Hey everyone, wanted to introduce myself. I've been playing Modern for just over a year and have been mainly a burn player over that time. In the last month or so though I've found myself moving to Death and Taxes. It seems like such a natural fit, I'm a white player and heart and I love everything about this deck. I started with my variant at a few FNM's that I called "DDT" (death, devotion and taxes) where I swapped tec edges for Nykthos and played 2 Sun Titan and 2 Chancellor of the Annex. After a few FNM's of the deck not really getting there I decided to try a more traditional shell. Well I never even made it that far, because before I could even play an FNM with a mono-white list, I was intrigued with the WB list. So I went to my Sunday Night FNM and I took first going 3-0-1. Here's a quick match report:
Round 1: Tezzerator (1-1-1)
Game 1: A loss, on the draw, after 40 minutes. His mainboard hate of torpor orb was actually a large pain. An ensarning bridge eventually locked me out.
Game 2: A decisive, quick, win in which I went T2 Thalia, T3 Arbiter and GQ a land, into T3 Tidehollow Sculler to strip his hand of the only thing he was close to playing.
Unfortunately, we did not have time for a game 3 and this was my draw.
Round 2: Bye
Round 3: Elves (2-1)
Game 1: I lost for all the reasons Elves is a bad match-up. It went predictably and got rolled by Ezuri activations.
Game 2: On turn 4, I have two Leonin Arbiter on the board and then double pathed and double GQ'ed him to one land. He had a slow start and after a blowout turn like that he quickly scooped to game 3.
Game 3: An odd game, but I managed to slow him down with a SB Revoker naming Archdruid. The pivotal turn was pathing that Archdruid into vialing an Orzhov Pontiff to wipe his board save for a nettle sentinel. I started to chip away at his life total and he also very quickly traded the sentinel for my Revoker in combat. I realized this was probably an error and he proceeded to play out another Archdruid. I knew he still wasn't to grow as quickly as he would earlier in the game and the extra turn or two found me playing an odd sequence. I had brought in my one SB Hallowed Moonlight as just another way to combat Chord of Calling. How I ended up using it was vialing in a flickerwisp on his upkeep and then playing the Moonlight later in his turn so that when the Archdruid returned it would be exiled. After that I was able to get there in the air.
Round 4: Grixis Twin (2-0)
Game 1: I was just able to play the D&T taxes very well. Slowed him down and taxed him enough that flier got there. It was exactly the type of game the deck tries to play.
Game 2: He boarded to control and I ended up getting through an early Clique and Tasigur, and got there in the air again after using Leonin Arbiter and two GQ's to keep him off red mana.
Thoughts:
I love this deck. One night and I love everything about how this deck operates. I'm playing in my local modern night again on Sunday and the weekend of the 19th and 20th I think I might even go up to SCG Milwaukee for the Modern 5K on Sunday. I'm excited to be apart of this conversation because I think I finally found the deck I'm willing to dedicate myself to 110%
What do people think of Magus of the Moon? I'm considering splashing red just for 4 magus and 3 bolts main, with an extra bolt in the side. Thoughts?
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
If the card didn't have the gain life text then I think it would be fine. Though paying 8 mana to get an arbiter in play is a little too steep for me.
It could be a fine sideboard card for the control match.
Nope, certainly the proc would grant priority to your opponent, but regardless of it, both players need to pass (not take any kind of action) for the top of the stack to resolve. This means that if you flip any permanent, they cannot do anything before it's flipped (it does not use the stack), but both players get a chance to act before the top of the stack resolves.
Maybe I'm wrong but I'm going to say that's not correct. Both Morph and paying Arbiter's ability don't use the stack. If an opponent cracks a fetch land and passes priority to you, and you then flip arbiter it won't give them back priority and the fetch land will resolve with them not being able to search.
Now if it is on your turn then they get priority second so of course they will be allowed to pay the mana, but on their turn they don't get the opportunity.
@ glitter: If you have Mastery out when you turn face up you gain a life, this does use the stack therefore giving opponent opportunity to pay the mana.
@ glitter: If you have Mastery out when you turn face up you gain a life, this does use the stack therefore giving opponent opportunity to pay the mana.
yah my original response was if you didnt gain the life they wouldn't be able to pay the 2 mana to search.
