@sgt_Kidder - congrats on the nice finish. Glad the list worked out for you. I like your changes. I am messing around with a BW midrange deck that uses eldrazi temple (no vial) and looks to play a midrange game with displacer, sculler and the other disruptive eldrazi creatures (no arbiter/thalia). I hadn't really considered trying to mash some temples into the D&T shell. In my experience, the temples aren't really needed. The 8 eldrazi in the list are really designed to come down turns 3-6, so no need to really power them out early. I could see the temple being good to activate displacer. I might give the temples a go just to see.
For those testing displacer, I think if you are holding it in your hand like you might flickerwisp that its a mistake. It's still a 3/3 and can do a decent job in combat. If they use a kill spell so be it. I'd play displacer when it's the best 3 mana (or vial) play and not wait to ensure you can use the ability. Displacer isn't the primary game plan, it's there to compliment the other disruption. One less kill spell aimed at your tidehollow or confidant. If you untap, then you are off to the races.
For those testing displacer, I think if you are holding it in your hand like you might flickerwisp that its a mistake. It's still a 3/3 and can do a decent job in combat. If they use a kill spell so be it. I'd play displacer when it's the best 3 mana (or vial) play and not wait to ensure you can use the ability. Displacer isn't the primary game plan, it's there to compliment the other disruption. One less kill spell aimed at your tidehollow or confidant. If you untap, then you are off to the races.
In the absolute yes it is good to play displacer first and have the upside of untapping with it, but this statement is made without any context. In all situations i've encoutered playing actual games you don't have the luxury of making that play. You need to wasteland strangler a threat so you don't die, you need to flickerwisp and blow them out, you need to cast path right now, you need to cast resto and block, etc. Context is everything!
Like i said vs slow deck you can probably afford to tap out for a 3/3, but in my experience i always need to keep up with the opponent, react right aways to their plays or disrupt them. Adding a 3/3 do nothing right now has been a loosing proposition everytime i've had the option to do so.
Currently building BW DnT, currently getting rekt by burn/affinity, despitr 3x Stony, 2x Firewalker and 2x Forge Tender in the board. What is our gameplan against them?
G1 - He makes a bunch of misplays and I build up Thalia/Wingmare/ multiple Serras and finally Thought-knot takes his Purpheros. He was gaining 5-6 per turn while I was getting in 8+ Game went super long. Finally got there in the sky.
G2 - I misplay and don't lead with BFT so Thalia eats it. Later on I don't want to lose 4 life from his sutre priest and genesis chambers for casting Thought-knot. We go to turns in the round and he drops purphuros FTW.
0-0-1
R2 vs Gb Elves!
G1 - Crushed by a hoard of elves
G2 - Mulled to 6 with Mirran crusader in hand. Stripped by IOK. Drew *** and stalled the board with Wisp/Vial tricks but missed the 4th land 2 turns in a row.
0-1-1
R3 vs RG Prime Devotion
G1 - I slow him down a little with Thalia and stop a revealed garruk wildspeaker with revoker but scoop when Primeval Titan hits and I draw no paths.
G2 - I manage to lock him out of fetches with thalia and get there with wingmare and serras in the air.
G3 - I mull to 5 and see nothing relevant. He explodes into primetime and beats me with courser of kruphix and kessig wolf run with nykthos/arbor elf shenanigans.
0-2-1
R4 - vs B/W tokens (my roomates deck I built for him)
G1 - goes long but I get there with combat tricks and land/search hate
G2 - also goes long. He poops out a bunch of 4/4 flying vigilance tokens I can't beat and I finally scoop so we can get in a game 3.
G3 - goes to time on like turn 2. He gives me the win after turns end since I had an eldrazi displacer out and could just pick off all his tokens.
1-2-1
R5 vs Jund color Burn
G1 - Thalia /wingmare slows him down and wisp and tricks deplete his resources. It gets close at the end but thought-knot takes his burn and flyers finish him.
G2 - Don't see any SB cards and I get burned/bumped for 12 near the end of the game.
G3 - Mull to 6 and start with Leyline of Sanctity. His hand is full of spikes and bumps and only gets some damage in with Atarka's Command and a couple attacks. Finish him with my air force.
