very much agreed with dead weatherman, UW and UWr are totally different animals, proxy them up and play or play against yourself on iPad with the mtg sandbox program, which i love btw, and you will see for yourself how different they are. im like TDWeatherman, i love UW.
Timely Reinforcements: Oh, aggro again. Gain some life, get some blockers, stay alive a while longer. Sometimes your opponent will Bolt themselves so you don't gain any life, though. I'm not really sure why they think that is a good play.
Speaking as a burn player, it saves a card. If only 1 card need be spent to keep you at your current life total rather than 2 cards, that's huge for a deck that has no draw power.
The things is that if you play the uw variant enough at paper tournaments with real competition, you will likely find yourself asking whether you should just be going one way or the other, with regard to whether uw resto decks are able to draw the right blend of control cards and creature cards...or draw the right half of the deck in the right matches.
The logical decisions are that one either goes with lowering the number of cute mirrodin/innistrad standard's uw creatures to make it into a real control deck or whether to streamline things for a uwx tempo aggro game plan.
If I had to choose a funny parallel for players that are stuck on uw angel decks, it would be the token kid that I remember from the schoolyard, like twelve years ago, who would flip when the gameboys bugged during a trade and would cause a pokemon to evolve out of its terrible and goofy-looking 2nd stage that they had grown attached to because they didn't play the game hardcore be the best style.
If this once incredibly ubiquitous uw resto blink cuteness deck was still good, it would at least be posting 3-1s. There is a pretty clear timeline for the evolution of the archetype too, since it can get tracked back to Edgar Flores a while back and the mana deprived tournament a few months ago. UWr Tempo Geist is a lousy deck for all its own reasons indeed, but you fellas ought to just put more time into playing uw resto or waste some $25 entrance fees on playing it at a real tournament or something because it is an incredibly flawed deck.
Ok so is this deck shooting for the traditional long term game plan of a Control deck? Are you going to use midgame and lategame powerhouse cards like Cryptic Command, Baneslayer Angel/Sun Titan etc? Perhaps the Sun Titan>Phantasmal Image>Baby Jace>Tectonic Edge recursion from days past? More card drawing effects like Wall of Omens, Think Twice, Sphinxes Revelation? Elspeth/Gideon? I'm trying to get an idea of what Azorius Control is supposed to or going to look like. Ok, so we agree, Resto Angel blink and Geists arent where this deck wants to be, it wants to be a late game truer control deck. Can we get some ideas for a workable lists going?
if you want to play titan, you should at least have 1 rachet bomb, and/or Ghost quarter, i think.
Also, no vendilion clique seems wrong, no matter how i think about it.
Judging from the statistics it seems like the deck is viable, but needs tuning to get even better results.
They do. Tron is also quite flawed. Read prior posts that I made if you would like better context for the criticism I gave.
Creatures are good at doing some stuff and flicker interactions when drawn in the right games will be good. It is also a general strategy that people are likely to be familiar with if they played Mirrodin/Innistrad Standard. (Spoiler: more powerful cards, but lacking the consistency/spells per turn via: appropriate phyrexian spells+ponder of mbc/ibc Standard resto decks.)
There's plenty of articles and general info out there that relates to the variables at work with what people play at physical tournaments and also online; you won't regret looking some of them up on google.
Hey Engsk, dont mind all the riff raff. I am genuinely interested in making this type of deck work as I used to love this style deck from Zendikar block etc. Could we try and brew up some lists? I dont want my Sun Titans to just sit around and cllect dust, and I think you are very knowledgeable and am willing to chat about choices, etc if your willing to take the time and do this.
So, why exactly do you keep posting here again?
You come here, bash a deck, then refuse to answer the questions asked nicely.
I really dont get what you are trying to pull, so we should just assume you are a troll and ignore you.
I've pretty much hated all of them and have been toying with various UWx iterations, since nacatl and cloudpost got axed. My last few posts on this thread have related to the flaws of uw resto decks, so check those out if you want to compare notes. I would be hesitant to call the first list that I posted mid-range, but its biggest issue was honestly getting paired against random tier 2 decks, like Martyr. It would frequently win games by running opponents out of lands.
With resto builds, there was always a recurring issue with failing to curve out creatures in games where they already suck, but could be okay if curved-out with counters. With this latter issue, squadron hawks and walls were helpful, but required a lot of slots, which were tough to find for cards with such subtle effects.
When BBE got banned, I saw it as being freed from the necessity of running creatures in a blue deck, but that's just me maybe.
