Marty-Proc is a mono white deck that straddles the line between two eternally popular archetypes: White Weenie and Mono White Control. The former is a faster deck that takes on a primarily beatdown oriented approach while the latter is slower and takes a more control oriented approach. Martyr-Proc can be tweaked in either direction depending on your taste.
The deck is named after two of its central cards: Martyr of Sands and Proclamation of Rebirth. The idea is to use Martyr to gain some early life so as to stabilize the match up early on and then use Proclamation as a method of graveyard recursion, bringing out your Martyr and other creatures (Serra Ascendant, et al.). Equally central to the strategy is our favorite land card Emeria, the Sky Ruin. The basic strategy of this deck is to gain life early and consolidate your position until you can either get Emeria online (i.e. Emeria + seven plains) or start forecasting Proclamation (for 5W) every turn.
Another focal point of this deck is the combo Martyr of Sands + Serra Ascendant. This usually serves as the deck’s win-condition. If you draw the nuts in your opening hand, you can have a 6/6 lifelinker out as early as turn 2, but usually this deck wins much later on in the game.
Before looking at an actual deck, let me present the shell:
3 Emeria, the Sky Ruin
4 Martyr of Sands
4 Serra Ascendant
4 Ranger of Eos
4 Proclamation of Rebirth
Whatever changes and tweaks you make to the deck, the above-mentioned cards should probably be left in place if you want to be able to call your deck a Martyr-Proc deck.
Weenie or Control?
I said that this deck can be tweaked in either direction - weenie or control. It is very important in any given match-up that you understand what role you're playing - know who's playing the beatdown (c.f. Mike Flores' classic article). Most of the times this is not going to be you. Your opponent is the one who will be playing the beatdown which means you will be playing a control game, keeping your hand full. However, when you run up against heavy control builds, you MUST change your strategy otherwise you cannot win. Thus, it is essential that you have some weenie strategies that are viable in your 75 (whether in the main deck or in your sideboard) if you want to win the control match-ups. Warnock chooses to put the Weenie options into his maindeck. In this primer, I try to suggest an alternative whereby we keep the maindeck as a control deck and side in some weenies for the control matchup.
2. An Example
The best example for us to look at right now is the deck that Alan Warnock brought to Worlds 2011. He scored 16 points with this deck (which means his record was better than 4-2). Lack of any other credible examples forces us to begin here:
Emeria, the Sky Ruin: The most important land card; the backbone of our deck’s recursion engine. In a large number of games, our goal is to simply get Emeria online (i.e. get Emeria + 7 plains into play) and the rest is taken care of for us. You want to run 3 or 4 of this card.
Mistveil Plains: Can play some neat tricks with Squadron Hawks. Counts as a plains for the Emeria tally.
Flagstones of Trokair: Serves the purposes of deck-thinning and plains-tutoring. Can be Ghost-Quartered in a time of need (if it is crucial for getting Emeria online, say)
Ghost Quarter: This is entirely a meta-call. If there are lands worth hating out in your meta, you need this card.
Tectonic Edge: Could be a substitute for GQ but I wouldn’t recommend it.
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How many lands to play? This deck ideally wants somewhere between 22 and 25 lands. Warnock’s original list runs 23 lands. I run 25 lands (you will see the example below). Like I said before, this deck can be tweaked in either of two directions (weenie or control). Weenie oriented builds will tend towards 22 lands while control oriented builds will tend towards 25 lands.
(As you can see, Warnock's is a Weenie oriented build, while mine is a more control oriented build. My manabase focuses exclusively on getting Emeria online as fast as possible.)
Martyr of Sands: Core card. Play it early in the game to stabilize. Play it to combo with Serra. Recur with Emeria, Proc. Never play Martyr unless you have 1 mana available for a sacrifice. Block and sac is a useful trick to know; if you block a 5/6 goyf and gain 15 life, that's almost like you gained 20 life.
Serra Ascendant: Core card. Combo of a piece with Martyr. Usually not wise to drop it unless you have the other combo piece. Or if you have Elspeth.
Ranger of Eos: Core card. Fetches both pieces of your combo or two copies of either one piece. Can also fetch the Wayfarer if needed (and student / figure if you run them)
Sun Titan: Control card. Card advantage + recursion. Overall not a good card in the format.
Mentor of the Meek: Control card. Card advantage. Only useful in some very specific situations. Especially in the late game. Proc for three creatures, pay three mana, draw three cards for example.
Proclamation of Rebirth: Core card. Can be hardcast for 3 creatures. Or, in the lategame when you fail to get Emeria online, you can use proc to recur a creature every turn.