Final 2-2-1
Some Thought(Knot)s:
I actually really liked Thought-Knot and even got to bounce him with Resto! Might consider running a second copy. Blade-splicer was a good staller vs elves and always good against burn. Sea Gate Wreckage drew me a couple cards! Mirran was great, but taxers were meh. They just came on too slow or were totally irrelevant in the aggro matches. I might consider going to 2 thought-knots, swapping tec edge #3 for a plains and dropping displacer.
My hands most of the day were just meh - I certainly could have played better but never had "the combo" in my opener. That could be because I only ran 3 Arbiters, but I still topdecked them when I needed a path lol. Only played path 4 times all day.
Also, almost every game I played a vial, in a game 2 or 3, it got blown up. I felt like I should just side them out G2 since I just basically lose a card/part of a turn.
I guess that's just how the cards fall sometimes. I realized I need Engineered Explosives but I'm broke so oh well.
Gotta wait another month for the next tourney. Meh.
What would you black/white mages think of 2x maindeck zealous persecution? The classic weakness of our deck is we can get overwhelmed in combat, because we play more "tricky" but puny creatures. We don't swarm as much as b/w tokens but we do a good job at spamming the board with grizzly bears, so having access to a card like that could set up some winning combat steps.
@Ace1 maybe opt for Orzhov pontiff instead. It's a great flickerwisp target, confuses the player with its complicated interaction, and can be an additional value card after its initial use. Block in combat or even deal damage. Also works well with vial.
ETB means you can put two triggers on the stack pretty easy. If I was going to go down the Wasteland Strangler path I'd be running Sin Collector as the two work well together, not just because Sin Collector exiles but because they kind of cover your bases with creature and spell removal.
While obviously MTGO leagues aren't the height of competitive magic I'm on a sick streak right now with four 4-1's in a row.
This is the list I'm playing online , it's a pretty stock mono white list but it's been performing really well in the post banning meta so far.
The phrexian revokers have been pretty amazing for me so far. I'm not totally sold on the main deck mirran crusaders but the serra avengers and mindcensors have felt really good. In paper I've been playing two maindeck spellskites but they haven't really felt necessary for me currently.
Worst match ups continue to be elves/merfolk, ratchet bomb has been fine but definitely not enough to beat those matchups, though I'm not sure we ever really are going to have game vs. them. The lack of two drops still seem to be the biggest downside to the mono white version.
@spicy, affinity is a tough match for us. Stony silence hurts them as does engineered explosives. Chalice of the void on zero can shut a good portion of their deck off. Your goal is to make it midrange outside of margin of burn. Also be wary of whip flare as it can wipe your x/2s and prevent the rest from blocking.
Burn comes in two varieties primarily. Rwg burn plays a super greedy mana base that's VERY vulnerable to disruption. Something as simple as taking them off white can save you four damage here and there. That can be enough to let you stabilize and grind them out. Straight-red burn plays a smaller mana base but it's almost all mountains. I find it to be a tougher match. In either case, Thalia is your friend and your discard should go after the wipes and searing blaze first.
Edit: burrenton forge tender, Kor firewalker and mark of asylum help as well. I like mark best as it gets around return of kozilek in tron/eldrazi too.
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Your success in playing dnt/hatebears is determined largely by your ability to read and prepare for the meta that you will be playing in. Furthermore, it has an absolutely brutal learning curve. Expect to lose; a lot.
-1 athreos: as it doesn't look aggressive enough to apply pressure and gain card advantage.
-1 aven mindcensor: as you won't be casting it before turn three. It's my opinion that mindcensor makes sense in Wg but is a sideboard card in other decks.
+2 thoughtseize: three pieces of discard can save your creatures from removal and eliminate a threat preemptively and the 4/3/2 between sculler/inquisition/thoughtseize seems like a good recipe to get three each game.
-1 swamp: you don't have anything that requires double black so one is enough.
-1 isolated chapel/shambling vents: as cool as man lands are, Wb dnt is a tempo deck and casting your stuff on the curve is important. Vents are better if it turns to a long game. Good card but you don't want it in your opening hand and definitely not two.
