I had a great time playing the deck. Highlights included going off on turn 5 with 2 life left against b/w tokens and a much improved matchup against blue tron. I can see the appeal of the attack versions of the deck now after playing this list. Particularly, it is nice to win the game in a timely manner and you are not completely dependent on the combo.
If I were to refine the deck more, I'd drop one cold-eyed selkie for a sygg, river cutthroat. I intended to play it like that anyway, but could not find my sygg in time.
I'd take your advice on the time warp effects, but I really liked the selkies and mystics for card draw instead of mine/dictate. Granted, I didn't play against any delver/burn, which are usually the most common decks at the shop.
I think the next time we do modern for FNM, I am going to play more of a merfolk list with time warp.
Hey now that he brings it up: Except for cryptic command, Time Attack doesn't have the color restrictions of combo. Why not MD Cavern of Souls? With varying amounts of bounce and usually no Giga it seems like a no brainer?
Every non-island we run makes us more susceptible to hate and weakens Vedalken Shackles. We also want as much access to U as possible, not just for Cryptic, but also for non-creature cards like Dig Through Time, and Boomerang especially when recast via Snapcaster Mage. Time Attack only runs six creatures, so prioritizing those six cards over the 31 non-creature cards doesn't make any sense.
In gooseymog's list and those inspired by it, Cavern of Souls makes a lot more sense. It's the same reason Faerie Conclave is a strong play for us, but isn't as necessary for Turtles. Without the plethora of inexpensive creatures, we need to be able to squeeze out extra damage wherever we can.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
An option might be a splash. Delver really hates sweepers, something like drown in sorrow pummels them. A different option, more narrow, is illness in the ranks which neuters young pyromancer. If you're running monoblue you could also consider disrupting shoal as a hard counter.
On a side note splashing black gives you bitterblossom, which sucks up delver's resources, chumps their dudes, and fuels spellstutter counters.
Splashing currently is pretty bad for the deck. It reduces our starting life total, weakens shackles, makes us more vulnerable to nonbasic hate. Taking your example, yes it is a strong card vs delver but weakens our already weak matchup vs rdw, another extremely popular aggro based deck. It could be a meta choice but in most cases it weakens the deck. Splashing also weakens boomerang early game and boomerang snapcaster.
Shoal has been tried in a few deck variations, it seems like a good enough card. But again, it would be a meta choice based around your and your average matchups deck cmc.
i think i found some tech against delver; Spire Golem. Skite and shackles just werent enough by themselves in my list, and ive always kept Golem in mind against aggro. Everyone plays delver here now, so ill probably be running something like this at the upcoming IQ
Foil judge is 2$ online, guaranteed profit 8). He looks amazing in bright lights. Everything in the middle of the art is deep purple
Smoke on the water?
It seems like Turtles hasn't as much become a deck as it has the framework for those wanting to play toolbox aggro versions of Taking Turns. Needs a more generic name...
Private Mod Note
():
Rollback Post to RevisionRollBack
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
3-0 vs jeskai (weird version), burn and merfolk with the list posted above tonight. Only edit was -1 howl mine +1 repeal. Forgot a mine at home and repeal actually did a lot of work. Spire golem was decent, he won me a few games as a good clock. turn 1 birds turn 2 mine turn 3 golem into a bunch of cryptics and warps was strong on the play vs merfolk, and shackles picked up the third game iirc. G2 i believe he vial'd a Kira on my shackles and i got beat up before i could draw answers. Burn came down to the wire g3, me at 3 life with chalice x1 and golem beating face for 5 turns. All my birds and snaps were spent countering and blocking, and i won by a turn. Golem was my only answer and came just in time
It seems like Turtles hasn't as much become a deck as it has the framework for those wanting to play toolbox aggro versions of Taking Turns. Needs a more generic name...
yep ive been calling it angry birds. judges are always in there and punching people.
