1) -3 Push, -4 Bolts, +1 CB, +3 Kambal, +2 Wear//Tear, +1 LtLH (or +2 LtLH and +1 Wear//Tear) I think you don't want too many Wear//Tears since they can become a liability, therefore I like bringing in 1 or 2 copies, depending if you prefer LtLH more. Specifically against Jeskai she is not that great though, since she doesn't really threat an ultimate since they have many dmg based removal spells. However, I think the first LtLH is better than the third Wear//Tear.
2) I think Bant Eldrazi is a pretty non existant deck in modern atm. The best versions are either RG Eldrazi or E-Tron. However, in either case, you should be well suited to beat those since you have Ensnaring Bridges. If you want to further improve the matchup, run 1 Terminate over the third Push.
I actually cut LtLH from my 75 all together. She has been relatively unimpressive. I have replaced her with Olivia Voldaren and an Anger of the Gods. I might be swapping the anger out for EE though.
1) -3 Push, -4 Bolts, +1 CB, +3 Kambal, +2 Wear//Tear, +1 LtLH (or +2 LtLH and +1 Wear//Tear) I think you don't want too many Wear//Tears since they can become a liability, therefore I like bringing in 1 or 2 copies, depending if you prefer LtLH more. Specifically against Jeskai she is not that great though, since she doesn't really threat an ultimate since they have many dmg based removal spells. However, I think the first LtLH is better than the third Wear//Tear.
2) I think Bant Eldrazi is a pretty non existant deck in modern atm. The best versions are either RG Eldrazi or E-Tron. However, in either case, you should be well suited to beat those since you have Ensnaring Bridges. If you want to further improve the matchup, run 1 Terminate over the third Push.
I actually got paired up against Bant Eldrazi at a large-ish event the other day and my removal just didn't match up to their threats. Not something that I would actively hedge against, but some more Terminate/ Dreadbore would have really helped me out. Considering going back to my previous 2 Push// 1 Terminate// 2 Dreadbore split anyway because Teferi is real.
I think we have an understanding issue here. I think stalling and racing are the exact opposite. Stalling means you sit back and do nothing to artificially prolong the game, like what a terrible person would do after they had won game 1 after a long time to win via time. Racing is ending the game fast asap.
What I think you meant was to set the tron player back in their manadevelopment which we need to use in order to kill them asap.
Tron is borderline unwinnable unless you have the nut hand and you get to disrupt them enough for your threats to actually matter. I have all but given up on this match up. I have 3 BM main, and 2 Rabblemaster in the board. That's about it. If I run into tron, oh well. I'll chalk that one up as a lose and move on. Can't win them all and Id rather make some of my other "bad matchups" better than trying to turn a borderline unwinnable matchup into slightly less unwinnable. I have come to terms with it and. I don't expect any/everyone else to follow in my footsteps though. This is a choice that I have made particularly because I think Tron players are the scum of the Modern world and the less I have to interact with them, the happier I am. I'll play the games the best I can with what I have and take my round loss and move on with my life.
You talk about bridge vs tron? If yes, i think this is not a good idea. They dont need to attack you in order to win, they can just kill you with a karn ulti. Or kill you via ugin. Plus karn or ostone gets rid of bridge easily. I would not do that. Tron doesnt play many creatures. Wurmcoil or ulamog are the smallest problems for us in general. Wurmcoil can be dealt with more easily than pws, plus they dobt play many copies of it and ulamog is just a seal rhe deal type of threat.
You dont immediatly get to play what you recur though. I dont think adding another gy dependant spell would be helpful. I think this is not necessary. The real problems are the tron matchup.
you do realize that noxious revival isnt actually replacing itself right? its only improving your next drawstep, and it requires something of particular importance to already be in your graveyard.
its likely that you are focusing on scenarios where it would be at its best, but dont let that blind you to the fact that more often than not the card would be stone cold dead in your hand.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
there is a chance that a card you would like is already on the top of your library, so even with a noxious revival before a looting it is just an improvement while in other cases is just outright bad because there might be multiple cards you want in which case you spent life and a card for nothing.
faithless looting and collective brutality let you play more cards that are polarized in effectiveness, but that doesnt mean playing narrow, or arguably bad, cards is a free roll. noxious revival would be taking up a slot which would otherwise be used for something else.
there is no harm in experimenting because innovation only comes with trial and error; however how you are describing noxious revival is a very common mistake made in card evaluation. you may be thinking that revival can be an additional copy of whatever cards might be good in various matchups, but overlook that its application requires a specific sequence of events to happen before its useful. so while trying stuff is good, remember to ask yourself why some cards or interactions see so little play.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Mardu made quite a few top 8s at the SCG regionals and even a win. The sideboards do look very different from list to list, but we can see a good trend maindeckwise. No Manamorphose, but 2-3 BM main, no LoTV PW main and the rest is pretty standard except for some number differences in some lists.