Also I think D&C replied to me a few pages back. I meant to type Glisener elf (or whatever its name is) and not the gladecover scout.
What do people think of Magus of the Moon? I'm considering splashing red just for 4 magus and 3 bolts main, with an extra bolt in the side. Thoughts?
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
What do people think of Magus of the Moon? I'm considering splashing red just for 4 magus and 3 bolts main, with an extra bolt in the side. Thoughts?
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
What do people think of Magus of the Moon? I'm considering splashing red just for 4 magus and 3 bolts main, with an extra bolt in the side. Thoughts?
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
You use the ghost quarters before turn 4 when you can Vial the Magus in.
Otherwise a deck like Boggles will be playing all non basics up until then right into your turn 3 magus turn 4 Rider to kill any basic they had in hand.
What do people think of Magus of the Moon? I'm considering splashing red just for 4 magus and 3 bolts main, with an extra bolt in the side. Thoughts?
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
You use the ghost quarters before turn 4 when you can Vial the Magus in.
Otherwise a deck like Boggles will be playing all non basics up until then right into your turn 3 magus turn 4 Rider to kill any basic they had in hand.
I'm not a particular fan of the red splash, but can you post your list again? It seems interesting.
The problem with moon effects is that they can let our opponents use the fetch lands we are keeping them off of with Leonin arbiter and we lose out tectonic edges and ghost quarters. The good side is that it can wreck a lot of decks out there. Potent cards for the WR deck seem to be Fulminator mageAlesha, who smiles at death and Avalanche Riders, the hardest thing is splashing w/o fetches and mirrodin fast lands can make for a tricky manabase.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
You use the ghost quarters before turn 4 when you can Vial the Magus in.
Otherwise a deck like Boggles will be playing all non basics up until then right into your turn 3 magus turn 4 Rider to kill any basic they had in hand.
I'm not a particular fan of the red splash, but can you post your list again? It seems interesting.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
You use the ghost quarters before turn 4 when you can Vial the Magus in.
Otherwise a deck like Boggles will be playing all non basics up until then right into your turn 3 magus turn 4 Rider to kill any basic they had in hand.
I'm not a particular fan of the red splash, but can you post your list again? It seems interesting.
I know it's a shell but that second deck looks really susceptible to Burn/Folk/Affinity and the pain lands along with fetches without any way to gain the life back is a really big risk. The deck sorely needs Helix or Finks to keep up with the dmg. Otherwise the red splash is really interesting in what it's trying to do.
It was pretty good right before the Pod ban. Then came all of the forked bolts with treasure cruise and it definitely wasn't great. Affinity is as bad as it is vs. any of the other D&T decks but with SSG main you get to play your kataki or stony silence turn 1 in the sideboarded games which is amazing.
Burn isn't bad since you can play a turn 1 Thalia.
You could definitl'y take out a resto or the SSGs to fit more midrange creatures like splicer or finks into the deck.
The RW duals can be swapped with any of the other ones of your choice, Arid Mesa, Rugged Prairie or whatever. I tried a few and they all worked out about the same.
I'd like to see a WG Hatebears list from you guys. I'm gonna try it tomorrow and I'd like to see your sideboard plans against tron, Uwr control, naya zoo (kird ape version), UW Merfolks, jund and Abzan control.
@Tyler_JunkRares Chancellor of the Annex might work if you want to play it, but most of the time its probably not going to be better than Judges Familiar. If you want to give it a shot maybe try swapping whatever 1 drop you are playing for 4 copies?
I'm also not sure how many Nykthos you need in the deck to see 1 a game but they probably take up the Tec Edge slot in the manabase.
I'd like to see a WG Hatebears list from you guys. I'm gonna try it tomorrow and I'd like to see your sideboard plans against tron, Uwr control, naya zoo (kird ape version), UW Merfolks, jund and Abzan control.
Is there any particular reason you'd like to see a Hatebears list from us?
Hatebears is its own distinct deck, with its own distinct primer on MTGS.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
@aquabenta list looks a bit broken in its plan, this is meant to be a flicker list but there's no finks and with a land base of 8 lands that can hurt you it seems like a bit of a struggle against decks going wide or bigger than us (which is everyone), I don't think splicer is reliable enough to be your only beater (seeing as it is the worst beater in that 3 drop atm).