+2 caves/fetid heath/marsh flats: this depends on your budget and meta. Caves are cheapest but bring you the least while fetid heath is a terrific fixer but vulnerable to blood moon/tec edge/Fulminator mage. Marsh flats can fetch your godless shrines or basics before you drop an arbiter. The trick of the spider's web is that they know what part is sticky. Arbiter is the same way.
Hope this helps. This is in my experience and my meta which will be different from yours. Best of luck.
Your success in playing dnt/hatebears is determined largely by your ability to read and prepare for the meta that you will be playing in. Furthermore, it has an absolutely brutal learning curve. Expect to lose; a lot.
@postmann, I'm not a fan of crusaders main deck but they're pretty cool as sideboard vs jund and elves. Wingmare is only good vs spell based decks and the sideboard slot could be better utilized as eidolon of rhetoric/ethersworn canonist/chalice of the void.
Other contributors have developed a solid strategy vs merfolk that makes it a winnable if not favored game for us. I'll wait for them to chime in so I don't mess it up.
Elves are tough. Linvala, keeper of silence goes a long way to shut them down. But W has no way to ramp it into play and you'll likely have gotten over run by then. Crusaders and saving your removal for ezuri should help.
I also like engineered explosives over ratchet bomb. Combined with seachrome coast or razorverge thicket you can choose to end zero, one or two drops. At sorcery speed rather than sorcery speed plus X turns.
Hope this helps.
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Your success in playing dnt/hatebears is determined largely by your ability to read and prepare for the meta that you will be playing in. Furthermore, it has an absolutely brutal learning curve. Expect to lose; a lot.
So I'm driving out west through Kansas right now and I started taking notes on Phyrexian Revoker. In the Legacy chat, they have an entire sub-thread on how to use Phyrexian Revoker correctly Check It Out Here! This seemed extremely beneficial for us to start considering for the modern forum. Not everyone is maining or even considering him for the sideboard but he has more relevance than it may appear. With more familiarity in the format and if utilized to his maximum potential, Phyrexian Revoker is a major valuable taxer that has upside against quite a few decks!
Anyway, the free time has helped me go through all of our match ups and collect a list of relevant activated abilities for the people who are attempting to use revoker or get better value with him. It's not organized in any particular order and the cards named are not organized by main vs. sb status. Also I did my best to not to list kooky one of cards that showed their face in less than 1% of the archetypes winning results.*
Tron
Chromatic Star, Chromatic Sphere, Expedition Map, Karn Liberated, Ugin, the Spirit Dragon, Oblivion Stone.
Eldrazi Control
Spellskite, Expedition Map, Mindstone, Nihil Spellbomb, Relic of Progenitus.
Souls Sister
Martyr of Sands, Kami of False Hopes, Weathered Wayfarer.
Hatebear & Death And Taxes
Qasali Pridemage, Spellskite, Aether Vial, Noble Hierarch, Kytheon, Hero of Akroas, Ratchet Bomb/Engineered Explosives, Mangara, Eldrazi Displacer, various Swords of X and Y.
Lantern Control
Spellskite, Codex Shredder, Ghirapur Aether Grid, Ghoul Caller's Bell, Lantern of Insight, Mox Opal.
Coco & Kiki Chord
Bird of Paradise, Kiki, Breaker of Mirrors, Knight of Reliquary , Pia and Kiran Nalaar, Spike Feeder, Viscera Seer/Valroz/Cartel Arisotcrat, Wall of Roots.
Living End
Architect of Will, Deadshot Minotaur, Fulminator Mage, Monstrous Carabid, Simiam Spirit Guidr, Jungle Weaver, Street Wraith.
Infect
Spellskite, Noble Hierarch
Scapeshift
Sakura Tribe-Elder.
These are match ups that bear at least 3% shares of the meta (previously and currently). The only exception is maybe Living End but they have so many targets that it was worth noting. I hope that this information proves useful and that some constructive/supportive information can be added to the topic.
An explicitory reminder! I'm not suggesting anyone diverge current strategies or trying to convince users to play Phyrexian Revoker. If you are not able to generate any healthy and helpful information, that's ok...just don't present any negative input to this conversation.
@Dnc, awesome post with some serious food for thought. Thanks!