Ghostly Prison: Control / Prison card. Slows down aggro / living-end strategies and shuts down the spliter twin combo.
Wrath of God: Control card. Great against all creature-based strategies.
Path to Exile: Spot removal. It's also an out against creature based combos like Splinter Twin.
Condemn: Another option for spot removal. Path doesn't gel too well with the prison strategy. But then again, condemn is not good enough in a lot of cases when you want to remove non-attacking creatures like bob, pestemite, Kiki-Jiki etc. Further Reading.
The sideboard is actually one of the main reasons to play in mono-white. We have sideboard cards against nearly every other deck. Usually the main deck is dedicated to defeating aggro, mid-range and aggro-control strategies. This leaves the sideboard to deal with combo and control strategies. We have an epic sideboard against combo decks but are somewhat weak to heavily control based strategies.
Ethersworn Canonist: Limits players to one non-artifact spell per turn. Shuts down storm and cascade based combo strategies. Vulnerable to bounce, burn, creature removal and permanent removal.
Rule of Law: Limits players to one spell per turn. A better version of Ethersworn canonist; prevents artifact based combos and doesn’t die to burn. Vulnerable to bounce and permanent removal.
Leyline of Sanctity: Gives you hexproof. Truly an all star sb card. Shuts down mill, discard, burn and any combo that targets you (grapeshot, dragonstorm, etc.) Also shuts down Gifts Ungiven based control decks. Vulnerable to permanent removal.
Nevermore: Mono-white Meddling Mage. On it's own it serves as a combo-hoser. You name any one essential piece of a combo strategy and your opponent can't combo off. But where this card truly shines is as a support card. Ideally you need to have another card in your deck that can stop the combo. Nevermore can be used to protect that card. You cast nevermore naming your opponents bounce / removal spell (echoing truth, qasali pridemage, beast within or whatever) and then you lay down your Leyline / Rule / whatever shuts your opponent down. Now they have absolutely no way of dealing with your protection.
Silence: Serves a function similar to Rule / Canonist. It shuts down storm and cascade based combo strategies.
Grand Abolisher: Your opponents can't cast spells or activate abilities during your turn. Shuts down control based strategies of the draw-go variety. Usually it dies to removal, but if supported by a Nevermore...
Relic of Progenitus: Use this card to exile cards from your opponents graveyard. Works well against any strategy that uses the graveyard - gifts, reanimator, living end, dredge, etc.
Leyline of the Void: Another graveyard hate strategy. Probably best to stay away from this card since you can't cast it unless you draw it in your opening hand.
Kataki War’s Wage: THE anti-affinity strategy. No card hates affinity more than this card. Whether or not to run this card depends on how likely you are to face affinity in your meta.
Explanation:
+3 Kataki against affinity
+3 Nevermore and/or +3 Leyline and/or +3 Rule of Law against combo decks
+3 Student of Warfare against control because we need to switch over to weenie mode
Work in progress
Work in progress
1. Alan Warnock's List (see above), 16 points at worlds 2011
2. Michael Shelkofsky's List (see above), top 8, 2012 PTQ Barcelona - Hatteisburg, MS 2/18
3. Baututinha's list, 3-1 at a Modern Daily
Ok... these results are barely legit, but that's all we've got right now.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Martyr of Sands: Core card. Play it early in the game to stabilize. Play it to combo with Serra. Recur with Emeria, Proc. Never play Martyr unless you have 1 mana available for a sacrifice. Block and sac is a useful trick to know; if you block a 5/6 goyf and gain 15 life, that's almost like you gained 20 life.
Huh? I took a break from Magic, and just recently got back in. I was under the impression that in 10th edition, they changed the ruling on how damage is applied on the stack. I thought they changed it so tricks like this, Sakura-Tribe Elder, and Mogg Fanatic arent broken anymore? Either you block and it dies, or you sac in response and take the damage.
Anyway, I play Soul Sisters which is a very similar deck. It's had very good results so far, but I'm concerned on my match-up against some decks like Zoo and aggro in general. I fare well, but I think switching a few cards around and going to Martyr-Proc will make the difference. Maindecked Wrath of God and Ghostly Prison will be nice, plus it still hands the Martyr-Ascendant combo that I love pulling off on turn 2 I'll come back with results soon!
Huh? I took a break from Magic, and just recently got back in. I was under the impression that in 10th edition, they changed the ruling on how damage is applied on the stack. I thought they changed it so tricks like this, Sakura-Tribe Elder, and Mogg Fanatic arent broken anymore? Either you block and it dies, or you sac in response and take the damage.