I like the airforce part and with exalted it does present a fast clock, doesn't seem like a gw list tbh you are only utilising Gavony Township (not a bad choice!) and Qasali Pridemage (again great choice because they are great right now), however no Loxodon Smiter when kolaghans command is a a popular card along with liliana of the veil? Seems like an easy and good option to use so consider it.
Eternal witness will always net value and isn't in your flicker based list? Slightly confused as to why it's not, possibly is the second best card in the gw version, consider them, as for sideboard I've never really liked stoney silence, it trumps affinity if you can play it and they can still play around it, turns off our vial which is great in the match for flickerwisp tricks or dumping out blockers, affinity has problems when you remove their trump cards like plating or ravager counters, flickerwisp does that and Qasali Pridemage + a few disenchant effects in the board can deal with problematic cards, hell even Purge has a great list of targets outside of affinity. Stoney silence could change to a broader card like more disenchant effects or a Purge.
Tron is another beast, ghost quarter, leonin, thalia, aven mindcensors, qasali pridemages, these buy you turns(maybe), stoney isn't a guaranteed win, doesn't present a clock, also stops our vial! What it can do is stop oblivion stone of cause however beating tron comes down to its lands and what it can actually cast as apposed to its artifacts.
My list was posted afew pages back if you want to see it.
Chris
Chris is a great guy to give you the closest version of D&T to GW hatebears, but charons is right, It's a different animal. My assumption is that you thought they were the same deck, but just for future reference, they're really not.
I totally disagree about splicer and about smiter. Witness is a good 1 of. I'd change the mana base a bit, personally. I don't think you need brushland, but I do think you need tectonic edge at least as a 2 of. Also, I've nevr liked stirring wildwood. It's just so slow and you can hardly ever really afford to make it a creature...Stony is totally reasonable. I don't think you need Gaddock Teeg. I've never found him to actually be useful since the only real match where he'd be relevent is tron, and I think GR tron will just clasm him away and Blue tron is already easy. Crucible is interesting. I'm not sure you want so many noncreature spells though since your build has both vryn and thalia.
EDIT: I just realized Teeg hoses Collected Company and that a deck like elves runs so few kill spells, he might make it a more fair MU. Thoughts?
Kataki forces them to sacrifice something before they can play the grid, Stony Silence leaves them with all their stuff.
And the only other decks you want Stony Silence are GR Tron and Lantern Control, Kataki is also great vs Lantern, so there is only GR Tron left, which is a great matchup to begin with.
Kataki can help with lantern, but Stony silence can also really shut down a deck in a way kataki can't. I think it depends on your deck and your style as far as what style is right. For instance, I alternate which I use based on how many artifacts are in my deck as well as how many noncreature spells are in my board (as far as I'm concerned, you can only afford to have so many noncreature spells in the board).
Sorry, but GR tron is not a great MU. You'd think it would be, but I really don't think it's a cake walk. Turns out pyroclasm is pretty good. It really just depends on your opening hand I think. I've lost games against tron where by all right I should have won. Games where I Gqed them 3 times by using gq witness flickerwisp witness gq. Or where they see all 4 clasms (What's up with that?! I mean come on!). On the other hand, I've won games where they had tron power on turn 3 and I still won. If you don't dedicate SB cards to this MU, I don't think you're going to have favorable odds for 2/3.
Round 1: Tezzerator (1-1-1)
Game 1: A loss, on the draw, after 40 minutes. His mainboard hate of torpor orb was actually a large pain. An ensarning bridge eventually locked me out.
Game 2: A decisive, quick, win in which I went T2 Thalia, T3 Arbiter and GQ a land, into T3 Tidehollow Sculler to strip his hand of the only thing he was close to playing.
Unfortunately, we did not have time for a game 3 and this was my draw.
Round 2: Bye
Round 3: Elves (2-1)
Game 1: I lost for all the reasons Elves is a bad match-up. It went predictably and got rolled by Ezuri activations.
Game 2: On turn 4, I have two Leonin Arbiter on the board and then double pathed and double GQ'ed him to one land. He had a slow start and after a blowout turn like that he quickly scooped to game 3.
