On a slightly different note:
Could you help me out with my mana base a bit, especially under the restriction of no Zen fetches (i am waiting for EMA since i believe them to see a reprint there)?
The mana base i am using currently feels a bit iffy, thats generally the place thats the hardest for me to build since i come from years of playing mono U merfolk where such issues did not exist
I dont think that the mystic gate is worth running, it's fine for casting cryptics and verdicts but with 25 lands and only 1 utility land I dont think you should have much trouble. You also may not need the 3rd steam vents if you run a few sulfur fallls. Realistically you are only running a red splash for removal and nahiri and with no cards with double red I think you could easily get away with just the 2 vents, that may need testing though. Clifftop retreat isn't as good as the blue check lands, with the blue checklands you are able to fetch a turn 1 basic island to suspend AV and follow it up with a checkland to hold up turn 2 disruption with retreat you are forced into bolting yourself turn 1 if you want 2 mana on turn 2.
I think that you want a slightly higher count of untapped red sources because you dont have access to fetching the red basic, meaning you are down 5 untapped red sources vs. regular mana bases, assuming you are trying to avoid shocking yourself.
If you want to run the 3rd steam vents you should probably just cut the 3rd sulfur falls, I don't think you get the luxury of running the 3rd basic island without tarns but that shouldn't matter too much because with nahiri you are quite a bit more proactive than the old hard-control decks and you probably fold to random late-game blood moons a whole lot less.
On a slightly different note:
Could you help me out with my mana base a bit, especially under the restriction of no Zen fetches (i am waiting for EMA since i believe them to see a reprint there)?
The mana base i am using currently feels a bit iffy, thats generally the place thats the hardest for me to build since i come from years of playing mono U merfolk where such issues did not exist
I dont think that the mystic gate is worth running, it's fine for casting cryptics and verdicts but with 25 lands and only 1 utility land I dont think you should have much trouble. You also may not need the 3rd steam vents if you run a few sulfur fallls. Realistically you are only running a red splash for removal and nahiri and with no cards with double red I think you could easily get away with just the 2 vents, that may need testing though. Clifftop retreat isn't as good as the blue check lands, with the blue checklands you are able to fetch a turn 1 basic island to suspend AV and follow it up with a checkland to hold up turn 2 disruption with retreat you are forced into bolting yourself turn 1 if you want 2 mana on turn 2.
I think that you want a slightly higher count of untapped red sources because you dont have access to fetching the red basic, meaning you are down 5 untapped red sources vs. regular mana bases, assuming you are trying to avoid shocking yourself.
This gives you 11 lands that aren't untapped U on T1.
22 Blue Sources
17 White Sources
14 Red Sources
If you want to run the 3rd steam vents you should probably just cut the 3rd sulfur falls, I don't think you get the luxury of running the 3rd basic island without tarns but that shouldn't matter too much because with nahiri you are quite a bit more proactive than the old hard-control decks and you probably fold to random late-game blood moons a whole lot less.
I would argue that this is too many check lands. I would be very hard=pressed to run more than two in a three color deck. It sets yourself up for more combinations of tapped land on T1.
I would argue that this is too many check lands. I would be very hard=pressed to run more than two in a three color deck. It sets yourself up for more combinations of tapped land on T1.
You're right probably, but without tarns it's quite awkward because you need red sources that come into play untapped on turns 2-4 to make up for not being able to fetch a basic mountain and right now the meta is full of decks that can punish you for shocking yourself too many times.
I geuss you could run a cascade bluffs in it's place which would give you an alternative untaped red source but I find filter lands to be largely underwhelming, I think the sulfur falls is better than a filter land still.
I would argue that this is too many check lands. I would be very hard=pressed to run more than two in a three color deck. It sets yourself up for more combinations of tapped land on T1.
You're right probably, but without tarns it's quite awkward because you need red sources that come into play untapped on turns 2-4 to make up for not being able to fetch a basic mountain and right now the meta is full of decks that can punish you for shocking yourself too many times.
I geuss you could run a cascade bluffs in it's place which would give you an alternative untaped red source but I find filter lands to be largely underwhelming, I think the sulfur falls is better than a filter land still.