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Your success in playing dnt/hatebears is determined largely by your ability to read and prepare for the meta that you will be playing in. Furthermore, it has an absolutely brutal learning curve. Expect to lose; a lot.
@Sabinfrost I think for me I'd rather play Tidehollow Sculler over Sin Collector nine times out of ten (because TS hits everything non-land whereas SC costs 1 more to only hit instant/sorcery).
The difference in variance between the two options is that TS will tuck-exile and never wiff (at least compared to SC), whereas SC will full-exile but only if it doesn't wiff; if TS dies half the time but SC wiffs half the time then the odds are all the same to Wasteland Strangler, but to kill TS the opponent would have probably had to waste a bolt or something to get their card back- so that outcome is kind-of still a small advantage for us. If vial trickery is used (which I hope it should be) you can even sometimes have TS bait a bolt and then vial in WS to process at instant speed anyways- SC just can't do that.
There is something to say for SC being vial-on-3 playable and the fact that they don't get the card back even if he dies, but I'm far more worried about my opponent's deck having 30 maindeck creatures in game-1 than I am worried my TS will die before I can draw a Strangler. It would be a much harder call if their mana costs were switched.
@x1uo3yd I think sin collecter would be a good sb against spell decks, perhaps on par with wingmare, and needn't replace sculler. Sculler is definitely more versatile though.
thanks DnC, does infect run nothing revocable? also do you want to make a seperate post for that which could be linked in the top of the thread?
Anafenza is a small nobo with the Blade Splicer. Finks might be better suited in that build (since you aren't running mutavault anyways), Finks would let you perma block a troublesome creature (with an anafenza in play), also finks life gain isn't to be knocked, I've deffinately won afew games when I was able to drop a finks for exactly the correct life gain to win the next turn.
Chris
ps, i know i have a negative thing for splicers anyways, so take my words with a pinch of salt, however it is true and im sure people will agree that splicer with anafenza isn't great.
ya thx for pointing it out, i mean to play finks eventually but i don't have them right now. Also splicer has been a life saver allowing me to block 2 creatures sometimes but finks is probably better overall, i'll add them when i get them.
I think 15 white sources might be better with all the double white cost, instead of tec edge number 2? have you guys had problems playing double white spells with 14 white sources only?
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modern:UW spirits, BR goblins
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For those testing displacer, I think if you are holding it in your hand like you might flickerwisp that its a mistake. It's still a 3/3 and can do a decent job in combat. If they use a kill spell so be it. I'd play displacer when it's the best 3 mana (or vial) play and not wait to ensure you can use the ability. Displacer isn't the primary game plan, it's there to compliment the other disruption. One less kill spell aimed at your tidehollow or confidant. If you untap, then you are off to the races.
Edit: should Kazuul's Toll Collector be new tech to include in anyone playing red?
In the absolute yes it is good to play displacer first and have the upside of untapping with it, but this statement is made without any context. In all situations i've encoutered playing actual games you don't have the luxury of making that play. You need to wasteland strangler a threat so you don't die, you need to flickerwisp and blow them out, you need to cast path right now, you need to cast resto and block, etc. Context is everything!
Like i said vs slow deck you can probably afford to tap out for a 3/3, but in my experience i always need to keep up with the opponent, react right aways to their plays or disrupt them. Adding a 3/3 do nothing right now has been a loosing proposition everytime i've had the option to do so.
4 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Phyrexian Revoker
1 Spellskite
3 Serra Avenger
2 Vryn Wingmare
2 Aven Mindcensor
2 Blade Splicer
1 Eldrazi Displacer
4 Flickerwisp
2 Mirran Crusader
2 Restoration Angel
1 Thought-Knot Seer
4 Path to Exile
4 Aether Vile
1 Sword of Light and Shadow
Lands x23
4 Ghost Quarter
3 Tectonic Edge
1 Mutavault
1 Sea Gate Wreckage
1 Eiganjo Castle
1 Temple of Enlightenment
12 Plains
3 Leyline of Sanctity
2 Burrenton Forge-Tender
2 Rest in Peace
2 Stony Silence
1 Ratchet bomb
1 Celestial Purge
1 Paraselene
1 Stonecloaker
1 Wrath of God
1 Worship
R1 vs Boros Lifegain
G1 - He makes a bunch of misplays and I build up Thalia/Wingmare/ multiple Serras and finally Thought-knot takes his Purpheros. He was gaining 5-6 per turn while I was getting in 8+ Game went super long. Finally got there in the sky.