Yes, the rules did change in the 10th edition, but the change in rules has not affected the block + sac action that you can perform with martyr of sands (what I was talking about in the primer). Here's what changed: Under the old rules, if you did the block + sac with martyr, you would prevent attacker damage, deal 1 damage to the attacker and sacrifice. Under the new rules, you can sac the martyr and prevent attacker damage but you no longer deal 1 damage to the attacker.
Let's please keep rules discussion off this thread - we have a dedicated subforum for that!
Anyway, I play Soul Sisters which is a very similar deck. It's had very good results so far, but I'm concerned on my match-up against some decks like Zoo and aggro in general. I fare well, but I think switching a few cards around and going to Martyr-Proc will make the difference. Maindecked Wrath of God and Ghostly Prison will be nice, plus it still hands the Martyr-Ascendant combo that I love pulling off on turn 2 I'll come back with results soon!
I think it's a really good idea for anybody who is interested in Martyr-Proc to also playtest Soul Sisters (with the Martyr-Serra combo). This will give you a much better idea of how this deck is unique.
Yes, the rules did change in the 10th edition, but the change in rules has not affected the block + sac action that you can perform with martyr of sands (what I was talking about in the primer). Here's what changed: Under the old rules, if you did the block + sac with martyr, you would prevent attacker damage, deal 1 damage to the attacker and sacrifice. Under the new rules, you can sac the martyr and prevent attacker damage but you no longer deal 1 damage to the attacker.
Let's please keep rules discussion off this thread - we have a dedicated subforum for that!
Sorry! I really do appreciate the help though
I think it's a really good idea for anybody who is interested in Martyr-Proc to also playtest Soul Sisters (with the Martyr-Serra combo). This will give you a much better idea of how this deck is unique.
I like the look of Martyr-Proc. It seems like it plays like Soul Sisters, but has more answers. My soul sisters usually does good, but sometimes having only Path to Exile isn't enough to clear the field.
I'm going to run the build you posted, except mix in a few fetchlands like Arid Mesa and/or Marsh Flats. Whatever I can get my hands on. Helps thin the deck Although it looks really solid without it.
I have added the Squadron Hawk with Mistveil Plains package as it helps add fuel to Martyr's ability.
Nut openers include T1: Plains, Ascendant, T2, Land, Martyr, sac martyr and hit for a 12 point life swing in the air. This is usually backbreaking to most aggro decks and storm decks.
Matchups: Red-x Aggro: If you can gain stupid life with Martyr, game 1 shouldn't be a problem. Leyline of Sanctity seals the deal for the next game. ExarchMite-KikiTwin: Mainboard Ghostly Prisons and timed Path to Exiles can stop or disrupt them. Adding Supression Field post game will just shut them down. Elves: Usually easy if you disrupt them long enough for them to run into a Wrath of God. Affinity: Game 1 may be an uphill battle unless you can get idiot life with Martyr or get a Ghostly Prison in until you can Wrath of God them. Game 2, Suppression Field can help. Zoo: Same strategy as affinity or most hyper aggro decks for that matter. Heap Doll comes in if they play Punishing Fire. Birthing Pod: Path To Exile their main combo peices. Drag them into a wrath. Game 2, Heap Doll and Suppression Field may stop them. Gifts: Control is probably the toughest matchup against MartyrProc. Leyline of Sancity can shut off their Gifts Ungiven. Jund: Punishing Fire mainboarded is touch. Gaining life and try to stretch them into late game is key. Merfolk: Not very difficult, tbh. Rock: Death Cloud is a touch matchup. Game 1 is near certainly their win. Nevermore, Rule of Law or Suppression Field can slow them down. UR Storm: Gaining enough life to hinder them from being able to storm out enough for the kill is the best strategy.
Esper Teachings: Like I said, Control is a touch matchup. Don't overextend.
I think it brings good parts of MWC and SS.I have added the Squadron Hawk with Mistveil Plains package as it helps add fuel to Martyr's ability.
Nice idea!
What about running some card draw? In old extended (Mirr-Zen) I used to toy with Martyr-Proc lists, but never really liked the mono white version, I'm not sure why. There are two main options that I can think of, splashing blue for Mulldrifter or splashing black for Phyrexian Arena. They both have their own strenghts and weaknesses, Mulldrifter can be recurred with Emeria, wich is nice, and he also can be a secondary win condition, while Phyrexian Arena plays nice with Martyr since the life loss is irrelevant most of the time. Also, both splashes offer different support cards, blue gives us Meddling Mage to fight against combo, and black gives us Castigate for combo and Necrotic Sliver for a strong end-game plan alongside Emeria (endless Vindicates).