I think Phantasmal Image definitley has a place in Sun Titan builds (my preferred version), as being able to interact with Geist of St. Traft is pretty important in general. Recurring late game via Sun Titan is awesome as well to create an insurmountable boardstate setup or lethal. To me, there is tremndous difference in power in U/W decks with Sun Titan/Sphinxes Revs/Cryptic Commands shooying for late game sheer power and card advantage in recursion or straight draw power as opposed to Restoration Angel builds, which in my limited expierience seem wishy washy in general, and seem much more like Tempo than hard control.
The simple fact to me, at this point is that the Sun Titan builds want to use cards that simply overpower by and in of themselves. Plus, these builds are very easy to customize to a metagame. Slots are very interchangeable and U/W offer a host of options.
As far as strategic differences between Sun Titan/Restoration Angel builds, there is immesnse gaps. Resto builds function off favorable interaction between the creatures. Each one must generate immediat value and have synergy with Restoration Angel. This is a good thing and one thing I loved about that particular style. In hindsight though, I missed so many other things Sun Titan builds have going for it like a full 4 Cryptics, 4 Tec Edges, Sphinx Revs because it goes long, Phantasmal Image which eats Geist (very relevant), higher land count, Celestial Colonnade, Babay Jace (my preference), VCliques (recurs via Sun Titan) and is active disruption having synergy with coutermagic, Wall of Omens (perhaps not ideal but required in Moderns new meta). Theres other options like Elspeth/Gideon. Also, Baneslyer Angel. You just get lot more and stronger options shooting for the late game in U/W than more midrangey/tempo stlye with Restoration Angel style. Just my two cents.
I think Phantasmal Image definitley has a place in Sun Titan builds (my preferred version), as being able to interact with Geist of St. Traft is pretty important in general. Recurring late game via Sun Titan is awesome as well to create an insurmountable boardstate setup or lethal. To me, there is tremndous difference in power in U/W decks with Sun Titan/Sphinxes Revs/Cryptic Commands shooying for late game sheer power and card advantage in recursion or straight draw power as opposed to Restoration Angel builds, which in my limited expierience seem wishy washy in general, and seem much more like Tempo than hard control.
The simple fact to me, at this point is that the Sun Titan builds want to use cards that simply overpower by and in of themselves. Plus, these builds are very easy to customize to a metagame. Slots are very interchangeable and U/W offer a host of options.
As far as strategic differences between Sun Titan/Restoration Angel builds, there is immesnse gaps. Resto builds function off favorable interaction between the creatures. Each one must generate immediat value and have synergy with Restoration Angel. This is a good thing and one thing I loved about that particular style. In hindsight though, I missed so many other things Sun Titan builds have going for it like a full 4 Cryptics, 4 Tec Edges, Sphinx Revs because it goes long, Phantasmal Image which eats Geist (very relevant), higher land count, Celestial Colonnade, Babay Jace (my preference), VCliques (recurs via Sun Titan) and is active disruption having synergy with coutermagic, Wall of Omens (perhaps not ideal but required in Moderns new meta). Theres other options like Elspeth/Gideon. Also, Baneslyer Angel. You just get lot more and stronger options shooting for the late game in U/W than more midrangey/tempo stlye with Restoration Angel style. Just my two cents.
Share your Sun Titan build?
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I tend to change it occasionally since I am a noob in Modern. Thats why I was so avid about talking about a Sun Titan build because the Sun Titan builds and options are just so strong and fun lol.