The ninja version has a unique element though; the deep hours and the spellstutter both have huge tempo potential, but are also often ugly cards to see in your hand. The way i see it "turtles" is the versions with ninjas that are trying to get some sneaky CA. Ninja is the fastest engine of all the potential draw engines and 2 damage is no joke in a deck that wins with lethal, but he's much easier to disrupt. Im definitely looking to revisit that deck against the delver meta, as spellstutter hits 90% of their nonland cards. Im really hoping for some version with stutter, ninja, shackles AND golem. After this IQ im going to be brewing really hard. Golem seems cute with ninjas late game, lol. 2/4 ornithopter
Anybody thought about the swords? There is almost always time to throw down shackles and something like fire and ice seems amazing vs delver, war and peace seems great with all of the cards we shove in both players hands (does not make a body like batter skull, but makes creatures immune to path and all burn and will probably gain more life and the same cmc to cast+equip or same split cost as shackles).
Anybody thought about the swords? There is almost always time to throw down shackles and something like fire and ice seems amazing vs delver, war and peace seems great with all of the cards we shove in both players hands (does not make a body like batter skull, but makes creatures immune to path and all burn and will probably gain more life and the same cmc to cast+equip or same split cost as shackles).
I didnt realize SoFI killed a delver when you activated it like Shackles. I was under the impression you had to hook it to one of your guys, then get that guy to deal damage to the opponent. When you say "time to throw down shackles" against delver that usually means "i hope i dont die this turn so i can try to barely stabilize with this often too slow shackles card in my hand". And thats on the play
To give a real response; I would never look at sofi in any of these lists; its far too slow and disruptable. You would have to run a lot of creatures, including golem, spellstutter and skite to deal with bolts and make it consistent. I could see turn 1 judge, turn 2 skite, turn 3 sword, turn 4 hook sword + spellstutter or golem + hook golem, both offer an answer to multiple removal spells. The problem ive realized with these lines is you often miss land drops with 23 land, and no cantrip or engine in any of the turns
Batterskull im looking at as a 1x now that i have Golem and Skite to stall. Batterskull on Judge/Skite/Golem would be bad ass. He'll probably come in on the board with my anti delver/burn board 4x chalice (+4) 4x skite (+2) 4x sun droplet (+4) ?x skull (+?). My mainboard is resilient g1 to pretty much everything but delver/burn, and ive squeezed a few cards in there for random g1 wins. Judge skite shackles golem g1 against delver is pretty much a win, play or draw
Finally had a chance to get some playtime in with the list I posted a page or two back at my fave LGS. Deck was able to find everything and control things enough to stall. Not saying it's golden against Delver, Jeskai, etc. just that it has the ability to stall into wins and, most importantly, does what I want it to do. Dig Through Time is a perfect fit. Props to whoever brought that here first (sorry I don't remember ATM!). It doesn't conflict with Snapcaster at all as previously feared, and has beautiful synergy with Walk the Aeons.
I'll be experimenting with a slight tweak to this list:
The big change here is that I'm trying out gooseymog's suggestion (at Thenarus's recommendation) of dropping the third Walk the Aeons. This is the most unnerving change I've made to this thing in a long time. The other adjustments are a more tuned sideboard which now houses the third shackles, allowing me to bring Mana Leak back into the main.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Yeah i feel like shackles fills spots of not only engines but warps, i love it. Vapor snags were probably the deciding factor when i cut the 7th warp, since i could snag snap walk instead of needing UU for boomerang. Saved my super clock golem from being double path'd tonight with double vapor snag, replayed for free. Cost me 2 mana to save my clock from 2 paths with plenty of mana left to keep going off. I think cutting a shackles is right in your list. I've considered going back to 2 but it feels strong in my list and it can be very clutch against delver, giving you the win instead of just stalling like most of our other options. I run into a lot of pod, twin and merfolk as well
2-1 tonight beating boggles and junk. Got my golem seized over 2 cryptics **** that felt good. Golem has proved powerful in lots of matchups. The inclusion of him has made it consistent enough to convince my friend to run my list at the IQ this weekend. Got a guy to test me 6 games of delver. Went 3-3 mainboard. I had some pretty good hands but thats why ive been cramming in skites and golems wherever i can. Repeal does real work against delver. On the draw; T1 snag, T2 repeal(cantrip, get those land drops), T3 shackle, T4 steal + golem or skite. youll probalby get peirced along the way but your board is going to look great and youre at near 20 life vs delver on the draw
tested about 10 games vs boggles after the tourney. Final record was like 7-3. All the testing i did was mainboard. The boggles guy was so impressed by the new golem inclusion he offered to help me dig through a huge box for foils
*just convinced the boggles guy to pick up my list for the IQ; hes gonna trade his GR tron list for cryptics/snaps tomorrow ;3. A fourth guy wants to play his brew but I bet i can change his mind if i show up with warps for him. 4/25 Bird players; if we've tuned it right for the meta someone should cash. I can't wait to put this Bird list on the map so i can take a break from it, lol
Aren't 2 dig through time too much? I mean we already have all the walks that we don't really want in our opening hand, and now you added 2 more cards that are dead early game.