Oh, the fetchlands. Typically in this forum we assume people have access to the cards. There is a budget forum for other lists. The manabase is actually very tight even with the correct fetchlands. If I was running off color fetches I would forgo the utility land. The reason some decks run the utility land is because their mana base is excellent. Each utility land adds color variance. But when you are running sub-optimal fetches the utility lands become even more detrimental.
This is a sample list of the mana base I ran at GP Beijing Super Sunday Series. The worst land in the deck is the second Sacred Foundry but it became necessary for the double white in Supreme Verdict and the double red in Goblin Dark-Dwellers, being able to cast and snap back a Helix on same turn more consistently.
Basic mountain has always been lackluster to me. Jeskai tends to have a nice burn match-up and mountain isn't a basic that helps against Blood Moon so I generally would rather have the better manabase and fetch/shock wisely.
I´d like to share the list i have been testing lately, been inspiered by Jeff Hoogland's brew however i completly diasgree with his assessment of Ancestral Vision and Cryptic commands position in this deck and modern in general (he claims both are unplayable in modern period, from what i have tested so far both actually perform very well with the nahiri plan)
The manabase is experimental at best and also lacking Zen fetchies.
Overall the idea is to play a standard hard control game keeping the board clean and generating card quality with Nahiri untill you can either Ult her or land a Elspeth for the win.
I am also testing a similar idea with Resto + Wall of omens and a 1 of Kiki Jiki but so far this one feels better.
Anyone playing around with similar brews?
Any thoughts?
Paul Cheon has been streaming with a list also inspired by Hoogland's for the last 2 days or so. [Link to the last broadcast with it, if someone wants to see it in action]
It looks really sweet and so far he had good success with it in Modern Leagues, though admittedly Tron and Jund have been scarce so far. ^^
So far he only played with Serum Visions, no Ancestral Vision, for now.
Against the field it looks pretty nice though, having the Nahiri"combo" is very strong against e.g. Scapeshift and similarly problematic matchups, as being able to land it t4 and win t6, or just have that inevitability in general is obviously very good against a deck that just wants to draw cards until it can combo off while overloading your countermagic with theirs.
I don't have any playing experience with the deck personally (yet, as it /does/ look very sweet and I may just pick it up for the heck of it. ;D), so sorry that I can't write more in depth stuff on it, etc. ^^
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I found AV to not work in this shell; you want to spend the first turns guaranteeing the turn 4 Nahiri drop, and after that drawing many cards actually becomes somewhat detrimental as hitting Emrakul really sucks. One less Colonnade as you want your mana avaliable early in the game and colonnade beats very rarely became the gameplan. Leylines in the side as Nahiri getting Thoughtseized was a huge blowout every time
The big power of the deck is that it is a combo finish that pretty much only requires one dedicated slot; Nahiri already supports the UWr control gameplan and ticking up for 2 every turn requires your opponent to devote a lot of time and mana to try and get her off the board or threathen an Emrakul ultimate. The biggest downside to me was that your own deck can just completely turn on you and it feels really bad when it happens: drawing Emrakul on the turn I wanted to ultimate has cost me the game a few times
I am intrigued by this Nahiri combo idea. I think the real testament would be how good Nahiri is just in normal games. The -2 is strong, but sort of limited.
I guess she is sort of like Ajani in that way...kinda.
I am definitely on board with running more Anger of the Gods if you are doing this sort of strategy since it smooths out the curve.
Having Emrakul drawn on the turn you plan to ultimate seems like a very minimal cost since it is a very low chance. If it is a real issue there are plenty of discard outlets that could be leveraged.
For a brief moment I thought about checking out Oath of Jace...but then I read the card. Why is Oath of Nissa head and shoulders above the others? Green is getting all the toys in standard! /shakesfist
Unfortunately I would have to wait for the card price to drop before trying it out, but definitely a cool idea.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Her -2 is strong but expensive, it generally means her taking a hit and then killing off the creature. The upside is that she does enable herself in a way: threatening ultimate and adding two loyalty every turn forces your opponent to attack even though it gets their creature exiled. Generally however it's beneficial to just always +2, even if you want to keep your hand (discard/draw is an optional part of the ability) and deal with creatures with other removal.