G2 - I misplay and don't lead with BFT so Thalia eats it. Later on I don't want to lose 4 life from his sutre priest and genesis chambers for casting Thought-knot. We go to turns in the round and he drops purphuros FTW.
0-0-1
R2 vs Gb Elves!
G1 - Crushed by a hoard of elves
G2 - Mulled to 6 with Mirran crusader in hand. Stripped by IOK. Drew *** and stalled the board with Wisp/Vial tricks but missed the 4th land 2 turns in a row.
0-1-1
R3 vs RG Prime Devotion
G1 - I slow him down a little with Thalia and stop a revealed garruk wildspeaker with revoker but scoop when Primeval Titan hits and I draw no paths.
G2 - I manage to lock him out of fetches with thalia and get there with wingmare and serras in the air.
G3 - I mull to 5 and see nothing relevant. He explodes into primetime and beats me with courser of kruphix and kessig wolf run with nykthos/arbor elf shenanigans.
0-2-1
R4 - vs B/W tokens (my roomates deck I built for him)
G1 - goes long but I get there with combat tricks and land/search hate
G2 - also goes long. He poops out a bunch of 4/4 flying vigilance tokens I can't beat and I finally scoop so we can get in a game 3.
G3 - goes to time on like turn 2. He gives me the win after turns end since I had an eldrazi displacer out and could just pick off all his tokens.
1-2-1
R5 vs Jund color Burn
G1 - Thalia /wingmare slows him down and wisp and tricks deplete his resources. It gets close at the end but thought-knot takes his burn and flyers finish him.
G2 - Don't see any SB cards and I get burned/bumped for 12 near the end of the game.
G3 - Mull to 6 and start with Leyline of Sanctity. His hand is full of spikes and bumps and only gets some damage in with Atarka's Command and a couple attacks. Finish him with my air force.
Final 2-2-1
Some Thought(Knot)s:
I actually really liked Thought-Knot and even got to bounce him with Resto! Might consider running a second copy. Blade-splicer was a good staller vs elves and always good against burn. Sea Gate Wreckage drew me a couple cards! Mirran was great, but taxers were meh. They just came on too slow or were totally irrelevant in the aggro matches. I might consider going to 2 thought-knots, swapping tec edge #3 for a plains and dropping displacer.
My hands most of the day were just meh - I certainly could have played better but never had "the combo" in my opener. That could be because I only ran 3 Arbiters, but I still topdecked them when I needed a path lol. Only played path 4 times all day.
Also, almost every game I played a vial, in a game 2 or 3, it got blown up. I felt like I should just side them out G2 since I just basically lose a card/part of a turn.
I guess that's just how the cards fall sometimes. I realized I need Engineered Explosives but I'm broke so oh well.
Gotta wait another month for the next tourney. Meh.
Thoughts?
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
ETB means you can put two triggers on the stack pretty easy. If I was going to go down the Wasteland Strangler path I'd be running Sin Collector as the two work well together, not just because Sin Collector exiles but because they kind of cover your bases with creature and spell removal.
This is the list I'm playing online , it's a pretty stock mono white list but it's been performing really well in the post banning meta so far.
The phrexian revokers have been pretty amazing for me so far. I'm not totally sold on the main deck mirran crusaders but the serra avengers and mindcensors have felt really good. In paper I've been playing two maindeck spellskites but they haven't really felt necessary for me currently.
Worst match ups continue to be elves/merfolk, ratchet bomb has been fine but definitely not enough to beat those matchups, though I'm not sure we ever really are going to have game vs. them. The lack of two drops still seem to be the biggest downside to the mono white version.
Burn comes in two varieties primarily. Rwg burn plays a super greedy mana base that's VERY vulnerable to disruption. Something as simple as taking them off white can save you four damage here and there. That can be enough to let you stabilize and grind them out. Straight-red burn plays a smaller mana base but it's almost all mountains. I find it to be a tougher match. In either case, Thalia is your friend and your discard should go after the wipes and searing blaze first.