Game 3: An odd game, but I managed to slow him down with a SB Revoker naming Archdruid. The pivotal turn was pathing that Archdruid into vialing an Orzhov Pontiff to wipe his board save for a nettle sentinel. I started to chip away at his life total and he also very quickly traded the sentinel for my Revoker in combat. I realized this was probably an error and he proceeded to play out another Archdruid. I knew he still wasn't to grow as quickly as he would earlier in the game and the extra turn or two found me playing an odd sequence. I had brought in my one SB Hallowed Moonlight as just another way to combat Chord of Calling. How I ended up using it was vialing in a flickerwisp on his upkeep and then playing the Moonlight later in his turn so that when the Archdruid returned it would be exiled. After that I was able to get there in the air.
Round 4: Grixis Twin (2-0)
Game 1: I was just able to play the D&T taxes very well. Slowed him down and taxed him enough that flier got there. It was exactly the type of game the deck tries to play.
Game 2: He boarded to control and I ended up getting through an early Clique and Tasigur, and got there in the air again after using Leonin Arbiter and two GQ's to keep him off red mana.
Thoughts:
I love this deck. One night and I love everything about how this deck operates. I'm playing in my local modern night again on Sunday and the weekend of the 19th and 20th I think I might even go up to SCG Milwaukee for the Modern 5K on Sunday. I'm excited to be apart of this conversation because I think I finally found the deck I'm willing to dedicate myself to 110%
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
WDeath and TaxesW
RWGBurnGWR
Maybe I'm wrong but I'm going to say that's not correct. Both Morph and paying Arbiter's ability don't use the stack. If an opponent cracks a fetch land and passes priority to you, and you then flip arbiter it won't give them back priority and the fetch land will resolve with them not being able to search.
Now if it is on your turn then they get priority second so of course they will be allowed to pay the mana, but on their turn they don't get the opportunity.
WDeath and TaxesW
RWGBurnGWR
yah my original response was if you didnt gain the life they wouldn't be able to pay the 2 mana to search.
Also I think D&C replied to me a few pages back. I meant to type Glisener elf (or whatever its name is) and not the gladecover scout.
Magus is actually really good. Opponents can tap all the fetch lands they want when the only thing they are getting form their mana base is RRRRRRRRRRR
Between Ghost Quarter and Avalanche Riders you can keep most decks off of their basic lads putting them in a really bad situation. I've had a UWR opponent go for 8+ turns without being able to play anything after Magus came down.
I wouldn't play 4 main deck since there are some opponents like Merfolk or Elves who don't care all that much. I'd suggest 2 main and 2 more sideboard so you can go up to 4 post-board.
I can see how it's a pretty good card to counter certain decks but if you land one your GQ isn't going to work either, so its a non-bo
You use the ghost quarters before turn 4 when you can Vial the Magus in.
Otherwise a deck like Boggles will be playing all non basics up until then right into your turn 3 magus turn 4 Rider to kill any basic they had in hand.
I'm not a particular fan of the red splash, but can you post your list again? It seems interesting.
3 Thalia, Guardian of Thraben
4 Tunnel Ingus
2 Blade Splicer
4 Simian Spirit Guide
4 Flickerwhisp
2 Magus of the Moon
3 Restoration Angel
2 Aven Mindcensor
4 Path to Exile
4 Aether Vial
1 Sword of War and Peace
1 Sword of Fire and Ice
1 Slayers' Stronghold
2 Techtonic Edge
4 Ghost Quarter
1 Keldon Megaliths
9 Plains
1 Eiganjo Castle
2 Rest in Peace
1 Grafdigger's Cage
2 Stony Silence
1 Kataki
2 Burrenton Forge-Tender
2 Mirran Crusader
1 Aven Mindcensor
1 Eidolon of Rhetoric
1 Thalia, Guardian of Thraben
2 Spellskite
Was the first one that I actually took to an FNM
I think the second one I was playing that had rider in it looked something like
4 Avalanche Riders
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
2 Magus of the Moon
4 Simian Spirit Guide
4 Flickerwisp
4 Path to Exile
4 AEther Vial
2 Slayers' Stronghold
4 Ghost Quarter
4 Sacred Foundry
1 Mountain
4 Arid Mesa
8 Plains
I know it's a shell but that second deck looks really susceptible to Burn/Folk/Affinity and the pain lands along with fetches without any way to gain the life back is a really big risk. The deck sorely needs Helix or Finks to keep up with the dmg. Otherwise the red splash is really interesting in what it's trying to do.
