I may switch my maindeck Banishing Light with my sideboard Warping Wail, then. I've been loving Warping Wail in OGW booster draft so I've long since been sold on its utility and power. Just wasn't sure about maindecking it before. But I think you convinced me!
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My 360 Peasant+ Cube!. Modern borders where possible, usually with the newest (or "best") art, and always the most readable card text. I also run all 10 painlands. My playgroup is super casual, as we have a fair number of newer or less experienced players. Typically we draft with 4 to 6 people, using 5 packs of 9.
I may switch my maindeck Banishing Light with my sideboard Warping Wail, then. I've been loving Warping Wail in OGW booster draft so I've long since been sold on its utility and power. Just wasn't sure about maindecking it before. But I think you convinced me!
No particular reason, I just have more Banishing Lights on hand than I do Onion Rings.
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My 360 Peasant+ Cube!. Modern borders where possible, usually with the newest (or "best") art, and always the most readable card text. I also run all 10 painlands. My playgroup is super casual, as we have a fair number of newer or less experienced players. Typically we draft with 4 to 6 people, using 5 packs of 9.
No particular reason, I just have more Banishing Lights on hand than I do Onion Rings.
Ah ok. I still like O-ring as a catch all answer but I have never had a Warping Wail stuck in hand. It finds a use eventually. It also counters Bring to Light which can be pretty big (those versions of scapeshift sacrificed a little bit of counter magic (because Twin isn't in the format they expect less counters) for utility. We now get a better chance to counter it before they board sweep or win with scapeshift. You gotta read the situation though and know what they are getting since Supreme Verdict can't be countered.
Would you also leave Warping Wail in against Burn, to help counter Lava Spike and Rift Bolt?
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My 360 Peasant+ Cube!. Modern borders where possible, usually with the newest (or "best") art, and always the most readable card text. I also run all 10 painlands. My playgroup is super casual, as we have a fair number of newer or less experienced players. Typically we draft with 4 to 6 people, using 5 packs of 9.
Would you also leave Warping Wail in against Burn, to help counter Lava Spike and Rift Bolt?
Yes but less just because of those. It also kills Swiftspear usually (yeah they can cast a spell to negate it but that requires them leaving mana open and playing around it.. that means they aren't bolting your face or getting to abuse the Prowess trigger.)
With Regionals right upon, I was hoping to get a list of tips and tricks for taking the BW Eldrazi to victory and bring forth it into the tier 1 it deserves to be in. So anyone with tips, please feel free to list and contribute to them. I'm just going to list what I've had personal interactions with, but will expand.
When playing against the infinite melira combo or kitchen finks, you can surgical extraction it or break the relic while the persist trigger is on the stack to remove it and stop those shenanigans.
I've dealt with a goyfs by processing a strangler,flaying tendrils, and a surgical extraction. They combo well together to break apart any graveyard synergy creatures.
Wasteland strangler is great at processing rift bolts and lotus blooms.
In the mirror match, I've found reality smasher to be game breaking and the opponent was convinced to add them to his deck. I cannot stress how awesome the smasher is. I love Oblivion sower, but the threat is real.
I've dropped my number of Eye/Urborg/Map to 2/1/2. Land destruction doesn't cripple me as much as they want. The real weakness is the temples. But as long as they think they can remove 4 eyes or urborgs, I'm more than happy to reveal less. It's also a reason I've been playing less full playsets. Makes surical and slaughter games less effective.
Tutoring up bojuka bog is a thing.(or any land for that matter) Totally changed my mind and made me include a couple of maps since we have some decent lands.
With Regionals right upon, I was hoping to get a list of tips and tricks for taking the BW Eldrazi to victory and bring forth it into the tier 1 it deserves to be in. So anyone with tips, please feel free to list and contribute to them. I'm just going to list what I've had personal interactions with, but will expand.
When playing against the infinite melira combo or kitchen finks, you can surgical extraction it or break the relic while the persist trigger is on the stack to remove it and stop those shenanigans.
I've dealt with a goyfs by processing a strangler,flaying tendrils, and a surgical extraction. They combo well together to break apart any graveyard synergy creatures.
Wasteland strangler is great at processing rift bolts and lotus blooms.
In the mirror match, I've found reality smasher to be game breaking and the opponent was convinced to add them to his deck. I cannot stress how awesome the smasher is. I love Oblivion sower, but the threat is real.
