I used to run 3 Thoughtseize over 4 Tidehollow Sculler but have switched. The fact is that any matchup that you are bringing in Thoughtseize for can just be as well off with Sculler. If you take their removal then they are going to work extra hard to kill it and get it back meaning it takes the target off of the rest of your combo pieces letting you combo out easier. If they don't then they have less removal to stop you from comboing. It's a win-win in a way. You can play Scullers at instant speed through Chord and Company allowing for some good tricks on their draw steps, endsteps, etc, and you can do the sacrifice trick to permanently exile cards where just discarding doesn't work all too well against Snapcaster Mage and friends. Being a creature just provides a lot more play in our deck and if you are applying a lot of pressure then the small roadbump that Sculler gives suddenly becomes a lot bigger.
Yes, but what if you need to take, say, an Anger of the Gods, a Nahiri, a Scapeshift, etc? They can kill the Sculler and cast their card right away. This is the only reason I'm a bit uneasy about playing Sculler instead of good old Thoughtseize. Do you find you bring Sculler in on the same matchups? Even removal heavy ones?
I used to run 3 Thoughtseize over 4 Tidehollow Sculler but have switched. The fact is that any matchup that you are bringing in Thoughtseize for can just be as well off with Sculler. If you take their removal then they are going to work extra hard to kill it and get it back meaning it takes the target off of the rest of your combo pieces letting you combo out easier. If they don't then they have less removal to stop you from comboing. It's a win-win in a way. You can play Scullers at instant speed through Chord and Company allowing for some good tricks on their draw steps, endsteps, etc, and you can do the sacrifice trick to permanently exile cards where just discarding doesn't work all too well against Snapcaster Mage and friends. Being a creature just provides a lot more play in our deck and if you are applying a lot of pressure then the small roadbump that Sculler gives suddenly becomes a lot bigger.
Yes, but what if you need to take, say, an Anger of the Gods, a Nahiri, a Scapeshift, etc? They can kill the Sculler and cast their card right away. This is the only reason I'm a bit uneasy about playing Sculler instead of good old Thoughtseize. Do you find you bring Sculler in on the same matchups? Even removal heavy ones?
Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
Yep, those are really good reasons for running Scullers insted of Thoughtseizes. I already replaced my Seizes and now I have 3 Scullers and 1 Sin Collector in my SB. Gonna give another chance for Scullers since Thoughtseizes didnt work as I would like to in last few months.
I once tried the Archangel combo maindeck, but opted for 2 Voices instead for a more favorable control matchup. I feel like the Archangel + Spike Feeder combo is a bit too slow and the fact that you can't get Archangel into play off CoCo is not very appealing for me. With that being said, Archangel can just steal the game if she is left unanswered and has some nice synergy with Scooze.
The combo has served me well Game 1 in our meta, Spike Feeder actually has some value beyond the combo and not often unhappy to pull Archangel. Some opponents do not recognize Archangel as the 3rd Anafenza/Melira, and gives an option where opponents are holding the likes of Haunted Moonlight, of course even without Spike, she can tick off infinite life and infinitely large creatures, yes. Also, gives me 2 cards to remove for sideboard, something has to come out after all... When I have run Archangel, was usually replacing VoR, a Witness, or Scooze (I like to save Scooze in sideboard so as to not invite so much gravehate). Sometimes I throw Angel Feeder in just to have a little more fun, less predictable deck in FNM.
Is there any reason to keep Murderous Redcap in the maindeck after game 1 against a deck that clearly can't win through your infinite life?
Of course depends on your meta, I've been milled by white control and another deck playing Wheel of Sun and Moon, both times with Redcap maindeck, stopped by Scooze and in the other case, cannot recall might have been GrafCage or Haunted Moonlight.
I used to run 3 Thoughtseize over 4 Tidehollow Sculler but have switched. The fact is that any matchup that you are bringing in Thoughtseize for can just be as well off with Sculler. If you take their removal then they are going to work extra hard to kill it and get it back meaning it takes the target off of the rest of your combo pieces letting you combo out easier. If they don't then they have less removal to stop you from comboing. It's a win-win in a way. You can play Scullers at instant speed through Chord and Company allowing for some good tricks on their draw steps, endsteps, etc, and you can do the sacrifice trick to permanently exile cards where just discarding doesn't work all too well against Snapcaster Mage and friends. Being a creature just provides a lot more play in our deck and if you are applying a lot of pressure then the small roadbump that Sculler gives suddenly becomes a lot bigger.