I don't play much anymore, Here's my old snow based power pony build. Scrying Sheets is to good not to run in my opinion. You do have to dedicate at least 50% of your deck to snow though. Just some ideals.
I was wondering how you guys sideboard against UR Storm (Ascension/Past in Flames). I've tried rule of law/leyline of sanctity/ethersworn cannonist but it always seems to get bounced during the turn they go off. I've seen people mention tormod's crypt/relic of progenitus, but when would you pop that?
I was wondering how you guys sideboard against UR Storm (Ascension/Past in Flames). I've tried rule of law/leyline of sanctity/ethersworn cannonist but it always seems to get bounced during the turn they go off. I've seen people mention tormod's crypt/relic of progenitus, but when would you pop that?
You could try silence or angel's grace in addition/in place of the cards you mentioned above.
Brainstorming a plan for graveyard storm seems like a prudent move. I think past in flames will be a monster before the end of this block and is extremely under-rated at this time.
Do you think it's possible to win an upcoming PTQ with any version of this deck? Why / why not?
I'm taking this to Grand Prix Lincoln in mid/late-February, and then a PTQ in early March. I'll obviously post my results. I really wished the PTQ was before the GP!
Like I said, I'm playing the w/ the first decklist posted, -4 Plains +4 Arid Mesa.
Our group is getting together tonight and practicing. I'll post my results, I'll be playing against RDW/Burn, The Rock, Elves, Affinity, Zoo, Dredge, and I think Splinter Twin as well.
So many SB options, I wish I knew my meta better. I may try this:
I was wondering how you guys sideboard against UR Storm (Ascension/Past in Flames). I've tried rule of law/leyline of sanctity/ethersworn cannonist but it always seems to get bounced during the turn they go off. I've seen people mention tormod's crypt/relic of progenitus, but when would you pop that?
I mentioned in the primer that a good way to deal with this problem is by siding in Leyline of Sanctity + Nevermore. If you resolve a Nevermore naming their bounce spell, then your Leyline is safe and they can't combo off.
I mentioned in the primer that a good way to deal with this problem is by siding in Leyline of Sanctity + Nevermore. If you resolve a Nevermore naming their bounce spell, then your Leyline is safe and they can't combo off.
I tried that but as Lectrys mentioned, they have multiple bounce spells at their disposal. And it actually doesn't prevent them from going off. They can still ritual /past in flames to cantrip out the majority of their deck to find their different bounce spells to kill you.
Silence/Angel's Grace on the other hand sounds like awesome tech. Gonna try it to see how it turns out.
Marty-Proc is a mono white deck that straddles the line between two eternally popular archetypes: White Weenie and Mono White Control. The former is a faster deck that takes on a primarily beatdown oriented approach while the latter is slower and takes a more control oriented approach. Martyr-Proc can be tweaked in either direction depending on your taste.
The deck is named after two of its central cards: Martyr of Sands and Proclamation of Rebirth. The idea is to use Martyr to gain some early life so as to stabilize the match up early on and then use Proclamation as a method of graveyard recursion, bringing out your Martyr and other creatures (Serra Ascendant, et al.). Equally central to the strategy is our favorite land card Emeria, the Sky Ruin. The basic strategy of this deck is to gain life early and consolidate your position until you can either get Emeria online (i.e. Emeria + seven plains) or start forecasting Proclamation (for 5W) every turn.
Another focal point of this deck is the combo Martyr of Sands + Serra Ascendant. This usually serves as the deck’s win-condition. If you draw the nuts in your opening hand, you can have a 6/6 lifelinker out as early as turn 2, but usually this deck wins much later on in the game.
Before looking at an actual deck, let me present the shell:
3 Emeria, the Sky Ruin
4 Martyr of Sands
4 Serra Ascendant
4 Ranger of Eos
4 Proclamation of Rebirth
Whatever changes and tweaks you make to the deck, the above-mentioned cards should probably be left in place if you want to be able to call your deck a Martyr-Proc deck.
Weenie or Control?