The two Digs are the best change I've made to this deck in a long time. They fit perfectly.
ATM i'm testing with a list that looks pretty good. But I didn't drop my 4th boomerang nor added spell snares to main
Would love to see it. Toss it up here.
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Rollback Post to RevisionRollBack
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
The meta will be u/r delver and burn with one guy likely playing u/w tron.
I am assuming you have tested/thought about cursecatcher, I was wondering why you decided against him.
On another note, with a play set of spreading seas I would consider main deck boomerangs to keep opponents off important colors and they are extremely powerful when not going on that plan.
Any advice is appreciated. It is for FNM meta and I'd like to refine it rather than go all out merfolk. I think there are are some merfolk that make good substitutes for pieces of the combo deck to allow for the crossover. Dakra Mystic, Cold-Eyed Selkie and Sygg and possibly silvergill/spreading seas are good Howling Mine effects while cursecatchers lend to a control plan. There is going to be so much burn/delver I think I can jam 4 chalices into a bear tribal and win at FNM, but it would be nice to build towards something that is competitive as possible while still keeping the crossover aspects of the two decks.
Something I'm considering adding is chasm skulker. It's not fast, but with all the draw from mines/kruphix/time warp it gets huge in just a few turns. If they kill it you get a bunch of little dudes. Just a one of.
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Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
Spire golem has been a bomb all week. Ive had my best run since I started playing modern going 3-0-1 4-0 and 3-1 consecutively in some strong metas
Went 1-2 at the IQ, beating delver and losing to delver/twin. My sideboard wasn't as effective as i had hoped, due to lack of testing. I was running 4 sun droplets that got changed to omenspeakers and made their way mainboard now. I've been testing Omenspeaker main and side live and shes very decent.
Had an affinity player admit to being new to their deck today. Game 2 I needled cranial, held my other needles and waited for ravager to puke their board onto my skite. It's a hard mu, i need all the free wins i can get
any suggestions are GREATLY appreciated. It's hard to see this list being consistent with 6 warps and no snapcaster/snags. I probably need to take a look at Mask of Memory again. This card, even as a singleton, was a big reason why the original Turtles list was consistent. 2 cards the turn you play it and every turn after
Hey GANG! FNM report time! Went with the crew to FNM. I didn't really want to draft but I knew a couple of pilots with modern decks so I hit up two of them. It was a clean sweep against Infect and RGTron. The Wipe Aways really did work in concert with Boomerang. Exhaustion was big too.
Those matches got me thinking about getting more lines of play in the deck. I've since went with this manabase which is untested but draws and plays well on DeckedBuilder:
It's honestly a bit of a Tolarian Toolbox (Tolarian Tool Academy). Bojuka is a meta call. Only D&T, Infect, and Fish are really immune to grave hate nowadays. Not instant speed so it won't catch Eldrazi. Mouth of Ronom for giving me an extra line of play, especially when flooded. The Tolarias can get Chalices and Crypts post-board. Thoughts? I'm running Combo btw.
I had a great time playing the deck. Highlights included going off on turn 5 with 2 life left against b/w tokens and a much improved matchup against blue tron. I can see the appeal of the attack versions of the deck now after playing this list. Particularly, it is nice to win the game in a timely manner and you are not completely dependent on the combo.
If I were to refine the deck more, I'd drop one cold-eyed selkie for a sygg, river cutthroat. I intended to play it like that anyway, but could not find my sygg in time.
I'd take your advice on the time warp effects, but I really liked the selkies and mystics for card draw instead of mine/dictate. Granted, I didn't play against any delver/burn, which are usually the most common decks at the shop.