Yes, but what if you need to take, say, an Anger of the Gods, a Nahiri, a Scapeshift, etc? They can kill the Sculler and cast their card right away. This is the only reason I'm a bit uneasy about playing Sculler instead of good old Thoughtseize. Do you find you bring Sculler in on the same matchups? Even removal heavy ones?
I used to run 3 Thoughtseize over 4 Tidehollow Sculler but have switched. The fact is that any matchup that you are bringing in Thoughtseize for can just be as well off with Sculler. If you take their removal then they are going to work extra hard to kill it and get it back meaning it takes the target off of the rest of your combo pieces letting you combo out easier. If they don't then they have less removal to stop you from comboing. It's a win-win in a way. You can play Scullers at instant speed through Chord and Company allowing for some good tricks on their draw steps, endsteps, etc, and you can do the sacrifice trick to permanently exile cards where just discarding doesn't work all too well against Snapcaster Mage and friends. Being a creature just provides a lot more play in our deck and if you are applying a lot of pressure then the small roadbump that Sculler gives suddenly becomes a lot bigger.
Yes, but what if you need to take, say, an Anger of the Gods, a Nahiri, a Scapeshift, etc? They can kill the Sculler and cast their card right away. This is the only reason I'm a bit uneasy about playing Sculler instead of good old Thoughtseize. Do you find you bring Sculler in on the same matchups? Even removal heavy ones?
Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
Pretty much sums it all up. I'm also almost finished the sideboarding guide for the primer so I'll post about that soon.
Which cards does hate bears/taxes have that hurt us the most?
Leonin Arbiter is annoying because it stops Chord and fetches, but not Company. Thalia is also annoying because with First Strike she kills everything we have.
Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
Not sure I'm convinced. It's no use just discussing it however, I'll probably have to try the card for myself and see how it goes, maybe it's one of those cards you have to play with to realize it's actually good. Will also be trying out the Pharika and Courser Logan Mize talks about in his SCG article and see how it goes (especially since they're dirt cheap right now).
Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
Not sure I'm convinced. It's no use just discussing it however, I'll probably have to try the card for myself and see how it goes, maybe it's one of those cards you have to play with to realize it's actually good. Will also be trying out the Pharika and Courser Logan Mize talks about in his SCG article and see how it goes (especially since they're dirt cheap right now).
Yeah I had to play with the Scullers for a while before I really like them. I play a Linvala, Keeper of Silence where he plays Courser, but other than that our boards are pretty identical.
Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
Not sure I'm convinced. It's no use just discussing it however, I'll probably have to try the card for myself and see how it goes, maybe it's one of those cards you have to play with to realize it's actually good. Will also be trying out the Pharika and Courser Logan Mize talks about in his SCG article and see how it goes (especially since they're dirt cheap right now).
Yeah, I've tried both. It took a while to get used to Skuller but I'd say it took a shorter amount of time to not like Thoughtseize.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO AND THERE IT IS FOLKS! I can finally say that the primer is totally complete! I just added in the sideboarding & matchup thoughts for 22 different tier 1 and 2 decks which should cover pretty much anything you'll encounter in Modern. There are a few more to go, and imgur seems to have jpeg'd all my sideboard images so I'll have to fix that... but for not it's DONE!
I also rearranged the section order so it flows better, and re-wrote piratically every section. It's all shiny and new now. Go give it a read and give me any feedback, I'm open to changes.
Fun fact: If you open the primer in word it takes up 40 pages. Damn, that's almost as much as that Doomsday one.
Since I gave the old primer a look last week, I did gave the new one as well. Looks good to me, but I'm just starting with the deck so both primers were helpfully.
I go a couple questions now; what do you think about the new lili? She's mentioned and I'm really intrigued but she's nowhere played atm as far as I know. Also opinions about reveillark main yet again? Also what do ya'll think about phyrexian metamorph? He can't be hit by company but he seems so versatile.
Edit: also what are your thoughts on tireless tracker? Heard he's played in Nicfit versions (legacy pod(?))