I've dropped my number of Eye/Urborg/Map to 2/1/2. Land destruction doesn't cripple me as much as they want. The real weakness is the temples. But as long as they think they can remove 4 eyes or urborgs, I'm more than happy to reveal less. It's also a reason I've been playing less full playsets. Makes surical and slaughter games less effective.
Tutoring up bojuka bog is a thing.(or any land for that matter) Totally changed my mind and made me include a couple of maps since we have some decent lands.
One thing I'd say is that remember your processor interactions with ANYTHING in exile. You reminded folks about Suspend cards which is 1 aspect. Remember that you can process spells with Rebound, Imprinted cards on Isochron Scepter and cards put in "hideaway" via windbrisk heights.
Remember that you can respond to Snapcaster targeting a spell in order to exile their yard (or the spell itself) to leave them unable to cast it.
If you find yourself facing Tech Edge and are on 4 lands, 1 being GQ, you can sacrifice Ghost quarter in response to them trying to destroy your land. Upon resolution of the ability you will only have 3 lands and Tech Edge's ability will fizzle essentially making them waste a mana, a land and you were able to GQ one of their lands.
Against goyf decks, keep a note of what cards you have or could have in your graveyard and be sure to process those same card types back into your opponents GY. This will ensure opposing Goyfs are as small as possible. As usual, try and avoid creatures if able due to Scavenging Ooze.
With less and less Oblivion Sowers being ran.. remember to process lands over other gas when able. Before it was advantageous to keep lands in exile so you could abuse Oblivion Sowers ability to it's maximum potential. Now that is far less important (unless you know you are playing a deck that has no GY interaction like Elves)
When in doubt on sideboarding, bring in Surgical Extraction. I remember facing a Naya Company deck on Tuesday. He mulled to 4 game 1 and scooped to my turn 1 TS. I had no idea what he was on so I made sure to bring in my surgical extractions. Once I saw he was on Naya company, I pinpointed a card he would need most to win (at the point I drew Surgical we were at parity on board so in this instance he wanted to draw as many Path to Exiles as possible. By removing this out from his deck, he couldn't answer my abundance of threats and I turned the tides.)
The order in which you drop your lands is EXTREMELY important. You don't want to lead off with Cave of Koilos when you are sitting on a Temple and TKS in hand with no T1 Discard. The reasoning for this is there is a CHANCE you could draw into an Eye or Temple and be able to turn 2 TKS which is a crazy powerful play. Along this same line, the best way to dodge land destruction is to delay dropping important lands until you need them. There is no reason to play Eye of Ugin unless doing so allows you to drop multiple Eldrazi over the next couple turns that you otherwise wouldn't be able to (this is of course assuming you have other lands to play). Example is if T3 you can play another land and cast a Blight Herder but have no other Eldrazi in hand. This protects the Eye in hand as it can't be discarded (unless it's the only card in hand against a Lili deck), Cliqued away or destroyed. I have had some games where I get to 7 mana and can drop eye and tutor on the same turn. Eye is very situationally dependant as to when you play it straight up or when you lag it out. You mainly have to get a feel for it. One of the most notorious lands I do this with in the deck is Vault of the Archangel. If you jam it early, you let your opponent see that you are 1 land away from activation and they might play around this. (Burn in particular might hold up Skullcrack/Atarka Command in game 1). Instead I hold onto it until Turn 5 where I can just drop it, swing and activate. This can catch people off-guard and force them to make bad trades as well as let you gain a lot of life. With Reality Smasher already onboard, it becomes an even bigger blowout because they will need a creature for every 1 point of damage they want to prevent. Vault does you nothing if you can't activate it and if you are making your land drops without it, why tip off your opponent. Subtle interactions like this can make the difference in some games.
If I think of more I'll post them for sure. That land one is something I use a lot and takes a lot of time to get used to. You have to remember what is in your hand and what you could potentially draw that would change your mind on your land drops. If your opponent drops an early GQ and you have a Map in hand... feel free to throw out an eye of ugin and not reveal the map. Let them GQ it, get you ahead in a land and then tutor it up the next turn.
12 creatures might seem lite, but most GBx decks run 13 + this list is packing 4 copies of souls, 2 wail and 1 sorin to generate creatures. & turning on herder on is fairly easy (4 relic, 4 PtE, 2 Wail, 1 Surgical).