I still think it is a very powerful gameplan and only kind of dropped it because I wanted to try out AV
Well I think your list is full of powerful things, but I feel like you might at the mercy of your draws. Without ways to refill your hand in the lategame, or find the correct tools in the midgame you are just hoping to naturally draw from both your offensive and defensive tools when you need them.
Another worry is the inconsistency between your creatures and sweepers. I get that most of your creatures have flash/haste so you can plan/play around your own sweepers, but I think it is important to note that each of the two pieces are incongruent. Do you want to use pinpoint removal to control the board and tempo them out with flash flyers? Or do you want to hold them off till you clean them up with a sweeper?
Basically I have had poor experiences trying to do everything, and rather just hone in on one gameplan with consistency tools or redundancy.
Finally as for your manabase that single Mountain is out of place. You don't have a way to fetch it currently, and you might be better served with a different dual land (shock, buddy land, filter land, fast land, etc). Or possibly a utililty land like a Desolate Lighthouse or Ghost Quarter. I don't have much to say about adding the extra man-land other than it normally isn't done, but it might be something worth looking into.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Guys what do you think about GY hate right now? In my LGS i have few players that embraced some kind of Zombies aggro, 2-3 that run Living End and a discrete number of CoCo. Which card would you choose among Relic of Progenitus and Rest In peace?
The first one is better vs a wide variety of decks like Jund, Junk and the ones that i already nominated.
The latter is pretty much a game over vs any kind of graveyard strategy, but is a nightmare with our Snapcaster...
Rest in Peace isn't a nightmare for your snapcasters, especially as you have already said "it's basically game over" for those decks.
Just wanted to confirm that's not a budget list. I only ask because it's using Deltas instead of Tarns, and a few other deckbuilding decisions could be labeled as "budget" depending on the perspective. Budget discussion isn't allowed outside of the Modern Budget subforum. If it's not, no worries. If it is, you'll need to move your questions to that Budget section.
New to the thread, but have been playing American Control off and on for probably 5 years but felt during Eldrazi winter it just wasn't cutting the mustard. Ever since the Kansas states where another person that made top 8 was playing the deck with Thing in the Ice I immediately fell in love and hopped on board. It was posted earlier in the thread, but only got one reply, so I will post it again. Through extensive playtesting, the main deck feels perfect, and the sideboard is the only thing I am not in love with. TITI brings to the table a lot of Restoration Angels and other Planeswalkers appeal in the form of a 7/8 body that evacuates. Returning your Snaps to your hand for value, then snap bolting them for lethal. The other thing I noticed a lot in this thread was the ol' AV vs TT, in this deck, AV wins out by a long margin. Whatever, I'm rambling, if you have questions about match ups let me know, our town has a literal gauntlet for out tournaments so I have played everything relevant and plenty that aren't. Also comment any changes you would make, sideboard and main.
You guys keep saying Ancestral Vision easily outclassed Think Twice, but I just crushed a friend of mine in the mirror. He resolved at least 2 in every game and he beat once in 3 matches. I knew when I could pressure his mana and his hand. Then I used Sphinx's Revelation to end it. I still think that Ancestral Vision is way better for Grixis than any other color combo. The guy I tested with even said that he generally drew 1 or 2 useful spells and a lot of land otherwise, which I guess is just bad luck. Even if they were all gas, he said he wasn't sure when to unload much of it because it's hard to keep permission up and unload if he didn't get as much land as he did. So he never could get the right balance. Maybe he just had less experience than me but AV didn't look so hot in the mirror where I thought it would dominate me according to various opinions here.