I think Mardu has a pretty locked maindeck, but a very open perspective for the SB customizations.
So who is including a basic plains in their deck now? I have seen quite a few lists with 2 mountain, 2 swamp and 1 plains. I suspect that this is primarily for decks running ensnaring bridge, so that you do not end up with souls trapped in your hand in a moon/ bridge lock.
If you are running a plains, how has it affected the quality of your opening hands?
In four FNM level events and a 1k, I've hit the nightmare scenario of single plains with a hand that would be keepable with any other land twice. As you mentioned, the plains helps with ensuring the Bridge lock stays in place and helps you cast Kambal through a Blood Moon, but it still feels AWFUL to have to mulligan because of it. At this point I'm inclined to cut it.
I really dislike this list personally. Its too greedy. I think having less than 20 lands is crazy, and on top of that by only running 2 Manamorphose. i would cut Manamorphose completely. I think the card is straight up not worth it to run in Mardu, I would bring in 1 extra land and 1 extra CB.
1) -3 Push, -4 Bolts, +1 CB, +3 Kambal, +2 Wear//Tear, +1 LtLH (or +2 LtLH and +1 Wear//Tear) I think you don't want too many Wear//Tears since they can become a liability, therefore I like bringing in 1 or 2 copies, depending if you prefer LtLH more. Specifically against Jeskai she is not that great though, since she doesn't really threat an ultimate since they have many dmg based removal spells. However, I think the first LtLH is better than the third Wear//Tear.
2) I think Bant Eldrazi is a pretty non existant deck in modern atm. The best versions are either RG Eldrazi or E-Tron. However, in either case, you should be well suited to beat those since you have Ensnaring Bridges. If you want to further improve the matchup, run 1 Terminate over the third Push.
I actually got paired up against Bant Eldrazi at a large-ish event the other day and my removal just didn't match up to their threats. Not something that I would actively hedge against, but some more Terminate/ Dreadbore would have really helped me out. Considering going back to my previous 2 Push// 1 Terminate// 2 Dreadbore split anyway because Teferi is real.
I think blood moon, if left unanswered can be enough to win the matchup. Stalling against tron is not what you wanna do, you want to race them
What I think you meant was to set the tron player back in their manadevelopment which we need to use in order to kill them asap.
its likely that you are focusing on scenarios where it would be at its best, but dont let that blind you to the fact that more often than not the card would be stone cold dead in your hand.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)faithless looting and collective brutality let you play more cards that are polarized in effectiveness, but that doesnt mean playing narrow, or arguably bad, cards is a free roll. noxious revival would be taking up a slot which would otherwise be used for something else.
there is no harm in experimenting because innovation only comes with trial and error; however how you are describing noxious revival is a very common mistake made in card evaluation. you may be thinking that revival can be an additional copy of whatever cards might be good in various matchups, but overlook that its application requires a specific sequence of events to happen before its useful. so while trying stuff is good, remember to ask yourself why some cards or interactions see so little play.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)I think Mardu has a pretty locked maindeck, but a very open perspective for the SB customizations.
If you are running a plains, how has it affected the quality of your opening hands?
4 Bloodstained Mire
4 Marsh Flats
4 Blackcleave Cliffs
2 Blood Crypt
1 Sacred Foundry
2 Mountain
2 Swamp
1 Plains
Creatures [8]
4 Young Pyromancer
4 Bedlam Reveler
4 Faithless Looting
4 Lightning Bolt
4 Inquisition of Kozilek
3 Thoughtseize
2 Fatal Push
1 Forked Bolt
2 Dreadbore
3 Collective Brutality
2 Blood Moon
3 Kolaghan's Command
4 Lingering Souls
2 Molten Rain
2 Engineered Explosives
1 Anger of the Gods
2 Nihil Spellbomb
1 Surgical Extraction
1 Liliana of the Veil
1 Liliana, the Last Hope
2 Kambal, Consul of Allocation
2 Wear // Tear
1 Hazoret the Fervent
4 Young Pyromancer
4 Bedlam Reveler
Enchantment
3 Blood Moon
Land
4 Blackcleave Cliffs
2 Blood Crypt
1 Sacred Foundry
4 Bloodstained Mire
4 Marsh Flats
2 Swamp
2 Mountain
2 Manamorphose
3 Kolaghan's Command
4 Lightning Bolt
2 Fatal Push
Sorcery
4 Faithless Looting
2 Dreadbore
3 Thoughtseize
2 Collective Brutality
4 Inquisition of Kozilek
4 Lingering Souls
3 Kambal, Consul of Allocation
4 Leyline of the Void
3 Ensnaring Bridge
2 Engineered Explosives
2 Wear // Tear
1 Collective Brutality
Notable adoption of Ensnaring Bridge and a notable lack of basic Plains.