G1 i'm on the play. Relatively slow start And Eidolon deals me 6 dmg or so. Not nice. G2 i go as usual playing reshapers And TKS gets me there.
G3 i mull to no lander. My 6 is very slow but i fear to mull into oblivion And hope i draw some action. I didnt. My hand was something like 3 lands 1 noble 2 smashers. I get to stabilizise on 2 And smashers got me there after stripping Deflecting Palm with a TKS, i cant say much i really dont know How i won there. The Palm would have won he the game but playing around it And finding TKS off Stirrings was a very good play by me.
R3: Bogles(win 2-1)
G1 mull to 5 by me gg. G2 explosives And smashers ftw. G3 i keep a very good hand with noble And temple, my op mulls to 5 gg.
R4:Dredge (lose 1-2)
G1 i missplay by exploding his two drops with 3 bridges on the gy, that one was lame i havent played against dredge not one time in my life. Only know some theory. I was playing to drowner/displacer lock. He got me.
G2 turn 2 TKS getting his faithless looting gg. G3 again, i keep a slow hand And collective brutality kills my noble And does other absurd stuff. He wrecked me.
R5: Burn( win 2-1)
G1 temple And reshapers are mvp. G2 i keep a good hand much like the first one. This time on the draw And didnt draw sideboard so a tight race ends in his favor the turn i was going for lethal. G3 another race which i own because of Timely reinforcents. Displacer And drowner seal the deal.
Overall deck felt very powerful and probably the best deck in the format to be honest.
Played a stock list without Skyspawners And with 1 BoP.
Whats the thing with dredge? Can someone give a line of play/sequencing?
Thanks And Sorry if it was kinda rushed im on the phone.
G1 i'm on the play. Relatively slow start And Eidolon deals me 6 dmg or so. Not nice. G2 i go as usual playing reshapers And TKS gets me there.
G3 i mull to no lander. My 6 is very slow but i fear to mull into oblivion And hope i draw some action. I didnt. My hand was something like 3 lands 1 noble 2 smashers. I get to stabilizise on 2 And smashers got me there after stripping Deflecting Palm with a TKS, i cant say much i really dont know How i won there. The Palm would have won he the game but playing around it And finding TKS off Stirrings was a very good play by me.
R3: Bogles(win 2-1)
G1 mull to 5 by me gg. G2 explosives And smashers ftw. G3 i keep a very good hand with noble And temple, my op mulls to 5 gg.
R4:Dredge (lose 1-2)
G1 i missplay by exploding his two drops with 3 bridges on the gy, that one was lame i havent played against dredge not one time in my life. Only know some theory. I was playing to drowner/displacer lock. He got me.
G2 turn 2 TKS getting his faithless looting gg. G3 again, i keep a slow hand And collective brutality kills my noble And does other absurd stuff. He wrecked me.
R5: Burn( win 2-1)
G1 temple And reshapers are mvp. G2 i keep a good hand much like the first one. This time on the draw And didnt draw sideboard so a tight race ends in his favor the turn i was going for lethal. G3 another race which i own because of Timely reinforcents. Displacer And drowner seal the deal.
Overall deck felt very powerful and probably the best deck in the format to be honest.
Played a stock list without Skyspawners And with 1 BoP.
Whats the thing with dredge? Can someone give a line of play/sequencing?
Thanks And Sorry if it was kinda rushed im on the phone.
If you want to beat dredge, you need 3 pieces of grave hate in the board, and you need to draw 1-2 of them and work to Drowner + Displacer
I'm new to Bant Eldrazi (I was playing a RG version before) and I'm enjoying it so far.
One thing I'm getting better at is aggressively mulling--I rarely mulligan with my other main deck (Merfolk) and so that was something I had to get more comfortable doing. The decks are just so different.
Another thing I'd like to get better at is leveraging the Displacer + Drowner interaction. Is there a good primer on those interactions and how best to use them in various situations?
Also, I'm curious about sequencing TKS and Smasher. Do you basically always run out Smasher over TKS if you have the mana? Or can it be correct to run TKS to get earlier disruption and run Smasher next turn to swing for 9?
I'm new to Bant Eldrazi (I was playing a RG version before) and I'm enjoying it so far.
