You played JESUS?!?! I heard none of his guys stay in the graveyard, and once you think you have him beat he ALWAYS comes back to win within three turns. I like...WORSHIP him.
The problem with Verdict, i play one in the side, is that I always seem to draw it and there is no way to get it back in your deck. I'll test out Verdict over Anger main board and see how i feel, but the card is virtually impossible to hard cast unless you make yourself work for it, which probably means you are slow on your Cryptic mana, or you are exposing your white to get Ghost Quartered/Tech Edged.
If its a turn 4 situation where you have 5 mana (with white) available and, say, your opponent has a Loxodon Smiter in play, i'm wondering if a maindeck Pia and Kirin isnt a better answer to stall, as opposed to Verdict. Yes, it turns on their removal, but they need a lot of removal to get through that wall. Plus, i dont mind getting Path'd or having a token suck up a bolt, for example. Buys you a few turns, saves you some damage, thats all i'm looking for in a situation like that where i feel like i'm winning, but need to deal with one annoyance while i continue to hit land drops.
1 plains, hollowed fountain, and breeding pool make casting the supreme verdict easy while maintaining the rest of your spells. 90% of scapeshift is planning ahead, 10% is counting to 7 lands
Bring to light answers the problem this turn, where with gifts it's the next.
I have been preaching supreme verdict but no one seems to listen. I want to run path, but scaredof getting early white.
I've been running maindeck Supreme Verdict per your suggestion. It has been good. Timely Reinforcements as well. I was 7-1 in test matches...before testing against Affinity <gulp>
I've hard-cast Verdict multiple times. It's been uncastable in hand twice. I've also had it in hand waiting and combo-killed the opponent instead. I'm still considering the slimmer BTL build with Lightning Bolts; I just need more time to test it.
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"That's right!" shouted Vroomfondel, "we demand rigidly defined areas of doubt and uncertainty!"
I'm running 3 bolts, 2 Izzet charms, 1 supreme, 1 timely, took out the slaughter games main. Fracturing gust has been huge against affinity, and going into games 2 and 3 I always play with the goal of casting it turn 4 so I position my mana that way. Between that and 2 ancient grudge I'm hanging in there with affinity. It's probably the hardest matchup right now.
Wouldn't Wrath of God be better than Supreme Verdict as a silver bullet? The situation where you naturally draw it (instead of getting it off Bring to Light) and the uncounterability is relevant has to be more rare than the non-regeneration clause being relevant.
In bring to light the blue isn't a big deal, it's the double white like wrath. As of right now only 2 creatures regenerate in modern now a days and that's experimental one and thrun. With delver being a deck, they usually will let you cast bring to Light playing to remand the spell you search for . Supreme gets around remand.
The problem with Verdict, i play one in the side, is that I always seem to draw it and there is no way to get it back in your deck.
It is for precisely this reason that I run a single See Beyond. I haven't actually tried Supreme Verdict, but whenever I have See Beyond in hand there always seems like a card that is weighing me down, and you don't have to put the card back in your library until after you draw.
I played the RG Titan Scapeshift version this friday modern tourney at my local. Run quite well, went 5-0:
Round 1: GW Hatebears 2-1
-Game One. It was a one sided game, my opponent began and played a turn 2 Thalia. Then Mindsensor. Then I died.
-Game Two. The deck fared up pretty well, with a turn 2 eot lightning bolt to Thalia and then ramped for a turn 6 scapeshift for...quite a lot. The Lightning bolts and Anger of the Gods keep me alive quite a lot of the time.
-Game Three. Went along the lines of the second game, with Anger of the Gods doing the job again.
Round 2: Esper Gifts 2-0
-Game One. Was easy, I ramped quite a lot of mana early on and was able to cast on turn 4 my scapeshift twice (remand), thanks to 8 mana result of 2 khalni heart expedition going off on turn 3.