My mainboard can change a little here or there, depending. I tried different things at times like Vedalken Shackles/Crucible of Worlds/Repeal/Echoing Truth/Spell Snare/Vendilion Cliques. I liked VCliques alot at first, but where I play shifted to alot more aggro and Jund variants, RDW etc so I put Wall of Omens at 4 and Seagate Oracles in. When its more Twin or something, VCliques are aswesome (plus recur via Sun Titan). I love my Cliques. I didnt like spell snare too much, cuz we have Tron as well and POD so Spell Snare isnt doing it for me. Spell Pierce is good, alot of folks tapout early, but I found it better suited for the sideboard versus Tron or POD as those decks tap out early alot and run into Spell Pierce which is huge for me. Combined with Cliques in sideboard games and it gets a bit easier a I have more disruption. I beat Geists all day, and thats a major plus in Phantasmal Image mainboard. Even if they dont play Geist, I can copy my own creatures for value, a Kiki-Jiki of theirs, a Linvala, a Wurmcoil from Tron, legend rule an opponents Cliques. You get the idea. Phantasmal Image is just a great card in general and gets more profit with his buddy Sun Titan. Thre are some iffy choices I get accused of like Jace Beleren. I like him though, and he's another great way to get cards in hand, which I always want, always. If they dont kill Jace, he just draws moe cards, then dies and Sun Titan is glad to bring him back for more cards. My deck is super late game and I always want cards in hand and cards that create virtual card advantage. Gideon is another awkward card, but I fnd his "fog" effect quite useful in general. Sometimes versus POD you can get him out before they can combo out and Gideon sometimes can buy me a turn so I can find Supreme Verdict to destroy their board position. Oblivion Ring is something I occasionally miss, mostly because of cards like Liliana of the Veil or a Karn that resolves and I may often go back and forth over 1-2 maindeck depending on how our stoe is week to week. If not, lemme say Celestial Purge is quite good in the sideboard versus Liliana/Bob etc and DRShaman. I also saw Sun Lance tech, but I would prefer a second dismember over that. Baneslayer Angel is just crazy overall, as its just one of the best sweeper followups aside from Gideon. Dying to removal like Path/Dismember is not a good arguement against her either, as my deck has an abundance of ways to attack, from Celestial Colonnades, Baneslayer, Imaged creatures, Gideon, and Sun Titan. I had considered Wurmcoil Engine, but the fact Baneslayer Angel has flying and beats a plethora of things in combat is quite relevant.
I just got my Friday bongtime on, so that is a bit too daunting of a wall of text for me to read with much accuity on my phone, but you could do well to ditch the very high image count unless you are expecting to see geists virtually every round, but if that were the case, then verdicts would be better.
Titan control decks should be able to go late enough that one image off of a titan is often good enough. I seldom had problems taking over games with the titan build that I shared, which was the produced by the efforts of a number of fairly experienced Modern players.
I'll check back later and read things more closely.
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If that's your "casual," what on earth is required for "formal," a butler in livery shuffling the decks whilst a pianist plays Brahms in front of a tapestry?
I want to squeeze in some Tectonic Edges to help against Tron pieces, Mutavaults, and possibly Inkmoth Nexi, but I feel like it's already pretty difficult to stabilize the mana base as it currently stands. I think I can squeeze two copies in, but I think that's about the most I'm going to get without ruining the three-colored mana base. With that said, Slayer's Stronghold seems to be a particularly powerful land. Perhaps it's antisynergistic in the sense that we like to flash in stuff at the end of our opponent's turn, but the couple of extra damage seems to go a long way should the games go late.
Celestial Colonnade is amazing from preliminary testing. I think 3 is right, since we also have to make sure we're not off-tempo from multiple ETBT lands.
Path to Exile may not be super great right now, but it does take care of anything that's not Emrakul or Pro-White. Plus, with land bases as greedy as they are in 3-4 color decks, I'm not sure it always has a downside. When they do get a land out of the deal, it does hurt, since we're fairly tempo-ish and we use soft counters to get through the early game and get around combo decks. 2 seems right though, as it's something that's good to see sometimes and not that great all the time right now.
Electrolyze is incredible, and I feel like when I have multiples, I just can't lose against most creature-based decks. The gain in card advantage from taking out 2 creatures and cantripping is really good, and even just shocking your opponent and drawing more business is really nice. The thing I really like about this build is that you have 12 burn spells as well as 4 Snapcaster Mages, so you can sometimes sit back, play control with your counterspells and other creatures, and then fire a couple burn spells at EOT and kill them with your untap when they have as much as 9-12 life sometimes. In some respects, it seems like the burn variant of this deck wants to just drop a creature early for a hit or two, then sit back and play control until Colonnades come online and you have a critical mass of burn. I played matches against both Soul Sisters and Infect to test the deck out, and it just feels really powerful against those, or any other strategy that relies on a lot of small creatures.
I've not tried Thundermaw or Baneslayer yet, so I won't comment on those. Specifically for the Crazy Cat Person, since you're running the burn variant like I am, I'd go with the Thundermaw over the Baneslayer, since the time you get to 5-6 mana is about the same time you're ready to stop playing defense and start throwing down creatures and burning their face out.
What do you guys think is the proper land count? I've started with 25, and that seems not unreasonable. Playing 26 and 4 Colonnades, or playing 24, both seem reasonable choices.
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I really like baneslayer angel because of the synergy with cavern of souls allows you to cast baneslayer and restoration angel. With how UWR has taken up a large portion of the metagame, I would generally want a uncounterable threat more than a hasty one.