Burn isn't bad since you can play a turn 1 Thalia.
You could definitl'y take out a resto or the SSGs to fit more midrange creatures like splicer or finks into the deck.
The RW duals can be swapped with any of the other ones of your choice, Arid Mesa, Rugged Prairie or whatever. I tried a few and they all worked out about the same.
Here's the list I'm going to try:
4 Noble Hierarch
4 Æther Vial
4 Path to Exile
(Cmc 2)
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
2 Qasali Pridemage
2 Scavenging Ooze
(Cmc 3)
2 Aven Mindcensor
3 Vryn Wingmare
4 Flickerwisp
3 Blade Splicer
3 Restoration Angel
(Lands=23)
4 Temple Garden
4 Razorverge Thicket
4 Ghost Quarter
2 Gavony Township
1 Stirring Wildwood
2 Horizon Canopy
2 Brushland
2 Forest
1 Plains
3 Burrenton Forge-Tender
3 Mirran Crusader
1 Gaddock Teeg
1 Crucible of Worlds
2 Engineered Explosives
1 Worship
2 Stone Silence
1 Sundering Growth
1 Sunlance
I'm also not sure how many Nykthos you need in the deck to see 1 a game but they probably take up the Tec Edge slot in the manabase.
Hatebears is its own distinct deck, with its own distinct primer on MTGS.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Chris is a great guy to give you the closest version of D&T to GW hatebears, but charons is right, It's a different animal. My assumption is that you thought they were the same deck, but just for future reference, they're really not.
I totally disagree about splicer and about smiter. Witness is a good 1 of. I'd change the mana base a bit, personally. I don't think you need brushland, but I do think you need tectonic edge at least as a 2 of. Also, I've nevr liked stirring wildwood. It's just so slow and you can hardly ever really afford to make it a creature...Stony is totally reasonable. I don't think you need Gaddock Teeg. I've never found him to actually be useful since the only real match where he'd be relevent is tron, and I think GR tron will just clasm him away and Blue tron is already easy. Crucible is interesting. I'm not sure you want so many noncreature spells though since your build has both vryn and thalia.
EDIT: I just realized Teeg hoses Collected Company and that a deck like elves runs so few kill spells, he might make it a more fair MU. Thoughts?
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
Kataki can help with lantern, but Stony silence can also really shut down a deck in a way kataki can't. I think it depends on your deck and your style as far as what style is right. For instance, I alternate which I use based on how many artifacts are in my deck as well as how many noncreature spells are in my board (as far as I'm concerned, you can only afford to have so many noncreature spells in the board).
Sorry, but GR tron is not a great MU. You'd think it would be, but I really don't think it's a cake walk. Turns out pyroclasm is pretty good. It really just depends on your opening hand I think. I've lost games against tron where by all right I should have won. Games where I Gqed them 3 times by using gq witness flickerwisp witness gq. Or where they see all 4 clasms (What's up with that?! I mean come on!). On the other hand, I've won games where they had tron power on turn 3 and I still won. If you don't dedicate SB cards to this MU, I don't think you're going to have favorable odds for 2/3.
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
4 Noble Hierarch
4 Leonin Arbiter
4 Serra Avenger
4 Thalia, Guardian of Thraben
4 Vryn Wingmare
4 Flickerwisp
2 Aven Mindcensor
2 Eternal Witness
1 Mangara of Corondor
4 AEther Vial
Instants (5)
4 Path to Exile
1 Dismember
Lands (22)
4 Ghost Quarter
4 Tectonic Edge
4 Razorverge Thicket
4 Temple Garden
4 Horizon Canopy
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
4 Burrenton Forge-Tender
2 Qasali Pridemage
2 Scavenging Ooze
3 Spellskite
2 Sunlance
1 Eternal Witness
1 Brimaz, King of Oreskos
I now have the deck (and ~15-20 maybeboard cards) completely foiled out!