You guys keep saying Ancestral Vision easily outclassed Think Twice, but I just crushed a friend of mine in the mirror. He resolved at least 2 in every game and he beat once in 3 matches. I knew when I could pressure his mana and his hand. Then I used Sphinx's Revelation to end it. I still think that Ancestral Vision is way better for Grixis than any other color combo. The guy I tested with even said that he generally drew 1 or 2 useful spells and a lot of land otherwise, which I guess is just bad luck. Even if they were all gas, he said he wasn't sure when to unload much of it because it's hard to keep permission up and unload if he didn't get as much land as he did. So he never could get the right balance. Maybe he just had less experience than me but AV didn't look so hot in the mirror where I thought it would dominate me according to various opinions here.
The mirror is going to come down to a lot more than what you use for CA. the reason i personally prefer AV is against most decks, you simply drop it t1-3, then forget about it while you continue on executing your normal gameplan. The mirror is going to come down to a lot skill, and who resolves a bomb first. Other differences in your 75 such as elspeth, keranos, etc are also going to play a large role
AV is objectively superior to Think Twice. One is 3 cards for 1 mana the other 2 cards for five. The only downside of AV is that it takes time to resolve which should not be a factor in a control mirror
AV is objectively superior to Think Twice. One is 3 cards for 1 mana the other 2 cards for five. The only downside of AV is that it takes time to resolve which should not be a factor in a control mirror
AV also has the downside of not helping hit land drops like TT. I think it's incorrect to just chuck TT for AV, as they fill slightly different roles.
Of course AV helps with land drops, more cards is more lands. Hitting four land drops with 25 lands in the deck should be easy, it's only after mana 6 it becomes a statistical issue and you need card advantage to keep up
There are minute differences between AV and TT but they are in the same vein as Cryptic Command versus Dismiss: Cryptic is simply miles better, as is AV.
Burn: 2-3
Game 1 feels really hard, even with the Lightning Helixes main. I don't really know what we can do to win this matchup before sideboard.
Sideboard:
- Verdict, - Anger of the Gods, -2 Cryptic Command, -2 Electrolyze, -2 Remand
+3 Leyline of Sanctity, +2 Negate, + Dispel, +2 Timely Reinforcements
Even with all this sideboard hate, I feel like we're still a major dog in the matchups that we do not find Leyline in.
Infect: 3-0
Besides keeping an insanely sketchy hand, I do not really see a way to lose this matchup. We have an insane amount of spot removal, this is just very good for us.
Sideboard:
-2 Remand, -2 Mana Leak, -1 Nahiri, The Harbinger,
+2 Negate, +1 Dispel, +1 Engineered Explosives, +1 Crumble to Dust
Basically, my logic is that I straight upgrade the Mana Leak to Negate, I trim one Nahiri, which might be wrong since they bring in Wild Defiance post board. Dispel, EE and Crumble all excel in this matchup, if you can hit Inkmoth Nexus.
Jund 1-0
We didn't get time to finish testing this one but it does feel favorable to be honest. If they don't find their Thoughtseize, they have no answer to a resolved Nahiri. That puts them on three answers in their entire deck. I had her come down, exile a Tarmogoyf then take over the game. A control deck having a four Turn clock that just ends the game feels amazing.
End Result:
This deck feels like Twin. It really does, except that your 'combo' is in fact just another amazing control card that provides you card filtering. I absolutely love the card Nahiri, all of her modes are amazing and her ult ends the game.
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My modern Decks: GBRJundGBR URWJeskai NahiriURW My Legacy Deck: URBGrixis DelverURB My EDH Decks: GJarad, Golgari Lich LordB GRhys, The RedeemedW RWArchangel AvacynRW UWDragonlord OjutaiUW
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I dont think that the mystic gate is worth running, it's fine for casting cryptics and verdicts but with 25 lands and only 1 utility land I dont think you should have much trouble. You also may not need the 3rd steam vents if you run a few sulfur fallls. Realistically you are only running a red splash for removal and nahiri and with no cards with double red I think you could easily get away with just the 2 vents, that may need testing though. Clifftop retreat isn't as good as the blue check lands, with the blue checklands you are able to fetch a turn 1 basic island to suspend AV and follow it up with a checkland to hold up turn 2 disruption with retreat you are forced into bolting yourself turn 1 if you want 2 mana on turn 2.