One thing I'm getting better at is aggressively mulling--I rarely mulligan with my other main deck (Merfolk) and so that was something I had to get more comfortable doing. The decks are just so different.
Another thing I'd like to get better at is leveraging the Displacer + Drowner interaction. Is there a good primer on those interactions and how best to use them in various situations?
Also, I'm curious about sequencing TKS and Smasher. Do you basically always run out Smasher over TKS if you have the mana? Or can it be correct to run TKS to get earlier disruption and run Smasher next turn to swing for 9?
Thanks for all the help.
Welcome then! It is indeed a great deck.
On mulligans: In order to be succesful with the deck you have to recognize the deck is somewhat comboish. Not in the way it plays out, but the way your hands need to look. A hand with a nice curve of turn 2 Skite, T3 Reshaper, Turn 4 TKS is just unkeepable, unless you definitely feel necesary to keep. You either look for Temple, Stirrings or Dork. Temple is high priority, rarely you'll mulligan with a Temple in hand.
Postboard things change a little bit because Modern is a sideboard format where there are matchups you just need your hate to win. Affinity and Dredge are the classic examples. However, turn 2 TKS is excellent so thats my IF postboard to mulligan, or maybe Temple and Stirrings.
On Drowner/Displacer: This is harder. There are some matchups that you need to work towards the lock, sometimes it just doesn't feel relevant. I always push the lock against aggro, especially Affinity. My rule is to play it the way it feels more safely. If you consider your opponent could have,say Galvanic Blast, you should do it when he is tapped or at least find a way to get it out his hand. Spellskite could be good here on G1, where lock is our safest bet.
Apart from dodging removal spells, you can push it easily since it's a 4/4 split of the combo so you will have extra pieces most of the time. Just now when to push it and when to just don't care at all about it. (I agree that the primer could use some work here because its the most difficult part of the deck, the rest is pretty straightforward).
On TKS/Smasher: Modern is such a tempo-oriented format that you will need most of the time to sequence you spells in order to be as mana efficient as possible. If yoy have 5 mana and you happened to miss out on the curve because either you draw TKS or Smasher, or just draw Temple and got ahead in the curve, you should always play the highest costed one(This might be misleading, but what i meant by "highest costed one" is just play what makes you tap all of your mana, or aling 2 plays, for example TKS+Stirrings=5 mana). Be careful though, you will need to cast TKS before to see what your opponent is into. A quick example: Playing against Burn, postboard, you just need to race. Burn is very good at winning any race in the format. Since you don't have inveitability against them, they just topdeck x burn spell are you are out, no matter what, you will need to race a little bit unless you are very healthy and the op just can't do anything to stop you, whihc happens so few. Burn can turn races in their favor against us with Deflecting Palm. A situation i came across a few times is having 5 mana and Smasher in hand, which puts the game on 2 turn clock. If they have cards in hand, i almost always try to find TKS with Stirrings or just play in a way Palm doesn't kill me. If you TKS and take Palm, you are playing safe, and nothing is gonna change their top of deck.
I hope i helped a little here. I would like to help with this deck primer and make a nice organized primer so we can all play the deck to our best.
G1 i'm on the play. Relatively slow start And Eidolon deals me 6 dmg or so. Not nice. G2 i go as usual playing reshapers And TKS gets me there.
G3 i mull to no lander. My 6 is very slow but i fear to mull into oblivion And hope i draw some action. I didnt. My hand was something like 3 lands 1 noble 2 smashers. I get to stabilizise on 2 And smashers got me there after stripping Deflecting Palm with a TKS, i cant say much i really dont know How i won there. The Palm would have won he the game but playing around it And finding TKS off Stirrings was a very good play by me.
R3: Bogles(win 2-1)
G1 mull to 5 by me gg. G2 explosives And smashers ftw. G3 i keep a very good hand with noble And temple, my op mulls to 5 gg.
R4:Dredge (lose 1-2)
G1 i missplay by exploding his two drops with 3 bridges on the gy, that one was lame i havent played against dredge not one time in my life. Only know some theory. I was playing to drowner/displacer lock. He got me.
G2 turn 2 TKS getting his faithless looting gg. G3 again, i keep a slow hand And collective brutality kills my noble And does other absurd stuff. He wrecked me.