Edit: burrenton forge tender, Kor firewalker and mark of asylum help as well. I like mark best as it gets around return of kozilek in tron/eldrazi too.
3x Thalia, Guardian of Thraben
3x Dark Confidant
4x Leonin Arbiter
4x Tidehollow Sculler
2x Wasteland Strangler
3x Kitchen Finks
4x Flickerwisp
2x Aven Mindcensor
1x Orzhov Pontiff
1x Athreos, God of Passage
4x Aether Vial
4x Path to Exile
3x Inquisition of Kozilek
Lands
1x Eiganjo Castle
2x Tectonic Edge
2x Caves of Koilos
3x Godless Shrine
2x Swamp
4x Ghost Quarter
3x Isolated Chapel
3x Plains
2x Shambling Vent
A little unsure on my creature and land lineup
-1 athreos: as it doesn't look aggressive enough to apply pressure and gain card advantage.
-1 aven mindcensor: as you won't be casting it before turn three. It's my opinion that mindcensor makes sense in Wg but is a sideboard card in other decks.
+2 thoughtseize: three pieces of discard can save your creatures from removal and eliminate a threat preemptively and the 4/3/2 between sculler/inquisition/thoughtseize seems like a good recipe to get three each game.
-1 swamp: you don't have anything that requires double black so one is enough.
-1 isolated chapel/shambling vents: as cool as man lands are, Wb dnt is a tempo deck and casting your stuff on the curve is important. Vents are better if it turns to a long game. Good card but you don't want it in your opening hand and definitely not two.
+2 caves/fetid heath/marsh flats: this depends on your budget and meta. Caves are cheapest but bring you the least while fetid heath is a terrific fixer but vulnerable to blood moon/tec edge/Fulminator mage. Marsh flats can fetch your godless shrines or basics before you drop an arbiter. The trick of the spider's web is that they know what part is sticky. Arbiter is the same way.
Hope this helps. This is in my experience and my meta which will be different from yours. Best of luck.
Edited for readability.
Other contributors have developed a solid strategy vs merfolk that makes it a winnable if not favored game for us. I'll wait for them to chime in so I don't mess it up.
Elves are tough. Linvala, keeper of silence goes a long way to shut them down. But W has no way to ramp it into play and you'll likely have gotten over run by then. Crusaders and saving your removal for ezuri should help.
I also like engineered explosives over ratchet bomb. Combined with seachrome coast or razorverge thicket you can choose to end zero, one or two drops. At sorcery speed rather than sorcery speed plus X turns.
Hope this helps.
GW Death and Taxes WG
So I'm driving out west through Kansas right now and I started taking notes on Phyrexian Revoker. In the Legacy chat, they have an entire sub-thread on how to use Phyrexian Revoker correctly Check It Out Here! This seemed extremely beneficial for us to start considering for the modern forum. Not everyone is maining or even considering him for the sideboard but he has more relevance than it may appear. With more familiarity in the format and if utilized to his maximum potential, Phyrexian Revoker is a major valuable taxer that has upside against quite a few decks!
Anyway, the free time has helped me go through all of our match ups and collect a list of relevant activated abilities for the people who are attempting to use revoker or get better value with him. It's not organized in any particular order and the cards named are not organized by main vs. sb status. Also I did my best to not to list kooky one of cards that showed their face in less than 1% of the archetypes winning results.*
Phyrexian Revoker Hateable Cards:
Affinity:
Arcbound Ravager, Hangarback Walker, Steel Overseer, Spellskite, Cranial Plating, Mox Opal, Springleaf Drum, Welding Jar, & Ghirapur Aether Grid.
Grixis, Jund & Junk
Jace, Vryn's Prodigy, Grim Lavamancer, Fulminator Mage, Olivia Voldaren, Pia and Kiran Nalaar, Scavenging Ooze, Chandra Pyromaster, Engineered Explosives, Liliana of the Viel, Noble Hierarch, Tasigur, Knight of the Reliquaary.