I've been really impressed with both Sorin, its not uncommon to curve herder with process trigger into sorin +1 and usually the game is out of reach.
The manabase breaks down to 14 (11 non tapped) & 12 . I've reduced GQ from 4 to 3 still affording you the ability to draw it naturally by T3 at 43% of the time, while adding vault.
By removing both sowers and upping herder and bringing in Sorin; I've the effective curve has been reduced. As for the sideboard Flaying has been great but ratchet bomb has continually over performed and left me wanting another copy so I made the switch. I still prefer rest for the weary over timely because of instant speed and interacting with a skullcrack on the stack.
I was thinking about this, but is there a need for spellskites in the board anymore? I usually only board it in against aggro decks, but we can go over aggro decks.
Also for rest of the weary, how often do you go turn 2 rest of the weary? I feel like the earlier I cast it, the better chance of them not skullcracking me...
With Regionals right upon, I was hoping to get a list of tips and tricks for taking the BW Eldrazi to victory and bring forth it into the tier 1 it deserves to be in. So anyone with tips, please feel free to list and contribute to them. I'm just going to list what I've had personal interactions with, but will expand.
When playing against the infinite melira combo or kitchen finks, you can surgical extraction it or break the relic while the persist trigger is on the stack to remove it and stop those shenanigans.
I've dealt with a goyfs by processing a strangler,flaying tendrils, and a surgical extraction. They combo well together to break apart any graveyard synergy creatures.
Wasteland strangler is great at processing rift bolts and lotus blooms.
In the mirror match, I've found reality smasher to be game breaking and the opponent was convinced to add them to his deck. I cannot stress how awesome the smasher is. I love Oblivion sower, but the threat is real.
I've dropped my number of Eye/Urborg/Map to 2/1/2. Land destruction doesn't cripple me as much as they want. The real weakness is the temples. But as long as they think they can remove 4 eyes or urborgs, I'm more than happy to reveal less. It's also a reason I've been playing less full playsets. Makes surical and slaughter games less effective.
Tutoring up bojuka bog is a thing.(or any land for that matter) Totally changed my mind and made me include a couple of maps since we have some decent lands.
When using GQ or Surgical often try to hold off until their draw step when they've passed priority. For example against Tron most lists run 1 some times 2 forests IF you GQ in their draw step there is a possibly of them getting strip mine'd. Similar with surgical extraction if you're going to take something if possible wait until their draw step to possibly nullify that draw.
12 creatures might seem lite, but most GBx decks run 13 + this list is packing 4 copies of souls, 2 wail and 1 sorin to generate creatures. & turning on herder on is fairly easy (4 relic, 4 PtE, 2 Wail, 1 Surgical).
I've been really impressed with both Sorin, its not uncommon to curve herder with process trigger into sorin +1 and usually the game is out of reach.
The manabase breaks down to 14 (11 non tapped) & 12 :symw:. I've reduced GQ from 4 to 3 still affording you the ability to draw it naturally by T3 at 43% of the time, while adding vault.
By removing both sowers and upping herder and bringing in Sorin; I've the effective curve has been reduced. As for the sideboard Flaying has been great but ratchet bomb has continually over performed and left me wanting another copy so I made the switch. I still prefer rest for the weary over timely because of instant speed and interacting with a skullcrack on the stack.
I can't imagine going in with only 12 creatures though. That seems way too light for me (bearing in mind that Wasteland Strangler is a pseudo removal spell as well). All in all I think we are on the same lines (though maybe cutting an inquisition for TKS solves both problems of creature count and still gives you a discard style effect).
Here is my list once again.. gonna see if I can pick up some leylines and run them in the sideboard for Regionals.
Just had the realization that the majority of my ratchet bombs are for Artifacts or Enchantments. I think I'm going down to 1 and upping my Disenchants to 2. Again tweaks will happen along the way and I'll have a tournament report tomorrow for tonight's tournament. As I have said before, I am uber comfortable with where my deck is at. It's by no means perfect but my results speak for themselves that I think I have enough versatile answers to answer whatever gets thrown at me. Here is hoping it happens on Saturday.
This is pretty close to what I'll be running. I've got a couple of slight variance with how my meta has been. Surgical extraction is the flex for either warping wail or doom blade, just haven't made a final test yet with the wail. Eldrazi displacer is pretty fun late fun with it's shenanigans and possiblity to blink creatures.