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If that's your "casual," what on earth is required for "formal," a butler in livery shuffling the decks whilst a pianist plays Brahms in front of a tapestry?
mmm i dont know about slayers strongold, but you should at least be playing 2 tectonic, if not 3.
Also, i personally never play less than 3 paths, there is no way to gt rid of goyf otherwise, and he can easily ruin your game, anything above 3 toughness becomes a pain to deal with with only 2 paths.
On the issue about hellkite vs baneslayer, i played both, and i like both but right now i think that haste is more important than lifelink. Specially since
batterskull seems to be a little superior to the angel too, but of course, first striking lifelink is awesome, so i guess it depends on your tastes.
On another note, i dont really think caverns are what this deck wants.
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Speaking as a burn player, it saves a card. If only 1 card need be spent to keep you at your current life total rather than 2 cards, that's huge for a deck that has no draw power.
The logical decisions are that one either goes with lowering the number of cute mirrodin/innistrad standard's uw creatures to make it into a real control deck or whether to streamline things for a uwx tempo aggro game plan.
If I had to choose a funny parallel for players that are stuck on uw angel decks, it would be the token kid that I remember from the schoolyard, like twelve years ago, who would flip when the gameboys bugged during a trade and would cause a pokemon to evolve out of its terrible and goofy-looking 2nd stage that they had grown attached to because they didn't play the game hardcore be the best style.
If this once incredibly ubiquitous uw resto blink cuteness deck was still good, it would at least be posting 3-1s. There is a pretty clear timeline for the evolution of the archetype too, since it can get tracked back to Edgar Flores a while back and the mana deprived tournament a few months ago. UWr Tempo Geist is a lousy deck for all its own reasons indeed, but you fellas ought to just put more time into playing uw resto or waste some $25 entrance fees on playing it at a real tournament or something because it is an incredibly flawed deck.
(Edit: The first uw resto deck I've seen get posted in a while 3-1d the other day, but that's not saying much...http://www.wizards.com/magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/5061718 )
Judging from the statistics it seems like the deck is viable, but needs tuning to get even better results.
Bant | U Tron | GW Hatebears | Death and Taxes | Scapeshift | UW Tron | UW Midrange
Also, no vendilion clique seems wrong, no matter how i think about it.
They do. Tron is also quite flawed. Read prior posts that I made if you would like better context for the criticism I gave.
Creatures are good at doing some stuff and flicker interactions when drawn in the right games will be good. It is also a general strategy that people are likely to be familiar with if they played Mirrodin/Innistrad Standard. (Spoiler: more powerful cards, but lacking the consistency/spells per turn via: appropriate phyrexian spells+ponder of mbc/ibc Standard resto decks.)
There's plenty of articles and general info out there that relates to the variables at work with what people play at physical tournaments and also online; you won't regret looking some of them up on google.
What in your opinion is a flawless deck?
Bant | U Tron | GW Hatebears | Death and Taxes | Scapeshift | UW Tron | UW Midrange
You come here, bash a deck, then refuse to answer the questions asked nicely.
I really dont get what you are trying to pull, so we should just assume you are a troll and ignore you.
Imagine that!
Edit: On brewing a build for Sun Titan, I tried a pretty good variation of something like-
2 sun titan
3 wall of omens
3 snapcaster
2 clique
3 cryptic command
3 mana leak
3 spell snare
2 ratchet bomb
2 Jace B
2 Supreme Verdict
4 Path to exile
1 dismember
1 detention sphere
2 sphinx's revelation
4 celestial colonnade
3 seachrome
4 tectonic edge
2 ghost quarter
3 Misty Rainforest
3 hallowed fountain
6 island
2 plains
I have also tried stuff like:
3 clique
3 resto
4 wall of omens
3 Snapcaster
4 cryptic command
4 mana leak
3 spell snare
4 path to exile
1 sunlance
1 dismember
2 sphinx's revelation
1 supreme verdict
1 Gideon Jura
[insert mana base]
I've pretty much hated all of them and have been toying with various UWx iterations, since nacatl and cloudpost got axed. My last few posts on this thread have related to the flaws of uw resto decks, so check those out if you want to compare notes. I would be hesitant to call the first list that I posted mid-range, but its biggest issue was honestly getting paired against random tier 2 decks, like Martyr. It would frequently win games by running opponents out of lands.
With resto builds, there was always a recurring issue with failing to curve out creatures in games where they already suck, but could be okay if curved-out with counters. With this latter issue, squadron hawks and walls were helpful, but required a lot of slots, which were tough to find for cards with such subtle effects.