I think that you want a slightly higher count of untapped red sources because you dont have access to fetching the red basic, meaning you are down 5 untapped red sources vs. regular mana bases, assuming you are trying to avoid shocking yourself.
I would play something like:
4 Flooded Strand
4 Polluted Delta
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
2 Island
1 Plains
3 Sulfur falls
1 Glacial Fortress
1 Desolate lighthouse/ Ghost Quarter/ Tec Edge
This gives you
22 Blue Sources
17 White Sources
14 Red Sources
If you want to run the 3rd steam vents you should probably just cut the 3rd sulfur falls, I don't think you get the luxury of running the 3rd basic island without tarns but that shouldn't matter too much because with nahiri you are quite a bit more proactive than the old hard-control decks and you probably fold to random late-game blood moons a whole lot less.
I would argue that this is too many check lands. I would be very hard=pressed to run more than two in a three color deck. It sets yourself up for more combinations of tapped land on T1.
You're right probably, but without tarns it's quite awkward because you need red sources that come into play untapped on turns 2-4 to make up for not being able to fetch a basic mountain and right now the meta is full of decks that can punish you for shocking yourself too many times.
I geuss you could run a cascade bluffs in it's place which would give you an alternative untaped red source but I find filter lands to be largely underwhelming, I think the sulfur falls is better than a filter land still.
Oh, the fetchlands. Typically in this forum we assume people have access to the cards. There is a budget forum for other lists. The manabase is actually very tight even with the correct fetchlands. If I was running off color fetches I would forgo the utility land. The reason some decks run the utility land is because their mana base is excellent. Each utility land adds color variance. But when you are running sub-optimal fetches the utility lands become even more detrimental.
4 celestial colonnade
4 Flooded Strand
3 Arid Mesa
1 Scalding Tarn
2 Steam Vents
2 Sacred Foundry
1 Hallowed Fountain
2 Sulfur Falls
1 Seachrome Coast
2 Islands
1 Plains
2 Tectonic Edge
This is a sample list of the mana base I ran at GP Beijing Super Sunday Series. The worst land in the deck is the second Sacred Foundry but it became necessary for the double white in Supreme Verdict and the double red in Goblin Dark-Dwellers, being able to cast and snap back a Helix on same turn more consistently.
Basic mountain has always been lackluster to me. Jeskai tends to have a nice burn match-up and mountain isn't a basic that helps against Blood Moon so I generally would rather have the better manabase and fetch/shock wisely.
Paul Cheon has been streaming with a list also inspired by Hoogland's for the last 2 days or so. [Link to the last broadcast with it, if someone wants to see it in action]
2 Arid Mesa
4 Celestial Colonnade
1 Desolate Lighthouse
3 Flooded Strand
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Sulfur Falls
Instant
4 Path to Exile
3 Spell Snare
4 Lightning Bolt
2 Mana Leak
2 Remand
1 Lightning Helix
2 Electrolyze
2 Cryptic Command
4 Serum Visions
2 Supreme Verdict
Planeswalker
4 Nahiri, the Harbinger
Creature
4 Snapcaster Mage
1 Emrakul, the Aeons Torn
1 Dispel
2 Negate
2 Vendilion Clique
1 Wear // Tear
1 Lightning Helix
1 Celestial Purge
2 Stony Silence
1 Timely Reinforcements
2 Anger of the Gods
1 Engineered Explosives
1 Elspeth, Sun's Champion
It looks really sweet and so far he had good success with it in Modern Leagues, though admittedly Tron and Jund have been scarce so far. ^^
So far he only played with Serum Visions, no Ancestral Vision, for now.
Against the field it looks pretty nice though, having the Nahiri "combo" is very strong against e.g. Scapeshift and similarly problematic matchups, as being able to land it t4 and win t6, or just have that inevitability in general is obviously very good against a deck that just wants to draw cards until it can combo off while overloading your countermagic with theirs.
I don't have any playing experience with the deck personally (yet, as it /does/ look very sweet and I may just pick it up for the heck of it. ;D), so sorry that I can't write more in depth stuff on it, etc. ^^
Standard infinite combos giving you a headache and the opponent always has Force of Will?