I feel like my lands aren't as generous though, but don't wanna give up the caverns since I feel that countermagic will be a thing. I've got 12 black mana, 10 white mana, and 12 colorless mana.
This is pretty close to what I'll be running. I've got a couple of slight variance with how my meta has been. Surgical extraction is the flex for either warping wail or doom blade, just haven't made a final test yet with the wail. Eldrazi displacer is pretty fun late fun with it's shenanigans and possiblity to blink creatures.
I feel like my lands aren't as generous though, but don't wanna give up the caverns since I feel that countermagic will be a thing. I've got 12 black mana, 10 white mana, and 12 colorless mana.
So you are opting to go in with 0 Ghost Quarters? That seems like an unnecessary gamble. They hit so many matchups besides just Tron. 9/10 I'm killing manlands with them.
If you find yourself facing Tech Edge and are on 4 lands, 1 being GQ, you can sacrifice Ghost quarter in response to them trying to destroy your land. Upon resolution of the ability you will only have 3 lands and Tech Edge's ability will fizzle essentially making them waste a mana, a land and you were able to GQ one of their lands.
This is wrong. 3/1/2010: Tectonic Edge's second ability checks how many lands an opponent controls only at the time you activate the ability.
I had one godless shrine dropped for it, just really hard to figure it out exactly. I may just go to 1 cavern and have 2 quarters. It certainly soenst feel good to not have them in the deck.
I have quite a bit of affinity, merfolk, and Blood Moon decks in my meta, so the extra disenchant is a concession to that fact.
I am personally a fan of the sowers, they give me some more exile effects and help ramp up to Newlamog, but if they end up being more of a liability in the end I will cut them.
I haven't really gotten many reps in with the deck yet, so a lot of my thinking is theory crafing. I appreciate your help!
First thing first, I personally a fan of Sower myself and its the card that makes you win against tron - maybe reality smasher does that job too, but sower makes it obvious. Against the rest of the field maybe you can cut him. I'm on the fence between 2 and 3 sowers, currently testing 2 in favour of 4 reality smasher and 3 herders - in preparation for a meta with fast aggro (burn, affinity, infect). While 4 hearders might be better against fast aggro, i think smasher is about interchangable with sower against tron, so i keep my matchup against them equal. I think i might go back and forth testing which of them gets the 4 spot.
Now what is you overall record against affinity, merfolk and blood moon decks - do you win most often with 3 disenchants in the side and what cards do you bring in against the different matchups that you win? Im personally not a fan of Flaying tendrils due to the double black, and all is dust goes nothing against affinity and is too slow for most of the fast aggro decks from my testing.
Essentially what I have noticed against RG Tron is that you need to get them on a clock as fast as possible while trying to keep them off of Tron. This is why Reality Smasher is better. He comes down a turn sooner and swings in 2 turns sooner. If you are able to disrupt their hand and Tron pieces onboard to buy yourself a couple turns, you can usually lethal them. The other main difference for Reality Smasher is that multiples in hand is a great thing. You can easily curve T3 5 damage T4 10 Damage T5 Lethal where as with Oblivion Sower, they clunk up the hand too much and in games where you don't have eye, take too long to hit the board.
I am with folks that are saying "don't give up on Tron". That's right don't give up on it. However don't go out of your way with sideboard cards specifically for tron. I have had middling success against tron but my sideboard for them is 2x Stoney, 2x Duress and 2x Surgical... With all the aggro running around, this is where I cater to Flaying Tendrils and Ratchet Bombs.
My main reason for Ratchet Bombs is I want answers to 3 CMC cards. The biggest one I want an answer for is Ensnaring Bridge. I really don't want to walk into the Lantern Control matchup and just fold because I have like 2 ways to kill a bridge. It also hits Blood Moon and Aether Grid which is a bonus.
Alright, cool. I have made a couple of changes to the list, basically changing up the sideboard a bit after some thinking and adding more removal.
If you find yourself facing Tech Edge and are on 4 lands, 1 being GQ, you can sacrifice Ghost quarter in response to them trying to destroy your land. Upon resolution of the ability you will only have 3 lands and Tech Edge's ability will fizzle essentially making them waste a mana, a land and you were able to GQ one of their lands.