Burn & Zoo (All Variations)
Ghor-Klan Rampager, Experiment One, Grim Lavamancer, Hellspark Elemental, Knignt of the Reliquary, Noble Hierarch, Qasali Pridemage, Scavenging Ooze, Tasigur.
Elves
Elvish Arcdruid, Elvish Mystic, Heritage Druid, Ezuri, Llanowar Elves, Mirror Entity, Scavenging Ooze, Spellskite, Evolutionary Leap.
Tron
Chromatic Star, Chromatic Sphere, Expedition Map, Karn Liberated, Ugin, the Spirit Dragon, Oblivion Stone.
Eldrazi Control
Spellskite, Expedition Map, Mindstone, Nihil Spellbomb, Relic of Progenitus.
Souls Sister
Martyr of Sands, Kami of False Hopes, Weathered Wayfarer.
Hatebear & Death And Taxes
Qasali Pridemage, Spellskite, Aether Vial, Noble Hierarch, Kytheon, Hero of Akroas, Ratchet Bomb/Engineered Explosives, Mangara, Eldrazi Displacer, various Swords of X and Y.
Lantern Control
Spellskite, Codex Shredder, Ghirapur Aether Grid, Ghoul Caller's Bell, Lantern of Insight, Mox Opal.
Coco & Kiki Chord
Bird of Paradise, Kiki, Breaker of Mirrors, Knight of Reliquary , Pia and Kiran Nalaar, Spike Feeder, Viscera Seer/Valroz/Cartel Arisotcrat, Wall of Roots.
Ad Nasuem
Simiam Spirit Guide, Pentad Prism, Lotus Bloom, Lightning Storm.
Living End
Architect of Will, Deadshot Minotaur, Fulminator Mage, Monstrous Carabid, Simiam Spirit Guidr, Jungle Weaver, Street Wraith.
Infect
Spellskite, Noble Hierarch
Scapeshift
Sakura Tribe-Elder.
These are match ups that bear at least 3% shares of the meta (previously and currently). The only exception is maybe Living End but they have so many targets that it was worth noting. I hope that this information proves useful and that some constructive/supportive information can be added to the topic.
An explicitory reminder! I'm not suggesting anyone diverge current strategies or trying to convince users to play Phyrexian Revoker. If you are not able to generate any healthy and helpful information, that's ok...just don't present any negative input to this conversation.
Thanks in advance!
-Ant
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
2 dryad militant
4 thalia, guardian of thraben
4 leonin arbiter
4 tidehollow sculler
2 anafenza, kin-tree spirit
4 flickerwisp
4 wasteland strangler
2 blade splicer
2 brimaz, king of oreskos
2 restoration angel
4 AEther vial
instants: 4
4 path to exile
lands: 22
1 eiganjo castle
1 shizo, death's storehouse
3 plains
1 swamp
4 godless shrine
4 caves of koilos
2 isolated chapel
4 ghost quarter
2 tectonic edge
Giving another shot at militants, i feel i need them with 4x stranglers.
The difference in variance between the two options is that TS will tuck-exile and never wiff (at least compared to SC), whereas SC will full-exile but only if it doesn't wiff; if TS dies half the time but SC wiffs half the time then the odds are all the same to Wasteland Strangler, but to kill TS the opponent would have probably had to waste a bolt or something to get their card back- so that outcome is kind-of still a small advantage for us. If vial trickery is used (which I hope it should be) you can even sometimes have TS bait a bolt and then vial in WS to process at instant speed anyways- SC just can't do that.
There is something to say for SC being vial-on-3 playable and the fact that they don't get the card back even if he dies, but I'm far more worried about my opponent's deck having 30 maindeck creatures in game-1 than I am worried my TS will die before I can draw a Strangler. It would be a much harder call if their mana costs were switched.
thanks DnC, does infect run nothing revocable? also do you want to make a seperate post for that which could be linked in the top of the thread?
ya thx for pointing it out, i mean to play finks eventually but i don't have them right now. Also splicer has been a life saver allowing me to block 2 creatures sometimes but finks is probably better overall, i'll add them when i get them.
I think 15 white sources might be better with all the double white cost, instead of tec edge number 2? have you guys had problems playing double white spells with 14 white sources only?