I said that this deck can be tweaked in either direction - weenie or control. It is very important in any given match-up that you understand what role you're playing - know who's playing the beatdown (c.f. Mike Flores' classic article). Most of the times this is not going to be you. Your opponent is the one who will be playing the beatdown which means you will be playing a control game, keeping your hand full. However, when you run up against heavy control builds, you MUST change your strategy otherwise you cannot win. Thus, it is essential that you have some weenie strategies that are viable in your 75 (whether in the main deck or in your sideboard) if you want to win the control match-ups. Warnock chooses to put the Weenie options into his maindeck. In this primer, I try to suggest an alternative whereby we keep the maindeck as a control deck and side in some weenies for the control matchup.
The best example for us to look at right now is the deck that Alan Warnock brought to Worlds 2011. He scored 16 points with this deck (which means his record was better than 4-2). Lack of any other credible examples forces us to begin here:
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
11 Plains
2 Figure of Destiny
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
2 Student of Warfare
1 Weathered Wayfarer
3 Ghostly Prison
4 Path to Exile
4 Proclamation of Rebirth
3 Wrath of God
4 Leyline of Sanctity
4 Mana Tithe
3 Oblivion Ring
4 Torpor Orb
3. Discussion of Main Deck Options
Emeria, the Sky Ruin: The most important land card; the backbone of our deck’s recursion engine. In a large number of games, our goal is to simply get Emeria online (i.e. get Emeria + 7 plains into play) and the rest is taken care of for us. You want to run 3 or 4 of this card.
Mistveil Plains: Can play some neat tricks with Squadron Hawks. Counts as a plains for the Emeria tally.
Flagstones of Trokair: Serves the purposes of deck-thinning and plains-tutoring. Can be Ghost-Quartered in a time of need (if it is crucial for getting Emeria online, say)
Ghost Quarter: This is entirely a meta-call. If there are lands worth hating out in your meta, you need this card.
Plains: Yay!
Tectonic Edge: Could be a substitute for GQ but I wouldn’t recommend it.
------------
How many lands to play? This deck ideally wants somewhere between 22 and 25 lands. Warnock’s original list runs 23 lands. I run 25 lands (you will see the example below). Like I said before, this deck can be tweaked in either of two directions (weenie or control). Weenie oriented builds will tend towards 22 lands while control oriented builds will tend towards 25 lands.
Sample manabases:
2 Emeria, the Sky Ruin
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
11 Plains
4 Emeria, the Sky Ruin
21 Plains
(As you can see, Warnock's is a Weenie oriented build, while mine is a more control oriented build. My manabase focuses exclusively on getting Emeria online as fast as possible.)
Martyr of Sands: Core card. Play it early in the game to stabilize. Play it to combo with Serra. Recur with Emeria, Proc. Never play Martyr unless you have 1 mana available for a sacrifice. Block and sac is a useful trick to know; if you block a 5/6 goyf and gain 15 life, that's almost like you gained 20 life.
Serra Ascendant: Core card. Combo of a piece with Martyr. Usually not wise to drop it unless you have the other combo piece. Or if you have Elspeth.
Ranger of Eos: Core card. Fetches both pieces of your combo or two copies of either one piece. Can also fetch the Wayfarer if needed (and student / figure if you run them)
Weathered Wayfarer: Utility card.
Squadron Hawk: Utility card. Weenie / card-advantage (which can be further converted to lifegain with Martyr). Recursion via Mistveil Plains.
Student of Warfare: Weenie card / alternative win-con
Figure of Destiny: Weenie card / alternative win-con
Solemn Simulacrum: Control card. Mana ramp + Card advantage
Sun Titan: Control card. Card advantage + recursion. Overall not a good card in the format.
Mentor of the Meek: Control card. Card advantage. Only useful in some very specific situations. Especially in the late game. Proc for three creatures, pay three mana, draw three cards for example.
Proclamation of Rebirth: Core card. Can be hardcast for 3 creatures. Or, in the lategame when you fail to get Emeria online, you can use proc to recur a creature every turn.
Ghostly Prison: Control / Prison card. Slows down aggro / living-end strategies and shuts down the spliter twin combo.
Wrath of God: Control card. Great against all creature-based strategies.
Path to Exile: Spot removal. It's also an out against creature based combos like Splinter Twin.
Condemn: Another option for spot removal. Path doesn't gel too well with the prison strategy. But then again, condemn is not good enough in a lot of cases when you want to remove non-attacking creatures like bob, pestemite, Kiki-Jiki etc. Further Reading.
Oblivion Ring: Catch-all removal.
Journey to Nowhere: Alternate creature removal for those who hate giving away the extra land from path.