When BBE got banned, I saw it as being freed from the necessity of running creatures in a blue deck, but that's just me maybe.
The simple fact to me, at this point is that the Sun Titan builds want to use cards that simply overpower by and in of themselves. Plus, these builds are very easy to customize to a metagame. Slots are very interchangeable and U/W offer a host of options.
As far as strategic differences between Sun Titan/Restoration Angel builds, there is immesnse gaps. Resto builds function off favorable interaction between the creatures. Each one must generate immediat value and have synergy with Restoration Angel. This is a good thing and one thing I loved about that particular style. In hindsight though, I missed so many other things Sun Titan builds have going for it like a full 4 Cryptics, 4 Tec Edges, Sphinx Revs because it goes long, Phantasmal Image which eats Geist (very relevant), higher land count, Celestial Colonnade, Babay Jace (my preference), VCliques (recurs via Sun Titan) and is active disruption having synergy with coutermagic, Wall of Omens (perhaps not ideal but required in Moderns new meta). Theres other options like Elspeth/Gideon. Also, Baneslyer Angel. You just get lot more and stronger options shooting for the late game in U/W than more midrangey/tempo stlye with Restoration Angel style. Just my two cents.
Share your Sun Titan build?
Currently playing
Legacy
UWRMiraclesUWR
UWBStone-BladeUWB
WUBGRTESWUBGR
Modern
UWRJeskai ControlUWR
URBGrixis ControlURB
4 Path to Exile
1 Dismember
1 Into the Roil
4 Phantasmal Image
2 Wall of Omens
2 Seagate Oracle
2 Baneslayer Angel
2 Sun Titan
4 Mana Leak
4 Cryptic Commands
2 Supreme Verdict
2 Sphinx's Revelation
2 Gideon Jura
2 Jace Beleren
2 Mystic Gate
4 Celestial Colonnade
4 Seachrome Coast
2 Hallowed Fountain
4 Tectonic Edge
4 Glacial Fortress
3 Plains
3 Islands
My mainboard can change a little here or there, depending. I tried different things at times like Vedalken Shackles/Crucible of Worlds/Repeal/Echoing Truth/Spell Snare/Vendilion Cliques. I liked VCliques alot at first, but where I play shifted to alot more aggro and Jund variants, RDW etc so I put Wall of Omens at 4 and Seagate Oracles in. When its more Twin or something, VCliques are aswesome (plus recur via Sun Titan). I love my Cliques. I didnt like spell snare too much, cuz we have Tron as well and POD so Spell Snare isnt doing it for me. Spell Pierce is good, alot of folks tapout early, but I found it better suited for the sideboard versus Tron or POD as those decks tap out early alot and run into Spell Pierce which is huge for me. Combined with Cliques in sideboard games and it gets a bit easier a I have more disruption. I beat Geists all day, and thats a major plus in Phantasmal Image mainboard. Even if they dont play Geist, I can copy my own creatures for value, a Kiki-Jiki of theirs, a Linvala, a Wurmcoil from Tron, legend rule an opponents Cliques. You get the idea. Phantasmal Image is just a great card in general and gets more profit with his buddy Sun Titan. Thre are some iffy choices I get accused of like Jace Beleren. I like him though, and he's another great way to get cards in hand, which I always want, always. If they dont kill Jace, he just draws moe cards, then dies and Sun Titan is glad to bring him back for more cards. My deck is super late game and I always want cards in hand and cards that create virtual card advantage. Gideon is another awkward card, but I fnd his "fog" effect quite useful in general. Sometimes versus POD you can get him out before they can combo out and Gideon sometimes can buy me a turn so I can find Supreme Verdict to destroy their board position. Oblivion Ring is something I occasionally miss, mostly because of cards like Liliana of the Veil or a Karn that resolves and I may often go back and forth over 1-2 maindeck depending on how our stoe is week to week. If not, lemme say Celestial Purge is quite good in the sideboard versus Liliana/Bob etc and DRShaman. I also saw Sun Lance tech, but I would prefer a second dismember over that. Baneslayer Angel is just crazy overall, as its just one of the best sweeper followups aside from Gideon. Dying to removal like Path/Dismember is not a good arguement against her either, as my deck has an abundance of ways to attack, from Celestial Colonnades, Baneslayer, Imaged creatures, Gideon, and Sun Titan. I had considered Wurmcoil Engine, but the fact Baneslayer Angel has flying and beats a plethora of things in combat is quite relevant.