-Game Two was hard as hell thanks to a bad sideboard on my part. Didn't add the Nature's Claim, just the 3 baloths. My opponent slammed the Leyline of Sanctity 1 turn before I went off (he began, so turn 4 for him). Had to bring 2 Valakut via Prime Time (who died to a Path next turn) but was able to bolt out twice the Iona. First with a 3 sac scapeshift because the opponent said red, then to a mountain and a lightning bolt because the reanimated iona now said green XD. Had to burn also 8 tokens from lingering souls. Game endend when I used Primal Command to bounce the Line and search for the titan, then played the titan searching for a valakut and a cinder clade for 9 damage (my opponent was on 7 at that moment thanks to a brave sakura tribe elder)
Round 3: Eight Rack Control 2-1
-Game One. I started, and was able to ramp enough to have 7 mana by turn 4 and a bolt slammed at my opponents life total. Top Decked a Scapeshift for the kill (still had a Primal Command and a Prim Time at hand)
-Game Two. My opponent was able to play Raven's Crime, Raven's Crime, Inquisition of Kosilek and then Liliana (with no Baloth in hand to help) the first 3 turns. I died later to a rack, well, 2 enchantements and a rack.
-Game Three. I started with a suspended search for tomorrow, then a Explore into an other suspended search. Discarted one Baloth and the slammed a prime time fast enough to burn my opponent with valakut/titan in two turns.
Round 4: Afinity 2-0
-Game One. With no interaction from both, it was a simple race that thankfully had not an inkmoth nexus on the other side of the board. I began, ramped to 8 lands in turn 3 and killed on turn 4 via combo. I was at 7 life...afinity is scary...
-Game Two. I had a slower hand but with 2 lightning bolt so I keeped. Burned a Inkmoth and a Signal Pest to survive long enough. Then a turn 4 Anger of the Gods saved the day. Killed with a Scapeshift on turn 6. Slow but the burn spells did the trick.
Round 6: RG Tron 2-0
-Game One. Opponent mulled to 5. Was never able to build the tron and died...quite easly. Not much to say here.
-Game Two. My opponent began with the R/G Land and was able to buil tron for turn 4, but on my 3rd turn I Crumbled to Dust his tower. That was the kill. I must say I was quite lucky to face no turn 3 karn or the standar tron stuff.
Overall, I was quite pleased with the deck, maindecking 4 bolts helped in must of the matches. Most opponents expected an other deck because, well, I didn't played blue. It is a blast to play, I must say, so I'll keep up with it. Cheers.
I played the RG Titan Scapeshift version this friday modern tourney at my local. Run quite well, went 5-0:
Have you played Tron with this list? I've been thinking of how to move away from blue to a more midrangey option with multiple angles. Tried Jund to middling success, working on naya now. I feel like tron is unwinnable though.
Hi everybody. Testing Bring to light scapeshift from some time, reaching out some success.
Here's My Deck(61 Cards)
You mention sultai charm as a big push towards black. Have you thought of naya charm? I haven't tested it yet, but the modes look pretty reasonable in a deck like this. I did black for a while as well, but without twin, slaughter games and abrupt decay seem less relevant now. White gives much better sideboard options.
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Modern: UWR Breach, UWB Esper control
Legacy: UW RiP/Helm, UR Sneak and Show
I played the RG Titan Scapeshift version this friday modern tourney at my local. Run quite well, went 5-0:
I've been playing the RG version as well. I played in the Atlanta Classic this past weekend and did a small writeup. Much of my experience is the same (opponent does nothing meaningful, dies on turn 4). I'm liking the deck a lot, and will probably keep with it.
I've been playing the RG version as well. I played in the Atlanta Classic this past weekend and did a small writeup. Much of my experience is the same (opponent does nothing meaningful, dies on turn 4). I'm liking the deck a lot, and will probably keep with it.
Don't take this the wrong way, but you might want to start a thread for the RG variant. It plays sooo differently from the Temur and just has a very different base. There have been plenty of top finishes with it, so it should be recognized as it's own archetype. BTL and Gifts variants are similar enough that a lot of the card and strategy discussions will be relevant to both.
The RG occasionally gets talked about on here. I might do that though since the discussion on this thread is pretty stretched between whichever variant.
For those on the Bring to Light build, is there a consensus on the split between BTL and Scapeshift? A 4/3 split has worked well for me so far, but I'm curious if we can get away with 4/2 and free up a slot for a Lightning Bolt, Charm, etc.
I prefer Mwonvuli Acid-Moss to Hunting Wilds since the LD is relevant against multiple decks in game 1. Still, that's another slot that I could see becoming cheap removal, if needed.
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"That's right!" shouted Vroomfondel, "we demand rigidly defined areas of doubt and uncertainty!"
I was literally just wondering the same thing. I have been running 3 worldly council and would love to shave an extra scapeshift to get that 4th bolt or removal spell. Here is the current list I am liking and am going to test this weekend.