R5: Burn( win 2-1)
G1 temple And reshapers are mvp. G2 i keep a good hand much like the first one. This time on the draw And didnt draw sideboard so a tight race ends in his favor the turn i was going for lethal. G3 another race which i own because of Timely reinforcents. Displacer And drowner seal the deal.
Overall deck felt very powerful and probably the best deck in the format to be honest.
Played a stock list without Skyspawners And with 1 BoP.
Whats the thing with dredge? Can someone give a line of play/sequencing?
Thanks And Sorry if it was kinda rushed im on the phone.
If you want to beat dredge, you need 3 pieces of grave hate in the board, and you need to draw 1-2 of them and work to Drowner + Displacer
Not as much as you think. They can just dredge back a GGT and then cast it along with other dredgers. RiP is a much better/more solid answer vs dredge.
Not as much as you think. They can just dredge back a GGT and then cast it along with other dredgers. RiP is a much better/more solid answer vs dredge.
It's just back-up to RiP which you won't always have in your hand.
G1 we both mull to 6, i didn't know what the hell he was playing, he leads with Duress and takes Explosives from my hand. I went on to draw some garbage and 6 tokens with anthem out knocked me. G2 i got double Temple in hand with Matter Reshaper i believe. I went on to draw some stuff and Explosives, pretty much wrecked him. G3 almost the same as G2, 2 Temple, i went for back-to-back-to-back Smashers from Turn 4 on.
R2: Affinity (1-2) Lose
He plays Burn all the time, it's his only deck. He won WMCQ so he was testing Affinity and and i bite it. Kept a good hand against Burn that wasn't against Affinity. Quick kill. G2 Stony turn 2 GG. G3 was very close, it came down to 1 turn. I had 3 lands all game, 1 Temple and 1 Dork in field, 2 Drowners in hand. I swore that game was in the bag. Didn't find 4th land and he was attacking with a Signal pest, Vault Skirge and 2 Inkys. I got to land Displacer after Stony Silence past Turn 6 to prevent Ravager shenanigans. He hadn't mana to activate both nexus, i had one activation of Displacer, he drew land, and got me. Nice game however.
R3: Dredge (1-2) Lose
I won't get too much on this one. This match i feel is 50/50 but die roll affects it largely. Dredge is very much like Affinity, a little bit more resilient to common removal cards like Path and Explosives. Just gonna say he virtually beat me Turn 2 on G3. He putted 15 power on Turn 2 and i had started with Hallowed Fountain tapped. I shaked his hand and conceded.
R4: Bant Knightfall (2-0) Won
Both games went pretty much the same. Turn 2 Finks and that jazz. My creatures are just more efficient and more powerful. Also much faster.
R5: RG Tron (1-2) Lose
G1 Turn 3 Tron off Map. Lands Wurmcoil then Ugin. Nothing to see here. G2 Stony Silence turn 2 backed with a couple of 3/x's gg.
G3 natty Tron and he goes for TKS??. He takes my own TKS. I already had mulliganed and i wasn't very happy with my 6. Then he goes for Karn. I kept playing just to see where this goes. Turn 5 two Wurmcoils and i concede.
Some things i took from this particular event that i want you to know:
1)Dredge is not a bad matchup. Just have to know how to play around every card each build might bring up. Bridges, Rally's, Gargadon, whatever.
2)This is the most important and goes hand in hand with (1). Mulligan to your hate agressively against decks that crumble to certaing cards. You have more chances of beating them if you go a couple of cards down but at least trying. This is what makes Bant Eldrazi one of the best decks. Abillity to find hate in a good rate. For ex: G3 against Affinity i kept Turn 2 TKS in hand. My bird got Blasted and it just slowed me down too much. Should i've kept or not? Hard answer, what i know is that Stony beats them good and you have to value your sideboard very highly agaisnt decks that require it.
3)Die roll in Modern is stupidly relevant. I'm not bashing, i'm pointing it out. We had some good laughs with the folks over there when we rolled the dices, whoever won, we said: Thats it, write 2-X i won.
4)This deck just kicks butts and is somewhat broken, so enjoy it guys.
I'm a bit curious. I don't play bant eldrazi, but I've played against it a good deal. It feels like one of the most stable decks in the format to me. You seem to be able to go toe to toe with the fastest decks while also having pretty good game against those that hold the midrange slot. At least against a deck like Jund or Junk, I can side GY hate or procolor card, but against you guys, it seems like there are only a couple of SB cards that are actually good against you. The main one being blood moon. It also seems like something like worship can be hard to deal with.
