them off in combat one at a time, but the elemental tokens that were left over were too much to deal with. I don't know if 3 Voices are a solvable problem for this deck. If they have 1 or 2 then you can typically ignore them and maybe kill off other creatures to make the elemental tokens small. But 3 tokens keeping each other big is just a little much.
For game 3 I kept a hand with Hunt the Hunter and used it on turn 3 to kill his Birds of Paradise and swing in for good damage on the same turn. I managed to snowball that pressure into a win a few turns later. He did have a Voice in that game, but I decided to ignore it and kill his Birds instead, making a potential elemental token smaller while also limiting his mana.
All in all I was pretty happy and surprised with how well the deck performed. I think my sideboard was very useful for the meta I faced. The only cards I never used were the 3 Gut Shot. They are necessary for Infect, which does show up once in a while. But I have since cut them down to 2 and added a Pithing Needle to improve my chances against combo.
Thanks for reading I hope the report is useful to you.