Going to test mana leak vs Remand this weekend, but I love drawing that card with Remand. Also the Naya Charm is going to be a blank proxy, seeing if a 4x Worldly, Lightning Bolt, Cryptic, or a single Naya charm would be best. Sideboard is a work in progress, I love Leyline of Sancitiy, Baloth are for the lifegain, Tefari is for control, and the single swamp is help me assure 5 color mana for fracturing gust and Teferi while also making sure I cant cast that naturally drawn slaughter games.
For those on the Bring to Light build, is there a consensus on the split between BTL and Scapeshift? A 4/3 split has worked well for me so far, but I'm curious if we can get away with 4/2 and free up a slot for a Lightning Bolt, Charm, etc.
I have played 3/3 quite a bit and liked it, though in the no-ramp build that I have been playing I went to 4 Scapeshift/2 Bring to Light and it has been good too.
I prefer playing a full set of Scapeshift/BtL and no cantrips. I tried playing Anticipate/Worldly Counsel, but found them to be unnecessary when we play additional ramp (Farseek) and can tutor anything we want with BtL.
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Just tried BTL Scapeshift recently.
Feels so good.
(P.S. You also don't need to buy another 2x $50 card scapeshift with 3 BTL, so financially good too)
BTL is like mini pod / chord for control decks. It's great.
My 180 Modern Bordered Only Cube
I have been preaching supreme verdict but no one seems to listen. I want to run path, but scaredof getting early white.
If its a turn 4 situation where you have 5 mana (with white) available and, say, your opponent has a Loxodon Smiter in play, i'm wondering if a maindeck Pia and Kirin isnt a better answer to stall, as opposed to Verdict. Yes, it turns on their removal, but they need a lot of removal to get through that wall. Plus, i dont mind getting Path'd or having a token suck up a bolt, for example. Buys you a few turns, saves you some damage, thats all i'm looking for in a situation like that where i feel like i'm winning, but need to deal with one annoyance while i continue to hit land drops.
I've hard-cast Verdict multiple times. It's been uncastable in hand twice. I've also had it in hand waiting and combo-killed the opponent instead. I'm still considering the slimmer BTL build with Lightning Bolts; I just need more time to test it.
My 1994 Magic Cube
Japanese cards on eBay -- Legacy, Modern, EDH, Cube.
It is for precisely this reason that I run a single See Beyond. I haven't actually tried Supreme Verdict, but whenever I have See Beyond in hand there always seems like a card that is weighing me down, and you don't have to put the card back in your library until after you draw.
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Round 1: GW Hatebears 2-1
-Game One. It was a one sided game, my opponent began and played a turn 2 Thalia. Then Mindsensor. Then I died.
-Game Two. The deck fared up pretty well, with a turn 2 eot lightning bolt to Thalia and then ramped for a turn 6 scapeshift for...quite a lot. The Lightning bolts and Anger of the Gods keep me alive quite a lot of the time.
-Game Three. Went along the lines of the second game, with Anger of the Gods doing the job again.
Round 2: Esper Gifts 2-0
-Game One. Was easy, I ramped quite a lot of mana early on and was able to cast on turn 4 my scapeshift twice (remand), thanks to 8 mana result of 2 khalni heart expedition going off on turn 3.
-Game Two was hard as hell thanks to a bad sideboard on my part. Didn't add the Nature's Claim, just the 3 baloths. My opponent slammed the Leyline of Sanctity 1 turn before I went off (he began, so turn 4 for him). Had to bring 2 Valakut via Prime Time (who died to a Path next turn) but was able to bolt out twice the Iona. First with a 3 sac scapeshift because the opponent said red, then to a mountain and a lightning bolt because the reanimated iona now said green XD. Had to burn also 8 tokens from lingering souls. Game endend when I used Primal Command to bounce the Line and search for the titan, then played the titan searching for a valakut and a cinder clade for 9 damage (my opponent was on 7 at that moment thanks to a brave sakura tribe elder)
Round 3: Eight Rack Control 2-1
-Game One. I started, and was able to ramp enough to have 7 mana by turn 4 and a bolt slammed at my opponents life total. Top Decked a Scapeshift for the kill (still had a Primal Command and a Prim Time at hand)
-Game Two. My opponent was able to play Raven's Crime, Raven's Crime, Inquisition of Kosilek and then Liliana (with no Baloth in hand to help) the first 3 turns. I died later to a rack, well, 2 enchantements and a rack.