I think the next time we do modern for FNM, I am going to play more of a merfolk list with time warp.
In gooseymog's list and those inspired by it, Cavern of Souls makes a lot more sense. It's the same reason Faerie Conclave is a strong play for us, but isn't as necessary for Turtles. Without the plethora of inexpensive creatures, we need to be able to squeeze out extra damage wherever we can.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Splashing currently is pretty bad for the deck. It reduces our starting life total, weakens shackles, makes us more vulnerable to nonbasic hate. Taking your example, yes it is a strong card vs delver but weakens our already weak matchup vs rdw, another extremely popular aggro based deck. It could be a meta choice but in most cases it weakens the deck. Splashing also weakens boomerang early game and boomerang snapcaster.
Shoal has been tried in a few deck variations, it seems like a good enough card. But again, it would be a meta choice based around your and your average matchups deck cmc.
4 Judge's Familiar
2 Spellskite
2 Snapcaster Mage
3 Spire Golem
4 Howling Mine
3 Dictate of Kruphix
3 Vedalken Shackles
4 Time Warp
2 Walk the Aeons
4 Vapor Snag
4 Cryptic Command
Foil judge is 2$ online, guaranteed profit 8). He looks amazing in bright lights. Everything in the middle of the art is deep purple
It seems like Turtles hasn't as much become a deck as it has the framework for those wanting to play toolbox aggro versions of Taking Turns. Needs a more generic name...
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
yep ive been calling it angry birds. judges are always in there and punching people.
The ninja version has a unique element though; the deep hours and the spellstutter both have huge tempo potential, but are also often ugly cards to see in your hand. The way i see it "turtles" is the versions with ninjas that are trying to get some sneaky CA. Ninja is the fastest engine of all the potential draw engines and 2 damage is no joke in a deck that wins with lethal, but he's much easier to disrupt. Im definitely looking to revisit that deck against the delver meta, as spellstutter hits 90% of their nonland cards. Im really hoping for some version with stutter, ninja, shackles AND golem. After this IQ im going to be brewing really hard. Golem seems cute with ninjas late game, lol. 2/4 ornithopter
I didnt realize SoFI killed a delver when you activated it like Shackles. I was under the impression you had to hook it to one of your guys, then get that guy to deal damage to the opponent. When you say "time to throw down shackles" against delver that usually means "i hope i dont die this turn so i can try to barely stabilize with this often too slow shackles card in my hand". And thats on the play
To give a real response; I would never look at sofi in any of these lists; its far too slow and disruptable. You would have to run a lot of creatures, including golem, spellstutter and skite to deal with bolts and make it consistent. I could see turn 1 judge, turn 2 skite, turn 3 sword, turn 4 hook sword + spellstutter or golem + hook golem, both offer an answer to multiple removal spells. The problem ive realized with these lines is you often miss land drops with 23 land, and no cantrip or engine in any of the turns
Batterskull im looking at as a 1x now that i have Golem and Skite to stall. Batterskull on Judge/Skite/Golem would be bad ass. He'll probably come in on the board with my anti delver/burn board 4x chalice (+4) 4x skite (+2) 4x sun droplet (+4) ?x skull (+?). My mainboard is resilient g1 to pretty much everything but delver/burn, and ive squeezed a few cards in there for random g1 wins. Judge skite shackles golem g1 against delver is pretty much a win, play or draw
I'll be experimenting with a slight tweak to this list:
2 Faerie Conclave
18 Island
3 Mutavault
Creatures (6):
4 Snapcaster Mage
2 Vendilion Clique
Artifacts (4):
2 Vedalken Shackles
2 Batterskull
Enchantments (4):
4 Dictate of Kruphix
3 Spell Snare
3 Boomerang
2 Mana Leak
3 Remand
4 Cryptic Command
2 Dig Through Time
Sorceries (6):
4 Time Warp
2 Walk the Aeons
3 Chalice of the Void
2 Gigadrowse
2 Relic of Progenitus
2 Hurkyl's Recall
2 Redirect
3 Spellskite
1 Vedalken Shackles
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