Titan control decks should be able to go late enough that one image off of a titan is often good enough. I seldom had problems taking over games with the titan build that I shared, which was the produced by the efforts of a number of fairly experienced Modern players.
I'll check back later and read things more closely.
3 geist of saint traft
4 restoration angel
3 snapcaster mage
2 vendilion clique
2 cryptic command
3 electrolyze
1 izzet charm
4 lightning bolt
4 lightning helix
4 mana leak
4 spell snare
1 ajani vengeant
3 arid mesa
2 cavern of souls
3 celestial collonade
1 glacial fortress
2 hallowed fountain
1 island
1 mountain
1 plains
1 sacred foundry
4 scalding tarn
2 steam vents
1 sulfur falls
3 tectonic edge
This is a deck that I just threw together. I'm not sure what I need to cut (it's 62 cards), so I need some help.
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I hate the reserved list.
Mythic rares are fine.
3 Geist of Saint Traft
2 Vendilion Clique
1 Aven Mindcensor
4 Snapcaster Mage
4 Lightning Bolt
4 Lightning Helix
4 Electrolyze
2 Path to Exile
2 Cryptic Command
2 Mana Leak
2 Remand
2 Spell Pierce
3 Arid Mesa
3 Celestial Colonnade
3 Seachrome Coast
3 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Eiganjo Castle
1 Slayer's Stronghold
2 Island
1 Plains
1 Mountain
3 Surgical Extraction
2 Sowing Salt
2 Stony Silence
2 Celestial Purge
2 Spellskite
1 Combust
2 Spell Pierce
1 Path to Exile
I want to squeeze in some Tectonic Edges to help against Tron pieces, Mutavaults, and possibly Inkmoth Nexi, but I feel like it's already pretty difficult to stabilize the mana base as it currently stands. I think I can squeeze two copies in, but I think that's about the most I'm going to get without ruining the three-colored mana base. With that said, Slayer's Stronghold seems to be a particularly powerful land. Perhaps it's antisynergistic in the sense that we like to flash in stuff at the end of our opponent's turn, but the couple of extra damage seems to go a long way should the games go late.
Celestial Colonnade is amazing from preliminary testing. I think 3 is right, since we also have to make sure we're not off-tempo from multiple ETBT lands.
Path to Exile may not be super great right now, but it does take care of anything that's not Emrakul or Pro-White. Plus, with land bases as greedy as they are in 3-4 color decks, I'm not sure it always has a downside. When they do get a land out of the deal, it does hurt, since we're fairly tempo-ish and we use soft counters to get through the early game and get around combo decks. 2 seems right though, as it's something that's good to see sometimes and not that great all the time right now.
Electrolyze is incredible, and I feel like when I have multiples, I just can't lose against most creature-based decks. The gain in card advantage from taking out 2 creatures and cantripping is really good, and even just shocking your opponent and drawing more business is really nice. The thing I really like about this build is that you have 12 burn spells as well as 4 Snapcaster Mages, so you can sometimes sit back, play control with your counterspells and other creatures, and then fire a couple burn spells at EOT and kill them with your untap when they have as much as 9-12 life sometimes. In some respects, it seems like the burn variant of this deck wants to just drop a creature early for a hit or two, then sit back and play control until Colonnades come online and you have a critical mass of burn. I played matches against both Soul Sisters and Infect to test the deck out, and it just feels really powerful against those, or any other strategy that relies on a lot of small creatures.
I've not tried Thundermaw or Baneslayer yet, so I won't comment on those. Specifically for the Crazy Cat Person, since you're running the burn variant like I am, I'd go with the Thundermaw over the Baneslayer, since the time you get to 5-6 mana is about the same time you're ready to stop playing defense and start throwing down creatures and burning their face out.
What do you guys think is the proper land count? I've started with 25, and that seems not unreasonable. Playing 26 and 4 Colonnades, or playing 24, both seem reasonable choices.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
signature by rivenor at http://forums.mtgsalvation.com/showthread.php?t=329663
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
I hate the reserved list.
Mythic rares are fine.
Also, i personally never play less than 3 paths, there is no way to gt rid of goyf otherwise, and he can easily ruin your game, anything above 3 toughness becomes a pain to deal with with only 2 paths.
On the issue about hellkite vs baneslayer, i played both, and i like both but right now i think that haste is more important than lifelink. Specially since
batterskull seems to be a little superior to the angel too, but of course, first striking lifelink is awesome, so i guess it depends on your tastes.
On another note, i dont really think caverns are what this deck wants.