This is wrong. 3/1/2010: Tectonic Edge's second ability checks how many lands an opponent controls only at the time you activate the ability.
This is what I had initially thought until one of my judges told me otherwise.. well ok then. This isn't the first time I've had to correct this judge on a bad ruling he's made. I love the guy but I can't wait til I pass my judge test and can start helping out at my LGS.
Hi to everyone! I'm playing a mono b list that is doing really were for me; in the past I played the bw version and I'm still reading this thread. Working on the deck, I've built a very similar list to exatraz's list, without the white spells obviously and with a different mana base. Anyway, my creatures list is the same of the exatraz list except for one more sower.
I know that I'm not playing the bw versions, but because my list play the 95% of cards of the bw list I wanted to share with you my impression on some of them, I hope you will appreciate.
Here my opinion on some cards:
- 3 copies of thought knot are perfect. I think that 4 are too much, it's not so good in late game
- warping wail is a perfect card against affinity, also very good against burn and scapeshift( counter lava spike and scapeshift, exile swiftspear ). In the matchup where it doesn't shine it still can ramp, create a chump blocker or give colorless mana in extreme situations
- reality smasher is really smashing. It's a finisher, and a real clock but not game ending; anyway I'm playing 3 of it and I'm loving it, it also is very good to destroy the oppo's liliana
- I really like 2 expedition map to get out utility lands like gq, or other lands in my list. They have helped me in so many situations
- I like the 2 sower. In certain matches they alone can get eyes online, and then you can start tutoring your best eldrazi for every situation. I also really like them against affinity to get their lands, but to me are more useful because I don't play lingering souls
- I'm playing one board sweeper in mb ( languish ) , and 2 others in side ( languish, all is dust )
- I won't go under the 25 lands, I've tested 24 lands and I didn't do well
- I think it's hard to play ulamog without having sowers. In fact, I don't remember at the moment situations where I played it not following a sower, maybe only one or two times playing herder and the turn after sacking the tokens to have manas, but you need the perfect manabase to cast it in this way. I'm not sure if is it fine to play it without sowers, but I didn't test a version without it; I really like sower, for its ability and even for its huge body
At the moment I'm winning against merfolks, even if I think is a 50-50 matchup, maybe 55-45 for us post board, and also against affinity so I think that a build similar to the one of exatraz is the way to go considering that those two decks are not so easy for us to play against
Thanks bro. I think the addition of Path and Lingering Souls is what buys the white version the ability to go to 24 lands. I cast Newlamog all the time without Oblivion Sower. the primary reason for this is that if you can tutor with eye of ugin... you only need 1 more mana to play Newlamog. This means with Urborg in play, you can tutor and play immediately. If you don't have urborg in play, fetch up a Blight Herder. Tap a temple and 1 other random mana source to play it. Now you can sacrifice 2 tokens and still activate eye for newlamog, giving you 1 more token to sacrifice and cast him on your turn. This is also provided you don't have a land in hand already or find one. Without Urborg in play, stealing your opponents fetchlands still does you very little good.
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Why Banishing Light and not O-ring?
No particular reason, I just have more Banishing Lights on hand than I do Onion Rings.
Ah ok. I still like O-ring as a catch all answer but I have never had a Warping Wail stuck in hand. It finds a use eventually. It also counters Bring to Light which can be pretty big (those versions of scapeshift sacrificed a little bit of counter magic (because Twin isn't in the format they expect less counters) for utility. We now get a better chance to counter it before they board sweep or win with scapeshift. You gotta read the situation though and know what they are getting since Supreme Verdict can't be countered.
Yes but less just because of those. It also kills Swiftspear usually (yeah they can cast a spell to negate it but that requires them leaving mana open and playing around it.. that means they aren't bolting your face or getting to abuse the Prowess trigger.)
When playing against the infinite melira combo or kitchen finks, you can surgical extraction it or break the relic while the persist trigger is on the stack to remove it and stop those shenanigans.
I've dealt with a goyfs by processing a strangler,flaying tendrils, and a surgical extraction. They combo well together to break apart any graveyard synergy creatures.
Wasteland strangler is great at processing rift bolts and lotus blooms.
In the mirror match, I've found reality smasher to be game breaking and the opponent was convinced to add them to his deck. I cannot stress how awesome the smasher is. I love Oblivion sower, but the threat is real.