Are there any particular MUs or SB cards you just hate to see?
R1) Naya Burn: lost 1-2.
Nothing out of the ordinary. Won G2 when i put a worship into play.
R2) Bye
Luck of the draw.
R3) Coco Elves: Won 2-0
EE won me both games. EE on 1 for game 1, killed all dorks.
EE on 2 for game 2. #Wrekt
R4) Death Shadow: Won 2-1
Feels a bit inferior to Naya Burn. Path can handle everything they throw at us.
G3, won with an EE on 1, while they had 2x Swiftspear and 1x Death Shadow otb.
R5) ID
Quarters
Blue Tron: Lost 2-0
G1 Mindslaved. G2 Emrakul-ed.
Card of the day: Engineered Explosives. Kept winning games for me from losing positions. Not sure if we can put 2 mb instead.
Somehow i still think this deck is missing something to make it go from good to great. Also, 23 lands seems good, no land issues so far.
I'm also changing my sideboard to be more aggro resistant in the future.
Has anyone gave thought to thorn of amethyst in the MB?. I'm finding spellskite a little bit underwhelming.
What do you think? My initial problem i think of is that if it isnt in your opening 8 cards its crappy because it had few impact, And you basically dont want to fetch it off Stirrings.
However it can wreck burn infect And other decks in a lesser extent.
Has anyone gave thought to thorn of amethyst in the MB?. I'm finding spellskite a little bit underwhelming.
What do you think? My initial problem i think of is that if it isnt in your opening 8 cards its crappy because it had few impact, And you basically dont want to fetch it off Stirrings.
However it can wreck burn infect And other decks in a lesser extent.
I've seen this version before in the previous WMCQ, in a mirror match. Didn't follow the whole match but i think it would have worked better against a deck with more spells. maybe a SB option?
Yeah i know Thalía has been a thing but the fact that Thorn cant be blasted, Searing blazed or dismembered makes me think twice.
Other note. How does Skyspawner daré against Burn in comparission with Reshapers. I know Reshpaer is better but do i lose too much on that matchup by switching them?
Yeah i know Thalía has been a thing but the fact that Thorn cant be blasted, Searing blazed or dismembered makes me think twice.
Other note. How does Skyspawner daré against Burn in comparission with Reshapers. I know Reshpaer is better but do i lose too much on that matchup by switching them?
Reshaper is just too good to be replaced with Skyspawner.
Garruk Wildspeaker. Currently testing this dude as 1-of mainboard. All of his modes are generally relevant at all stages of the game. His +1 can be insane with a temple on board. He can effectively cost net 1 or 0 mana, giving huge tempo. With a christmasland draw, you can cast him on Turn 3, untap 2 temples, cast TKS, threaten ult for 10+ trample on turn 4. In another christmasland situation, you can cast him T3, +1, play displacer; on T4, drowner, +1, have mana for 1 displacer activation up. Even outside these draws, he fixes your mana sometimes - even if you don't have a dork or temple, you can cast him turn 4 and still be able to cast drowner next turn. His -1 is for value. His -4 ult can sometimes just win you the game in board stalls, giving you crucial "evasion" in the form of trample.
Moorland haunt. A little iffy in terms of what land you cut and still have a stable mana base, but 1/1 flyers are understimated. Gives you reach, consistent board development, blockers. Synergizes with Garruk - a late game Moorland and Garruk gives you half a lingering souls every turn for as long as your graveyard can fuel it.
Leonin arbiter in the sideboard. This guy does WORK in my initial testing (4-0 at FNM, giving me 2 crucial wins). Bring it in against valakut decks; any fetch-heavy, removal-light deck; chord decks. Can slow a lot of aggro decks down by a turn or two. Is possibly the strongest turn 2 play we can do against RG breach or scapeshift. They still have outs (mainly bolt). Playing a turn 1 dork also intrinsically plays around bolt, as they're forced to bolt the dork, and you're still able to cast Leonin on T2. But if they don't have the bolt, your clock is fast enough to race, and if they have an anger, they'll often have to have paid the tax and THEN wasted an entire turn casting the anger. At the worst, it's a bear that fits your curve when you just need more creatures.