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Lately I've been playing more with the Geist list I posted but my final Nahiri list was this:
1 Emrakul, the Aeons Torn
4 Snapcaster Mage
4 Lightning Bolt
3 Lightning Helix
2 Electrolyze
4 Remand
2 Cryptic Command
2 Spell Snare
4 Path to Exile
4 Serum Visions
2 Anticipate
4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Sulfur Falls
1 Desolate Lighthouse
3 Island
1 Plains
1 Mountain
3 Leyline of Sanctity
2 Vendilion Clique
1 Dispel
1 Negate
1 Anger of the Gods
1 Supreme Verdict
2 Stony Silence
2 Relic of Progenitus
2 Crumble to Dust
I found AV to not work in this shell; you want to spend the first turns guaranteeing the turn 4 Nahiri drop, and after that drawing many cards actually becomes somewhat detrimental as hitting Emrakul really sucks. One less Colonnade as you want your mana avaliable early in the game and colonnade beats very rarely became the gameplan. Leylines in the side as Nahiri getting Thoughtseized was a huge blowout every time
The big power of the deck is that it is a combo finish that pretty much only requires one dedicated slot; Nahiri already supports the UWr control gameplan and ticking up for 2 every turn requires your opponent to devote a lot of time and mana to try and get her off the board or threathen an Emrakul ultimate. The biggest downside to me was that your own deck can just completely turn on you and it feels really bad when it happens: drawing Emrakul on the turn I wanted to ultimate has cost me the game a few times
I guess she is sort of like Ajani in that way...kinda.
I am definitely on board with running more Anger of the Gods if you are doing this sort of strategy since it smooths out the curve.
Having Emrakul drawn on the turn you plan to ultimate seems like a very minimal cost since it is a very low chance. If it is a real issue there are plenty of discard outlets that could be leveraged.
For a brief moment I thought about checking out Oath of Jace...but then I read the card. Why is Oath of Nissa head and shoulders above the others? Green is getting all the toys in standard! /shakesfist
Unfortunately I would have to wait for the card price to drop before trying it out, but definitely a cool idea.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)I still think it is a very powerful gameplan and only kind of dropped it because I wanted to try out AV
Well I think your list is full of powerful things, but I feel like you might at the mercy of your draws. Without ways to refill your hand in the lategame, or find the correct tools in the midgame you are just hoping to naturally draw from both your offensive and defensive tools when you need them.
This is why lists have traditionally opted for Serum Visions or Ancestral Vision.
Another worry is the inconsistency between your creatures and sweepers. I get that most of your creatures have flash/haste so you can plan/play around your own sweepers, but I think it is important to note that each of the two pieces are incongruent. Do you want to use pinpoint removal to control the board and tempo them out with flash flyers? Or do you want to hold them off till you clean them up with a sweeper?
Basically I have had poor experiences trying to do everything, and rather just hone in on one gameplan with consistency tools or redundancy.
Finally as for your manabase that single Mountain is out of place. You don't have a way to fetch it currently, and you might be better served with a different dual land (shock, buddy land, filter land, fast land, etc). Or possibly a utililty land like a Desolate Lighthouse or Ghost Quarter. I don't have much to say about adding the extra man-land other than it normally isn't done, but it might be something worth looking into.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Rest in Peace isn't a nightmare for your snapcasters, especially as you have already said "it's basically game over" for those decks.
Just wanted to confirm that's not a budget list. I only ask because it's using Deltas instead of Tarns, and a few other deckbuilding decisions could be labeled as "budget" depending on the perspective. Budget discussion isn't allowed outside of the Modern Budget subforum. If it's not, no worries. If it is, you'll need to move your questions to that Budget section.
4 Snapcaster Mage
4 Thing in the Ice
Lands (25)
3 Island
1 Mountain
1 Plains
3 Celestial Colonnade
1 Desolate Lighthouse
4 Flooded Strand
2 Ghost Quarter
2 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
2 Cryptic Command
2 Electrolyze
4 Lightning Bolt
4 Lightning Helix
2 Mana Leak
3 Path to Exile
4 Remand
2 Spell Snare
4 Ancestral Vision
1 Engineered Explosives
1 Spellskite
1 Izzet Staticaster
3 Stony Silence
1 Dispel
2 Negate
1 Surgical Extraction
1 Wear
1 Vendilion Clique
1 Jace, Architect of Thought
1 Crumble to Dust
1 Paraselene
My initial idea is Jeskai Mentor but I think you could just slide it into a stock build and still have it be good.