Elspeth, Knight-Errant:
4. Discussion of Sideboard Options
The sideboard is actually one of the main reasons to play in mono-white. We have sideboard cards against nearly every other deck. Usually the main deck is dedicated to defeating aggro, mid-range and aggro-control strategies. This leaves the sideboard to deal with combo and control strategies. We have an epic sideboard against combo decks but are somewhat weak to heavily control based strategies.
Ethersworn Canonist: Limits players to one non-artifact spell per turn. Shuts down storm and cascade based combo strategies. Vulnerable to bounce, burn, creature removal and permanent removal.
Rule of Law: Limits players to one spell per turn. A better version of Ethersworn canonist; prevents artifact based combos and doesn’t die to burn. Vulnerable to bounce and permanent removal.
Leyline of Sanctity: Gives you hexproof. Truly an all star sb card. Shuts down mill, discard, burn and any combo that targets you (grapeshot, dragonstorm, etc.) Also shuts down Gifts Ungiven based control decks. Vulnerable to permanent removal.
Nevermore: Mono-white Meddling Mage. On it's own it serves as a combo-hoser. You name any one essential piece of a combo strategy and your opponent can't combo off. But where this card truly shines is as a support card. Ideally you need to have another card in your deck that can stop the combo. Nevermore can be used to protect that card. You cast nevermore naming your opponents bounce / removal spell (echoing truth, qasali pridemage, beast within or whatever) and then you lay down your Leyline / Rule / whatever shuts your opponent down. Now they have absolutely no way of dealing with your protection.
Silence: Serves a function similar to Rule / Canonist. It shuts down storm and cascade based combo strategies.
Grand Abolisher: Your opponents can't cast spells or activate abilities during your turn. Shuts down control based strategies of the draw-go variety. Usually it dies to removal, but if supported by a Nevermore...
Relic of Progenitus: Use this card to exile cards from your opponents graveyard. Works well against any strategy that uses the graveyard - gifts, reanimator, living end, dredge, etc.
Leyline of the Void: Another graveyard hate strategy. Probably best to stay away from this card since you can't cast it unless you draw it in your opening hand.
Torpor Orb:
Mana Tithe
Kataki War’s Wage: THE anti-affinity strategy. No card hates affinity more than this card. Whether or not to run this card depends on how likely you are to face affinity in your meta.
Pithing Needle
Surgical Extraction
Oblivion Ring: Catch-all removal.
Aven Mindcensor / Leonin Arbiter: D+T style cards which attack mana-bases as well as overall strategies such as teachings / gifts.
2 Ethersworn Canonist
1 Figure of Destiny
2 Linvala Keeper of Silence
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
Planeswalker
2 Elspeth, Knight-Errant
Other Spells
1 Chalice of Life
1 Day of Judgment
2 Ghostly Prison
1 Oblivion Ring
4 Path to Exile
3 Proclamation of Rebirth
2 Wrath of God
1 Emeria, the Sky Ruin
3 Ghost Quarter
2 Mistveil Plains
1 Tectonic Edge
16 Plains
1 Ethersworn Canonist
1 Ghostly Prison
1 Kami of Ancient Law
3 Leyline of Sanctity
2 Oblivion Ring
3 Samurai of the Pale Curtain
3 Suppression Field
1 Timely Reinforcements
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
11 Plains
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
2 Student of Warfare
1 Weathered Wayfarer
3 Ghostly Prison
4 Path to Exile
4 Proclamation of Rebirth
3 Wrath of God
4 Torpor Orb
4 Leyline of Sanctity
3 Oblivion Ring
3 Nevermore
3 Leyline of Sanctity
3 Rule of Law
3 Student of Warfare
Explanation:
+3 Kataki against affinity
+3 Nevermore and/or +3 Leyline and/or +3 Rule of Law against combo decks
+3 Student of Warfare against control because we need to switch over to weenie mode
1. Alan Warnock's List (see above), 16 points at worlds 2011
2. Michael Shelkofsky's List (see above), top 8, 2012 PTQ Barcelona - Hatteisburg, MS 2/18
3. Baututinha's list, 3-1 at a Modern Daily
Ok... these results are barely legit, but that's all we've got right now.
White Weenie (Martyr Proc)
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
-------
Question of the season:
Do you think it's possible to win an upcoming PTQ with any version of this deck? Why / why not?
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
If you submit your deck or your sideboard with a short paragraph, I can include it in the example decks section.
Anything else you want to submit, I can include.
If someone could do a short writeup on Warnock's sideboard explaining how to use it, that would be a great inclusion.
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
I added the link to the previous thread and moved it to Archive.