Runed halo in the sideboard. My only concern with this card is WW cost. Otherwise, it's great anti-valakut deck. Also acts as removal in decks that rely on few threats (e.g. infect, delver).
Yeah i know Thalía has been a thing but the fact that Thorn cant be blasted, Searing blazed or dismembered makes me think twice.
Other note. How does Skyspawner daré against Burn in comparission with Reshapers. I know Reshpaer is better but do i lose too much on that matchup by switching them?
Reshaper is just too good to be replaced with Skyspawner.
I have to disagree strongly with you there. Reshaper does what it needs to do - curve out with a more reliable mana cost, and block occasionally. Rarely is it ever a star when it can't block or trade for removal. A 3/2 on Turn 2 is a slow curve. Skyspawner allows us to curve into more important threats that allow us to turn the corner (T3 TKS, Smasher even while missing land drops; T3 drowner is much easier with skyspawner). Skyspawner's also great against infect and affinity and can often buy you the time to draw into displacer/drowner.
Yeah i know Thalía has been a thing but the fact that Thorn cant be blasted, Searing blazed or dismembered makes me think twice.
Other note. How does Skyspawner daré against Burn in comparission with Reshapers. I know Reshpaer is better but do i lose too much on that matchup by switching them?
Reshaper is just too good to be replaced with Skyspawner.
I have to disagree strongly with you there. Reshaper does what it needs to do - curve out with a more reliable mana cost, and block occasionally. Rarely is it ever a star when it can't block or trade for removal. A 3/2 on Turn 2 is a slow curve. Skyspawner allows us to curve into more important threats that allow us to turn the corner (T3 TKS, Smasher even while missing land drops; T3 drowner is much easier with skyspawner). Skyspawner's also great against infect and affinity and can often buy you the time to draw into displacer/drowner.
I can understand your stance on skyspawner but the op was in regards to a burn mathcup. I myself, go for a 4/1 split.
R1: bye
My opponent... Bye
R2: Burn (win 2-1)
G1 i'm on the play. Relatively slow start And Eidolon deals me 6 dmg or so. Not nice. G2 i go as usual playing reshapers And TKS gets me there.
G3 i mull to no lander. My 6 is very slow but i fear to mull into oblivion And hope i draw some action. I didnt. My hand was something like 3 lands 1 noble 2 smashers. I get to stabilizise on 2 And smashers got me there after stripping Deflecting Palm with a TKS, i cant say much i really dont know How i won there. The Palm would have won he the game but playing around it And finding TKS off Stirrings was a very good play by me.
R3: Bogles(win 2-1)
G1 mull to 5 by me gg. G2 explosives And smashers ftw. G3 i keep a very good hand with noble And temple, my op mulls to 5 gg.
R4:Dredge (lose 1-2)
G1 i missplay by exploding his two drops with 3 bridges on the gy, that one was lame i havent played against dredge not one time in my life. Only know some theory. I was playing to drowner/displacer lock. He got me.
G2 turn 2 TKS getting his faithless looting gg. G3 again, i keep a slow hand And collective brutality kills my noble And does other absurd stuff. He wrecked me.
R5: Burn( win 2-1)
G1 temple And reshapers are mvp. G2 i keep a good hand much like the first one. This time on the draw And didnt draw sideboard so a tight race ends in his favor the turn i was going for lethal. G3 another race which i own because of Timely reinforcents. Displacer And drowner seal the deal.
Overall deck felt very powerful and probably the best deck in the format to be honest.
Played a stock list without Skyspawners And with 1 BoP.
Whats the thing with dredge? Can someone give a line of play/sequencing?
Thanks And Sorry if it was kinda rushed im on the phone.
If you want to beat dredge, you need 3 pieces of grave hate in the board, and you need to draw 1-2 of them and work to Drowner + Displacer
I'm new to Bant Eldrazi (I was playing a RG version before) and I'm enjoying it so far.
One thing I'm getting better at is aggressively mulling--I rarely mulligan with my other main deck (Merfolk) and so that was something I had to get more comfortable doing. The decks are just so different.
Another thing I'd like to get better at is leveraging the Displacer + Drowner interaction. Is there a good primer on those interactions and how best to use them in various situations?