2-1 tonight beating boggles and junk. Got my golem seized over 2 cryptics **** that felt good. Golem has proved powerful in lots of matchups. The inclusion of him has made it consistent enough to convince my friend to run my list at the IQ this weekend. Got a guy to test me 6 games of delver. Went 3-3 mainboard. I had some pretty good hands but thats why ive been cramming in skites and golems wherever i can. Repeal does real work against delver. On the draw; T1 snag, T2 repeal(cantrip, get those land drops), T3 shackle, T4 steal + golem or skite. youll probalby get peirced along the way but your board is going to look great and youre at near 20 life vs delver on the draw
tested about 10 games vs boggles after the tourney. Final record was like 7-3. All the testing i did was mainboard. The boggles guy was so impressed by the new golem inclusion he offered to help me dig through a huge box for foils
*just convinced the boggles guy to pick up my list for the IQ; hes gonna trade his GR tron list for cryptics/snaps tomorrow ;3. A fourth guy wants to play his brew but I bet i can change his mind if i show up with warps for him. 4/25 Bird players; if we've tuned it right for the meta someone should cash. I can't wait to put this Bird list on the map so i can take a break from it, lol
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
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Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
4 Dakra Mystic
4 Lord of Atlantis
4 Master of the Pearl Trident
1 Sygg, River Cutthroat
4 Cold-Eyed Selkie
Spells:19
4 Chalice of the Void
1 Remand
4 Spreading Seas
2 Cryptic Command
4 Time Warp
4 Walk the Aeons
2 Cavern of Souls
15 Island
1 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
4 Mutavault
1 Oboro, Palace in the Clouds
2 Relic of Progenitus
1 Boomerang
2 Echoing Truth
2 Mana Leak
2 Spell Snare
4 Redirect
2 Thada Adel, Acquisitor
The meta will be u/r delver and burn with one guy likely playing u/w tron.
I am assuming you have tested/thought about cursecatcher, I was wondering why you decided against him.
On another note, with a play set of spreading seas I would consider main deck boomerangs to keep opponents off important colors and they are extremely powerful when not going on that plan.
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Went 1-2 at the IQ, beating delver and losing to delver/twin. My sideboard wasn't as effective as i had hoped, due to lack of testing. I was running 4 sun droplets that got changed to omenspeakers and made their way mainboard now. I've been testing Omenspeaker main and side live and shes very decent.
Had an affinity player admit to being new to their deck today. Game 2 I needled cranial, held my other needles and waited for ravager to puke their board onto my skite. It's a hard mu, i need all the free wins i can get
23 Island
2 Cloudfin Raptor
4 Judge's Familiar
3 Omenspeaker
3 Spellskite
4 Spire Golem
1 snapcaster mage
2 Dictate of Kruphix
4 Time Warp
2 Walk the Aeons
4 Cryptic Command
4 vapor snag
2 Dig through time
3 pithing needle
2 vedalken shackles
1 teferi
1 spellskite
1 howling mine
This is my current MWS brew list, my dream is to go completely proactive. Golem, Skite and Shackles are ******* monsters in modern
4 Judge's Familiar
4 Omenspeaker
4 Spellskite
4 Spire Golem
4 Dictate of Kruphix
4 Time Warp
2 Walk the Aeons
4 Cryptic Command
3 Vedalken Shackles
any suggestions are GREATLY appreciated. It's hard to see this list being consistent with 6 warps and no snapcaster/snags. I probably need to take a look at Mask of Memory again. This card, even as a singleton, was a big reason why the original Turtles list was consistent. 2 cards the turn you play it and every turn after
Those matches got me thinking about getting more lines of play in the deck. I've since went with this manabase which is untested but draws and plays well on DeckedBuilder:
2x Tolaria West
2x Mouth of Ronom
1x Bojuka Bog
1x Minamo, School at Water's Edge
1x Oboro, Palace in the Clouds
1x Mikokoro, Center of the Sea
It's honestly a bit of a Tolarian Toolbox (Tolarian Tool Academy). Bojuka is a meta call. Only D&T, Infect, and Fish are really immune to grave hate nowadays. Not instant speed so it won't catch Eldrazi. Mouth of Ronom for giving me an extra line of play, especially when flooded. The Tolarias can get Chalices and Crypts post-board. Thoughts? I'm running Combo btw.
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