Huh? I took a break from Magic, and just recently got back in. I was under the impression that in 10th edition, they changed the ruling on how damage is applied on the stack. I thought they changed it so tricks like this, Sakura-Tribe Elder, and Mogg Fanatic arent broken anymore? Either you block and it dies, or you sac in response and take the damage.
Anyway, I play Soul Sisters which is a very similar deck. It's had very good results so far, but I'm concerned on my match-up against some decks like Zoo and aggro in general. I fare well, but I think switching a few cards around and going to Martyr-Proc will make the difference. Maindecked Wrath of God and Ghostly Prison will be nice, plus it still hands the Martyr-Ascendant combo that I love pulling off on turn 2 I'll come back with results soon!
ex-Moderator
Legacy love.
Yes, the rules did change in the 10th edition, but the change in rules has not affected the block + sac action that you can perform with martyr of sands (what I was talking about in the primer). Here's what changed: Under the old rules, if you did the block + sac with martyr, you would prevent attacker damage, deal 1 damage to the attacker and sacrifice. Under the new rules, you can sac the martyr and prevent attacker damage but you no longer deal 1 damage to the attacker.
Let's please keep rules discussion off this thread - we have a dedicated subforum for that!
I think it's a really good idea for anybody who is interested in Martyr-Proc to also playtest Soul Sisters (with the Martyr-Serra combo). This will give you a much better idea of how this deck is unique.
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
Sorry! I really do appreciate the help though
I like the look of Martyr-Proc. It seems like it plays like Soul Sisters, but has more answers. My soul sisters usually does good, but sometimes having only Path to Exile isn't enough to clear the field.
I'm going to run the build you posted, except mix in a few fetchlands like Arid Mesa and/or Marsh Flats. Whatever I can get my hands on. Helps thin the deck Although it looks really solid without it.
ex-Moderator
Legacy love.
I have added the Squadron Hawk with Mistveil Plains package as it helps add fuel to Martyr's ability.
Nut openers include T1: Plains, Ascendant, T2, Land, Martyr, sac martyr and hit for a 12 point life swing in the air. This is usually backbreaking to most aggro decks and storm decks.
This is my current build:
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
1 Student of Warfare
1 Weathered Wayfarer
2 Elspeth, Knight-Errant
1 Oblivion ring
3 Wrath of God
3 Ghostly Prison
4 Path to Exile
4 Proclamation of Rebirth
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
10 Plains
4 Leyline of Sanctity
4 Suppression field
2 Oblivion ring
3 Rule of law
2 Heap doll
To contribute with the Primer:
Sideboard cards:
Leyline of Sanctity: Stops Burn dead on their tracks unless they have tech (Fetch Stomping Grounds for Krosan Grip) . Also stops Gifts Ungiven as well as Grapeshot.
Supression Field: Devastating to most decks that run fetchlands. Interferes with Martyr of Sands but also severely hurts affinity, Melira, Splinter Twin, and most infinite combo shenenigans.
Oblivion Ring: Removes unwanted nonland permanents?
Rule of Law: Stops cascade combo such as Living End or Restore Balance decks.
Heap Doll/ Tormod's Crypt: One is tutorable and recurable and one is cheap to play and wipes a graveyard. Useful against Punishing Fire. Purify the Grave may be an option.
Matchups:
Red-x Aggro: If you can gain stupid life with Martyr, game 1 shouldn't be a problem. Leyline of Sanctity seals the deal for the next game.
ExarchMite-KikiTwin: Mainboard Ghostly Prisons and timed Path to Exiles can stop or disrupt them. Adding Supression Field post game will just shut them down.
Elves: Usually easy if you disrupt them long enough for them to run into a Wrath of God.
Affinity: Game 1 may be an uphill battle unless you can get idiot life with Martyr or get a Ghostly Prison in until you can Wrath of God them. Game 2, Suppression Field can help.
Zoo: Same strategy as affinity or most hyper aggro decks for that matter. Heap Doll comes in if they play Punishing Fire.
Birthing Pod: Path To Exile their main combo peices. Drag them into a wrath. Game 2, Heap Doll and Suppression Field may stop them.
Gifts: Control is probably the toughest matchup against MartyrProc. Leyline of Sancity can shut off their Gifts Ungiven.
Jund: Punishing Fire mainboarded is touch. Gaining life and try to stretch them into late game is key.
Merfolk: Not very difficult, tbh.
Rock: Death Cloud is a touch matchup. Game 1 is near certainly their win. Nevermore, Rule of Law or Suppression Field can slow them down.