Also, I'm curious about sequencing TKS and Smasher. Do you basically always run out Smasher over TKS if you have the mana? Or can it be correct to run TKS to get earlier disruption and run Smasher next turn to swing for 9?
Thanks for all the help.
U Merfolk U
WGU Eldrazi WGU
R Goblins R
U Merfolk U
WGU Eldrazi WGU
Welcome then! It is indeed a great deck.
On mulligans: In order to be succesful with the deck you have to recognize the deck is somewhat comboish. Not in the way it plays out, but the way your hands need to look. A hand with a nice curve of turn 2 Skite, T3 Reshaper, Turn 4 TKS is just unkeepable, unless you definitely feel necesary to keep. You either look for Temple, Stirrings or Dork. Temple is high priority, rarely you'll mulligan with a Temple in hand.
Postboard things change a little bit because Modern is a sideboard format where there are matchups you just need your hate to win. Affinity and Dredge are the classic examples. However, turn 2 TKS is excellent so thats my IF postboard to mulligan, or maybe Temple and Stirrings.
On Drowner/Displacer: This is harder. There are some matchups that you need to work towards the lock, sometimes it just doesn't feel relevant. I always push the lock against aggro, especially Affinity. My rule is to play it the way it feels more safely. If you consider your opponent could have,say Galvanic Blast, you should do it when he is tapped or at least find a way to get it out his hand. Spellskite could be good here on G1, where lock is our safest bet.
Apart from dodging removal spells, you can push it easily since it's a 4/4 split of the combo so you will have extra pieces most of the time. Just now when to push it and when to just don't care at all about it. (I agree that the primer could use some work here because its the most difficult part of the deck, the rest is pretty straightforward).
On TKS/Smasher: Modern is such a tempo-oriented format that you will need most of the time to sequence you spells in order to be as mana efficient as possible. If yoy have 5 mana and you happened to miss out on the curve because either you draw TKS or Smasher, or just draw Temple and got ahead in the curve, you should always play the highest costed one(This might be misleading, but what i meant by "highest costed one" is just play what makes you tap all of your mana, or aling 2 plays, for example TKS+Stirrings=5 mana). Be careful though, you will need to cast TKS before to see what your opponent is into. A quick example: Playing against Burn, postboard, you just need to race. Burn is very good at winning any race in the format. Since you don't have inveitability against them, they just topdeck x burn spell are you are out, no matter what, you will need to race a little bit unless you are very healthy and the op just can't do anything to stop you, whihc happens so few. Burn can turn races in their favor against us with Deflecting Palm. A situation i came across a few times is having 5 mana and Smasher in hand, which puts the game on 2 turn clock. If they have cards in hand, i almost always try to find TKS with Stirrings or just play in a way Palm doesn't kill me. If you TKS and take Palm, you are playing safe, and nothing is gonna change their top of deck.
I hope i helped a little here. I would like to help with this deck primer and make a nice organized primer so we can all play the deck to our best.
Grafdigger's Cage also wrecks dredge.
It's just back-up to RiP which you won't always have in your hand.
Record: 2-3
R1:WB Tokens (2-1) Win
G1 we both mull to 6, i didn't know what the hell he was playing, he leads with Duress and takes Explosives from my hand. I went on to draw some garbage and 6 tokens with anthem out knocked me. G2 i got double Temple in hand with Matter Reshaper i believe. I went on to draw some stuff and Explosives, pretty much wrecked him. G3 almost the same as G2, 2 Temple, i went for back-to-back-to-back Smashers from Turn 4 on.
R2: Affinity (1-2) Lose
He plays Burn all the time, it's his only deck. He won WMCQ so he was testing Affinity and and i bite it. Kept a good hand against Burn that wasn't against Affinity. Quick kill. G2 Stony turn 2 GG. G3 was very close, it came down to 1 turn. I had 3 lands all game, 1 Temple and 1 Dork in field, 2 Drowners in hand. I swore that game was in the bag. Didn't find 4th land and he was attacking with a Signal pest, Vault Skirge and 2 Inkys. I got to land Displacer after Stony Silence past Turn 6 to prevent Ravager shenanigans. He hadn't mana to activate both nexus, i had one activation of Displacer, he drew land, and got me. Nice game however.