The mirror is going to come down to a lot more than what you use for CA. the reason i personally prefer AV is against most decks, you simply drop it t1-3, then forget about it while you continue on executing your normal gameplan. The mirror is going to come down to a lot skill, and who resolves a bomb first. Other differences in your 75 such as elspeth, keranos, etc are also going to play a large role
UWRjeskai nahiri UWR
UBRgrixis titi UBR
UBRgrixis delverUBR
UR ur kikimite UR
EDH
RUG Riku of Two Reflections RUG
UBR Marchesa, the Black Rose UBR
UBRGYidris, Maelstrom Wielder UBRG
UBRJeleva, Nephalia's ScourgeUBR
WUBR [url=http://tappedout.net/mtg-decks/06-04-17-ad-nauseam/]Ad Nauseam WUBR
There are minute differences between AV and TT but they are in the same vein as Cryptic Command versus Dismiss: Cryptic is simply miles better, as is AV.
What's your guys' opinion on it? Has anyone tested it. My testing went something like this (we were playing a PT Bo5 format):
4 Nahiri, the Harbinger
1 Emrakul, the Aeons Torn
2 Spell Snare
4 Lightning Bolt
2 Lightning Helix
2 Mana Leak
4 Path to Exile
2 Remand
4 Serum Visions
1 Supreme Verdict
2 Cryptic Command
2 Electrolyze
1 Arid Mesa
4 Celestial Colonnade
1 Desolate Lighthouse
4 Flooded Strand
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
2 Scalding Tarn
2 Polluted Delta
2 Sulfur Falls
2 Steam Vents
1 Anger of the Gods
1 Dispel
1 Engineered Explosives
2 Stony Silence
2 Timely Reinforcements
2 Rest in Peace
3 Leyline of Sanctity
1 Vendilion Clique
1 Crumble to Dust
Burn: 2-3
Game 1 feels really hard, even with the Lightning Helixes main. I don't really know what we can do to win this matchup before sideboard.
Sideboard:
- Verdict, - Anger of the Gods, -2 Cryptic Command, -2 Electrolyze, -2 Remand
+3 Leyline of Sanctity, +2 Negate, + Dispel, +2 Timely Reinforcements
Even with all this sideboard hate, I feel like we're still a major dog in the matchups that we do not find Leyline in.
Infect: 3-0
Besides keeping an insanely sketchy hand, I do not really see a way to lose this matchup. We have an insane amount of spot removal, this is just very good for us.
Sideboard:
-2 Remand, -2 Mana Leak, -1 Nahiri, The Harbinger,
+2 Negate, +1 Dispel, +1 Engineered Explosives, +1 Crumble to Dust
Basically, my logic is that I straight upgrade the Mana Leak to Negate, I trim one Nahiri, which might be wrong since they bring in Wild Defiance post board. Dispel, EE and Crumble all excel in this matchup, if you can hit Inkmoth Nexus.
Jund 1-0
We didn't get time to finish testing this one but it does feel favorable to be honest. If they don't find their Thoughtseize, they have no answer to a resolved Nahiri. That puts them on three answers in their entire deck. I had her come down, exile a Tarmogoyf then take over the game. A control deck having a four Turn clock that just ends the game feels amazing.
End Result:
This deck feels like Twin. It really does, except that your 'combo' is in fact just another amazing control card that provides you card filtering. I absolutely love the card Nahiri, all of her modes are amazing and her ult ends the game.
GBRJundGBR
URWJeskai NahiriURW
My Legacy Deck:
URBGrixis DelverURB
My EDH Decks:
GJarad, Golgari Lich LordB
GRhys, The RedeemedW
RWArchangel AvacynRW
UWDragonlord OjutaiUW