If you have spare mana, they are basically extra canopies.
I played Liliana, Heretical Healer for a while and it is a great card but I cut it for things a little more consistent. It is a huge blowout if you Company into her in response to a removal spell or just in general if you have a sac outlet in play. She is great vs control, but tends to fall off when you are in the midrange matchups and topdeck her. I always kind of found her a win-more card because she could solidify the victories or get a card back right away, but when you played her on her own she doesn't do a ton.
I would keep Reveillark in the side for matchups like Jund and other grindy ones. Game 1 you want to combo off asap, so how does Lark facilitate that plan?
Phyrexian Metamorph has potential in the deck, not just because there is a promo version of it, but also because is is super versatile. The main problem is that it's above the 3cmc threshold, and with Redcap in the main I don't want to jam too man other things in. I'd put Archangel of Thune or Reveillark or Linvala, Keeper of Silence in before these Metamorph.
Tireless Tracker has been discussed, but we already have Gavony Township as a mana-sink. On paper, I think whatever utility creatures are in the main are going to be better than tracker for now.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO AND THERE IT IS FOLKS! I can finally say that the primer is totally complete! I just added in the sideboarding & matchup thoughts for 22 different tier 1 and 2 decks which should cover pretty much anything you'll encounter in Modern. There are a few more to go, and imgur seems to have jpeg'd all my sideboard images so I'll have to fix that... but for not it's DONE!
I also rearranged the section order so it flows better, and re-wrote piratically every section. It's all shiny and new now. Go give it a read and give me any feedback, I'm open to changes.
Fun fact: If you open the primer in word it takes up 40 pages. Damn, that's almost as much as that Doomsday one.
Excellent job! Thanks! ps: to give my bit, i would not like in there but something else, but this is a detail. Again, thanks!
I think you forgot a word. I'm assuming it's something about the sideboarding stuff?
Alright, been away from this thread for a while. I've been feeling like Abzan Company has been pretty figured out lately and I think the meta is really hostile toward the deck currently. I have been playing with other stuff and the idea just hit me that the issue is games 2 and 3. EVERYONE has hate for us right now and the deck struggles to perform well in that environment.
The idea is simple enough, G1 is played like any normal Abzan Company deck.
G2 we pull out the CoCos, the Chords, 2 of the Seers, 1 Melira, 2 Birds, the Wall, and Spike Feeder and bring in our entire SB. All of a sudden, we are a wilted abzan deck with no intention of comboing off. Should you lose G2, you can either swap back to a combo plan or stick with the beats depending on what you felt was working better. Thoughts?
I really do like your side tech, but I think it would be better to stick to the standard plan altrough I think that you can catch some players unprepared with this side tech.
G2 we pull out the CoCos, the Chords, 2 of the Seers, 1 Melira, 2 Birds, the Wall, and Spike Feeder and bring in our entire SB. All of a sudden, we are a wilted abzan deck with no intention of comboing off. Should you lose G2, you can either swap back to a combo plan or stick with the beats depending on what you felt was working better. Thoughts?
I'm worried that since you are planing to side in 8 or so cards every match you are making you main board terribly fragile. I mean I haven't tested it out, but I have to ask how well your companies are pulling and how reliant your combo is game one.
I fear the sideboard is a weak against say a deck were we only need a good silver bullet. Or a deck where we need 2-1 's.
I've thought of modal decks before, but I keep coming back to the fact it seems very fragile to deck plans were neither paths is useful. I can't name specifics, but it might be a useful surprise in a small meta where everybody goes "abzan comp is a combo only deck"
Primer is absolutely top notch. Well done! I can only imagine the hours it took to put together. A tier 1 deserves a tier 1 primer, and you delivered.
Deck lists and videos with dates so we know how recent the tech is? Amazing.
Sideboard guide is crazy detailed.
One minor critique and a question-- I would cut Mirror Entity and Knight of the Reliquery. I've never seen a successful deck use them and it can be confusing for newer players.
In several sideboard plans it advises to bring in 5-6 non-creatures (removal package) and take out 5-6 creatures, leaving all four CoCo's in. Doesn't this drastically reduce the effectiveness of the Companies?
I also sent you a pm regarding another aspect of the primer I could assist with.