R3: Dredge (1-2) Lose
I won't get too much on this one. This match i feel is 50/50 but die roll affects it largely. Dredge is very much like Affinity, a little bit more resilient to common removal cards like Path and Explosives. Just gonna say he virtually beat me Turn 2 on G3. He putted 15 power on Turn 2 and i had started with Hallowed Fountain tapped. I shaked his hand and conceded.
R4: Bant Knightfall (2-0) Won
Both games went pretty much the same. Turn 2 Finks and that jazz. My creatures are just more efficient and more powerful. Also much faster.
R5: RG Tron (1-2) Lose
G1 Turn 3 Tron off Map. Lands Wurmcoil then Ugin. Nothing to see here. G2 Stony Silence turn 2 backed with a couple of 3/x's gg.
G3 natty Tron and he goes for TKS??. He takes my own TKS. I already had mulliganed and i wasn't very happy with my 6. Then he goes for Karn. I kept playing just to see where this goes. Turn 5 two Wurmcoils and i concede.
Some things i took from this particular event that i want you to know:
1)Dredge is not a bad matchup. Just have to know how to play around every card each build might bring up. Bridges, Rally's, Gargadon, whatever.
2)This is the most important and goes hand in hand with (1). Mulligan to your hate agressively against decks that crumble to certaing cards. You have more chances of beating them if you go a couple of cards down but at least trying. This is what makes Bant Eldrazi one of the best decks. Abillity to find hate in a good rate. For ex: G3 against Affinity i kept Turn 2 TKS in hand. My bird got Blasted and it just slowed me down too much. Should i've kept or not? Hard answer, what i know is that Stony beats them good and you have to value your sideboard very highly agaisnt decks that require it.
3)Die roll in Modern is stupidly relevant. I'm not bashing, i'm pointing it out. We had some good laughs with the folks over there when we rolled the dices, whoever won, we said: Thats it, write 2-X i won.
4)This deck just kicks butts and is somewhat broken, so enjoy it guys.
Are there any particular MUs or SB cards you just hate to see?
Thanks!
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
3-1-1
R1) Naya Burn: lost 1-2.
Nothing out of the ordinary. Won G2 when i put a worship into play.
R2) Bye
Luck of the draw.
R3) Coco Elves: Won 2-0
EE won me both games. EE on 1 for game 1, killed all dorks.
EE on 2 for game 2. #Wrekt
R4) Death Shadow: Won 2-1
Feels a bit inferior to Naya Burn. Path can handle everything they throw at us.
G3, won with an EE on 1, while they had 2x Swiftspear and 1x Death Shadow otb.
R5) ID
Quarters
Blue Tron: Lost 2-0
G1 Mindslaved. G2 Emrakul-ed.
Card of the day: Engineered Explosives. Kept winning games for me from losing positions. Not sure if we can put 2 mb instead.
Somehow i still think this deck is missing something to make it go from good to great. Also, 23 lands seems good, no land issues so far.
I'm also changing my sideboard to be more aggro resistant in the future.
U B Faeries
U B Mill
G W B Bant Eldrazi
What do you think? My initial problem i think of is that if it isnt in your opening 8 cards its crappy because it had few impact, And you basically dont want to fetch it off Stirrings.
However it can wreck burn infect And other decks in a lesser extent.
Some people play Thalia (which I think it better than thorn of amethyst). I personally am on Chalice out of the board over spellskites..
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
I've seen this version before in the previous WMCQ, in a mirror match. Didn't follow the whole match but i think it would have worked better against a deck with more spells. maybe a SB option?
Other note. How does Skyspawner daré against Burn in comparission with Reshapers. I know Reshpaer is better but do i lose too much on that matchup by switching them?
Reshaper is just too good to be replaced with Skyspawner.
I have to disagree strongly with you there. Reshaper does what it needs to do - curve out with a more reliable mana cost, and block occasionally. Rarely is it ever a star when it can't block or trade for removal. A 3/2 on Turn 2 is a slow curve. Skyspawner allows us to curve into more important threats that allow us to turn the corner (T3 TKS, Smasher even while missing land drops; T3 drowner is much easier with skyspawner). Skyspawner's also great against infect and affinity and can often buy you the time to draw into displacer/drowner.
I can understand your stance on skyspawner but the op was in regards to a burn mathcup. I myself, go for a 4/1 split.