-Game Three. I started with a suspended search for tomorrow, then a Explore into an other suspended search. Discarted one Baloth and the slammed a prime time fast enough to burn my opponent with valakut/titan in two turns.
Round 4: Afinity 2-0
-Game One. With no interaction from both, it was a simple race that thankfully had not an inkmoth nexus on the other side of the board. I began, ramped to 8 lands in turn 3 and killed on turn 4 via combo. I was at 7 life...afinity is scary...
-Game Two. I had a slower hand but with 2 lightning bolt so I keeped. Burned a Inkmoth and a Signal Pest to survive long enough. Then a turn 4 Anger of the Gods saved the day. Killed with a Scapeshift on turn 6. Slow but the burn spells did the trick.
Round 6: RG Tron 2-0
-Game One. Opponent mulled to 5. Was never able to build the tron and died...quite easly. Not much to say here.
-Game Two. My opponent began with the R/G Land and was able to buil tron for turn 4, but on my 3rd turn I Crumbled to Dust his tower. That was the kill. I must say I was quite lucky to face no turn 3 karn or the standar tron stuff.
Overall, I was quite pleased with the deck, maindecking 4 bolts helped in must of the matches. Most opponents expected an other deck because, well, I didn't played blue. It is a blast to play, I must say, so I'll keep up with it. Cheers.
Have you played Tron with this list? I've been thinking of how to move away from blue to a more midrangey option with multiple angles. Tried Jund to middling success, working on naya now. I feel like tron is unwinnable though.
You mention sultai charm as a big push towards black. Have you thought of naya charm? I haven't tested it yet, but the modes look pretty reasonable in a deck like this. I did black for a while as well, but without twin, slaughter games and abrupt decay seem less relevant now. White gives much better sideboard options.
Legacy: UW RiP/Helm, UR Sneak and Show
I've been playing the RG version as well. I played in the Atlanta Classic this past weekend and did a small writeup. Much of my experience is the same (opponent does nothing meaningful, dies on turn 4). I'm liking the deck a lot, and will probably keep with it.
https://fetchshockblog.wordpress.com/2016/01/27/scg-atlanta-modern-classic-report-rg-scapeshift/
Fetch-Shock-Blog
Moderator of /r/Scapeshift
Don't take this the wrong way, but you might want to start a thread for the RG variant. It plays sooo differently from the Temur and just has a very different base. There have been plenty of top finishes with it, so it should be recognized as it's own archetype. BTL and Gifts variants are similar enough that a lot of the card and strategy discussions will be relevant to both.
Just a thought...no skin off my butt either way.
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Fetch-Shock-Blog
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I prefer Mwonvuli Acid-Moss to Hunting Wilds since the LD is relevant against multiple decks in game 1. Still, that's another slot that I could see becoming cheap removal, if needed.
My 1994 Magic Cube
Japanese cards on eBay -- Legacy, Modern, EDH, Cube.
4 Steam Vents
4 Stomping Ground
2 Valakut
1 Temple Garden
1 Watery Grave
1 Hallowed Fountain
1 Breeding Pool
2 Forest
2 Island
2 Mountain
1 Plains
4 Sakura Tribe Elder
1 Snapcaster Mage
4 Search for Tomorrow
1 Farseek
1 Mwonvuli Acid-Moss
3 Cryptic Command
4 Bring to Light
2 Scapeshift
3 Lightning Bolt
2 Izzet Charm
1 Naya Charm
1 Supreme Verdict
1 Timely Reinforcements
3 Worldly Counsel
4 Leyline of Sancitiy
3 Obstinate Baloth
2 Ancient Grudge
1 Krosan Grip
1 Crumble to Dust
1 Fracturing Gust
1 Slaughter Games
1 Swamp
1 teferi, mage of zhalfir
Going to test mana leak vs Remand this weekend, but I love drawing that card with Remand. Also the Naya Charm is going to be a blank proxy, seeing if a 4x Worldly, Lightning Bolt, Cryptic, or a single Naya charm would be best. Sideboard is a work in progress, I love Leyline of Sancitiy, Baloth are for the lifegain, Tefari is for control, and the single swamp is help me assure 5 color mana for fracturing gust and Teferi while also making sure I cant cast that naturally drawn slaughter games.
I have played 3/3 quite a bit and liked it, though in the no-ramp build that I have been playing I went to 4 Scapeshift/2 Bring to Light and it has been good too.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!