Primer is absolutely top notch. Well done! I can only imagine the hours it took to put together. A tier 1 deserves a tier 1 primer, and you delivered.
Deck lists and videos with dates so we know how recent the tech is? Amazing.
Sideboard guide is crazy detailed.
One minor critique and a question-- I would cut Mirror Entity and Knight of the Reliquery. I've never seen a successful deck use them and it can be confusing for newer players.
In several sideboard plans it advises to bring in 5-6 non-creatures (removal package) and take out 5-6 creatures, leaving all four CoCo's in. Doesn't this drastically reduce the effectiveness of the Companies?
I also sent you a pm regarding another aspect of the primer I could assist with.
Thanks!
That's a fair point on KotR and Mirror Entity. I've kinda left them there since the early days of the deck and never bothered to remove it.
As for the sideboard stuff, it does reduce the consistency of the company hits but at the same time company is still an absurdly powerful card to be playing in the deck. Yes it is going to be getting less consistent after boarding but from my experience and from what I've seen from other players opinions is that taking out the more mana intensive Chord of Callings is going to be correct because you have to fully tap out in order to cast it whereas company can be cast and still leave up your creatures. If you feel that you aren't getting the hits you want off of it then take out 1 in the matchups you are boarding out 2+ Chords, but I wouldn't go a ton past that. Also take them out if you are getting hit by an unreasonable amount of Dispels and friends. Otherwise the effect of an "3G: I win" is just too powerful.
So quick question. I know most abzan decks run a singleton of maelstrom pulse for removal. But could Beast Within be a good substitute? Easier casting cost and instant speed has its bonuses over maelstrom.
Thought the 3/3 beast can be an issue, it can work as a responce to opponent trying to exile one of our combo creatures (path, anger) and could give us a beast in trade.
I believe I'll pick up a copy and test it tonight and my lgs.
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Even if it's Anger of the Gods, Nahiri, or Scapeshift they are still forced to interact with something that is not our combo, and we are trying to combo against them. In general, anything that gets their card back could have also been used to interrupt our combo. Also, it's fairly likely that we are able to sacrifice Skuller to permantly remove. Another thing to consider is that Skuller is a creature and does not soften our combo chances as much as Thoughtseize, since it's a pull from company and can be used to convoke if you were able to keep Chord in, and again is a sort of decoy. It's not some win for sure SB tech but it slows down other combo decks allowing us to combo even if they have the ability to deal with it and get the card back. It can be used even in removal heavy matches, things get spicy when they have to remove everything you play, so you can decide what to run out there. This is the same thing he said about pressure and a small road bump becoming bigger, essentially.
The combo has served me well Game 1 in our meta, Spike Feeder actually has some value beyond the combo and not often unhappy to pull Archangel. Some opponents do not recognize Archangel as the 3rd Anafenza/Melira, and gives an option where opponents are holding the likes of Haunted Moonlight, of course even without Spike, she can tick off infinite life and infinitely large creatures, yes. Also, gives me 2 cards to remove for sideboard, something has to come out after all... When I have run Archangel, was usually replacing VoR, a Witness, or Scooze (I like to save Scooze in sideboard so as to not invite so much gravehate). Sometimes I throw Angel Feeder in just to have a little more fun, less predictable deck in FNM.
Of course depends on your meta, I've been milled by white control and another deck playing Wheel of Sun and Moon, both times with Redcap maindeck, stopped by Scooze and in the other case, cannot recall might have been GrafCage or Haunted Moonlight.
Overgrown Tomb: 1 or 2 ? Does it depend mostly on sideboard?
Leonin Arbiter is annoying because it stops Chord and fetches, but not Company. Thalia is also annoying because with First Strike she kills everything we have.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Not sure I'm convinced. It's no use just discussing it however, I'll probably have to try the card for myself and see how it goes, maybe it's one of those cards you have to play with to realize it's actually good. Will also be trying out the Pharika and Courser Logan Mize talks about in his SCG article and see how it goes (especially since they're dirt cheap right now).
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Yeah, I've tried both. It took a while to get used to Skuller but I'd say it took a shorter amount of time to not like Thoughtseize.