UR Storm: Gaining enough life to hinder them from being able to storm out enough for the kill is the best strategy.
Esper Teachings: Like I said, Control is a touch matchup. Don't overextend.
:symwr:BorosBGR Living End(Primer) W Soul Sisters Tokens
UGrand Architect+Pili-Pala Infinite combo:symq::chaos:
Nice idea!
What about running some card draw? In old extended (Mirr-Zen) I used to toy with Martyr-Proc lists, but never really liked the mono white version, I'm not sure why. There are two main options that I can think of, splashing blue for Mulldrifter or splashing black for Phyrexian Arena. They both have their own strenghts and weaknesses, Mulldrifter can be recurred with Emeria, wich is nice, and he also can be a secondary win condition, while Phyrexian Arena plays nice with Martyr since the life loss is irrelevant most of the time. Also, both splashes offer different support cards, blue gives us Meddling Mage to fight against combo, and black gives us Castigate for combo and Necrotic Sliver for a strong end-game plan alongside Emeria (endless Vindicates).
This is an old list I used to play with:
4 Arid Mesa
3 Marsh Flats
3 Hallowed Fountain
13 Plains
4 Martyr of Sands
1 Figure of Destiny
1 Kami of False Hope
4 Ranger of Eos
4 Mulldrifter
4 Meddling Mage
1 Felidar Sovereign
4 Path to Exile
4 Oblivion Ring
4 Wrath of God
3 Runned Halo
2 Ghostly Prison
3 Pull From Eternity
2 Condemn
1 Burrengton Forge-Tender
1 Heap Doll
2 Pithing Needle
1 Tormod's Crypt
3 Scrying Sheets
16 Snow Covered Plains
2 Urza's Factory
4 Martyr Of Sands
1 Akroma, Angel Of Wrath
3 Faith's Fetters
4 Oblivion Ring
4 Gelid Shackles
3 Story Circle
3 Gauntlet Of Power
4 Coldsteel Heart
2 Sacred Mesa
3 Proclamtion Of Rebirth
2 Debtors' Knell
You could try silence or angel's grace in addition/in place of the cards you mentioned above.
Brainstorming a plan for graveyard storm seems like a prudent move. I think past in flames will be a monster before the end of this block and is extremely under-rated at this time.
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
10 Plains
2 Figure of Destiny
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
2 Student of Warfare
1 Weathered Wayfarer
3 Ghostly Prison
4 Path to Exile
4 Proclamation of Rebirth
3 Wrath of God
4 Leyline of Sanctity
4 Mana Tithe
3 Oblivion Ring
4 Torpor Orb
4 Flagstones of Trokair
4 Ghost Quarter
2 Mistveil Plains
12 Plains
3 Figure of Destiny
3 Kitchen Finks
4 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
1 Elspeth, Knight-Errant
4 Leyline of Sanctity
2 Oblivion Ring
4 Path to Exile
4 Proclamation of Rebirth
1 Elspeth, Knight-Errant
2 Oblivion Ring
4 Squadron Hawk
4 Tormod's Crypt
4 Torpor Orb
I'm taking this to Grand Prix Lincoln in mid/late-February, and then a PTQ in early March. I'll obviously post my results. I really wished the PTQ was before the GP!
Like I said, I'm playing the w/ the first decklist posted, -4 Plains +4 Arid Mesa.
Our group is getting together tonight and practicing. I'll post my results, I'll be playing against RDW/Burn, The Rock, Elves, Affinity, Zoo, Dredge, and I think Splinter Twin as well.
So many SB options, I wish I knew my meta better. I may try this:
3 Nevermore
4 Kataki, War's Wage
2 Rule of Law
3 Oblivion Ring
Not sure. If there's a lot of combo or graveyard stuff floating around, I'll fix it accordingly.
ex-Moderator
Legacy love.
I mentioned in the primer that a good way to deal with this problem is by siding in Leyline of Sanctity + Nevermore. If you resolve a Nevermore naming their bounce spell, then your Leyline is safe and they can't combo off.
BRG Loam Control (Assault - Loam) BRG
W Mono White Control (Martyr - Proc) W
Nevermore naming bounce sure stalls for time, though.
I tried that but as Lectrys mentioned, they have multiple bounce spells at their disposal. And it actually doesn't prevent them from going off. They can still ritual /past in flames to cantrip out the majority of their deck to find their different bounce spells to kill you.
Silence/Angel's Grace on the other hand sounds like awesome tech. Gonna try it to see how it turns out.
Thanks Hero's of the Plane
Modern
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xRxAffinityxRx