I also rearranged the section order so it flows better, and re-wrote piratically every section. It's all shiny and new now. Go give it a read and give me any feedback, I'm open to changes.
Fun fact: If you open the primer in word it takes up 40 pages. Damn, that's almost as much as that Doomsday one.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
I would keep Reveillark in the side for matchups like Jund and other grindy ones. Game 1 you want to combo off asap, so how does Lark facilitate that plan?
Phyrexian Metamorph has potential in the deck, not just because there is a promo version of it, but also because is is super versatile. The main problem is that it's above the 3cmc threshold, and with Redcap in the main I don't want to jam too man other things in. I'd put Archangel of Thune or Reveillark or Linvala, Keeper of Silence in before these Metamorph.
Tireless Tracker has been discussed, but we already have Gavony Township as a mana-sink. On paper, I think whatever utility creatures are in the main are going to be better than tracker for now.
I think you forgot a word. I'm assuming it's something about the sideboarding stuff?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Enter - Abzan Change-up.
1x Anafenza, Kin-Tree Spirit
1x Archangel of Thune
2x Birds of Paradise
2x Eternal Witness
1x Fiend Hunter
4x Kitchen Finks
2x Melira, Sylvok Outcast
1x Murderous Redcap
4x Noble Hierarch
1x Qasali Pridemage
1x Scavenging Ooze
1x Spellskite
1x Spike Feeder
3x Viscera Seer
3x Voice of Resurgence
1x Wall of Roots
2x Forest
3x Gavony Township
1x Godless Shrine
1x Horizon Canopy
2x Overgrown Tomb
1x Plains
1x Sunpetal Grove
1x Swamp
2x Temple Garden
4x Verdant Catacombs
4x Windswept Heath
Instant (9)
3x Chord of Calling
4x Collected Company
2x Path to Exile
3x Abrupt Decay
2x Path to Exile
2x Scavenging Ooze
4x Siege Rhino
4x Wilt-Leaf Liege
The idea is simple enough, G1 is played like any normal Abzan Company deck.
G2 we pull out the CoCos, the Chords, 2 of the Seers, 1 Melira, 2 Birds, the Wall, and Spike Feeder and bring in our entire SB. All of a sudden, we are a wilted abzan deck with no intention of comboing off. Should you lose G2, you can either swap back to a combo plan or stick with the beats depending on what you felt was working better. Thoughts?
I'm worried that since you are planing to side in 8 or so cards every match you are making you main board terribly fragile. I mean I haven't tested it out, but I have to ask how well your companies are pulling and how reliant your combo is game one.
I fear the sideboard is a weak against say a deck were we only need a good silver bullet. Or a deck where we need 2-1 's.
I've thought of modal decks before, but I keep coming back to the fact it seems very fragile to deck plans were neither paths is useful. I can't name specifics, but it might be a useful surprise in a small meta where everybody goes "abzan comp is a combo only deck"
Deck lists and videos with dates so we know how recent the tech is? Amazing.
Sideboard guide is crazy detailed.
One minor critique and a question-- I would cut Mirror Entity and Knight of the Reliquery. I've never seen a successful deck use them and it can be confusing for newer players.
In several sideboard plans it advises to bring in 5-6 non-creatures (removal package) and take out 5-6 creatures, leaving all four CoCo's in. Doesn't this drastically reduce the effectiveness of the Companies?
I also sent you a pm regarding another aspect of the primer I could assist with.
Thanks!
As for the sideboard stuff, it does reduce the consistency of the company hits but at the same time company is still an absurdly powerful card to be playing in the deck. Yes it is going to be getting less consistent after boarding but from my experience and from what I've seen from other players opinions is that taking out the more mana intensive Chord of Callings is going to be correct because you have to fully tap out in order to cast it whereas company can be cast and still leave up your creatures. If you feel that you aren't getting the hits you want off of it then take out 1 in the matchups you are boarding out 2+ Chords, but I wouldn't go a ton past that. Also take them out if you are getting hit by an unreasonable amount of Dispels and friends. Otherwise the effect of an "3G: I win" is just too powerful.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Thought the 3/3 beast can be an issue, it can work as a responce to opponent trying to exile one of our combo creatures (path, anger) and could give us a beast in trade.
I believe I'll pick up a copy and test it tonight and my lgs.