I've dropped my number of Eye/Urborg/Map to 2/1/2. Land destruction doesn't cripple me as much as they want. The real weakness is the temples. But as long as they think they can remove 4 eyes or urborgs, I'm more than happy to reveal less. It's also a reason I've been playing less full playsets. Makes surical and slaughter games less effective.
Tutoring up bojuka bog is a thing.(or any land for that matter) Totally changed my mind and made me include a couple of maps since we have some decent lands.
One thing I'd say is that remember your processor interactions with ANYTHING in exile. You reminded folks about Suspend cards which is 1 aspect. Remember that you can process spells with Rebound, Imprinted cards on Isochron Scepter and cards put in "hideaway" via windbrisk heights.
Remember that you can respond to Snapcaster targeting a spell in order to exile their yard (or the spell itself) to leave them unable to cast it.
If you find yourself facing Tech Edge and are on 4 lands, 1 being GQ, you can sacrifice Ghost quarter in response to them trying to destroy your land. Upon resolution of the ability you will only have 3 lands and Tech Edge's ability will fizzle essentially making them waste a mana, a land and you were able to GQ one of their lands.
Against goyf decks, keep a note of what cards you have or could have in your graveyard and be sure to process those same card types back into your opponents GY. This will ensure opposing Goyfs are as small as possible. As usual, try and avoid creatures if able due to Scavenging Ooze.
With less and less Oblivion Sowers being ran.. remember to process lands over other gas when able. Before it was advantageous to keep lands in exile so you could abuse Oblivion Sowers ability to it's maximum potential. Now that is far less important (unless you know you are playing a deck that has no GY interaction like Elves)
When in doubt on sideboarding, bring in Surgical Extraction. I remember facing a Naya Company deck on Tuesday. He mulled to 4 game 1 and scooped to my turn 1 TS. I had no idea what he was on so I made sure to bring in my surgical extractions. Once I saw he was on Naya company, I pinpointed a card he would need most to win (at the point I drew Surgical we were at parity on board so in this instance he wanted to draw as many Path to Exiles as possible. By removing this out from his deck, he couldn't answer my abundance of threats and I turned the tides.)
The order in which you drop your lands is EXTREMELY important. You don't want to lead off with Cave of Koilos when you are sitting on a Temple and TKS in hand with no T1 Discard. The reasoning for this is there is a CHANCE you could draw into an Eye or Temple and be able to turn 2 TKS which is a crazy powerful play. Along this same line, the best way to dodge land destruction is to delay dropping important lands until you need them. There is no reason to play Eye of Ugin unless doing so allows you to drop multiple Eldrazi over the next couple turns that you otherwise wouldn't be able to (this is of course assuming you have other lands to play). Example is if T3 you can play another land and cast a Blight Herder but have no other Eldrazi in hand. This protects the Eye in hand as it can't be discarded (unless it's the only card in hand against a Lili deck), Cliqued away or destroyed. I have had some games where I get to 7 mana and can drop eye and tutor on the same turn. Eye is very situationally dependant as to when you play it straight up or when you lag it out. You mainly have to get a feel for it. One of the most notorious lands I do this with in the deck is Vault of the Archangel. If you jam it early, you let your opponent see that you are 1 land away from activation and they might play around this. (Burn in particular might hold up Skullcrack/Atarka Command in game 1). Instead I hold onto it until Turn 5 where I can just drop it, swing and activate. This can catch people off-guard and force them to make bad trades as well as let you gain a lot of life. With Reality Smasher already onboard, it becomes an even bigger blowout because they will need a creature for every 1 point of damage they want to prevent. Vault does you nothing if you can't activate it and if you are making your land drops without it, why tip off your opponent. Subtle interactions like this can make the difference in some games.
If I think of more I'll post them for sure. That land one is something I use a lot and takes a lot of time to get used to. You have to remember what is in your hand and what you could potentially draw that would change your mind on your land drops. If your opponent drops an early GQ and you have a Map in hand... feel free to throw out an eye of ugin and not reveal the map. Let them GQ it, get you ahead in a land and then tutor it up the next turn.
1 Spellskite
2 Wasteland Strangler
2 Thought-Knot Seer
2 Reality Smasher
4 Blight Herder
1 Ulamog, the Ceaseless Hunger
Planeswalker (1)
1 Sorin, Solemn Visitor
Instant (7)
4 Path to Exile
2 Warping Wail
1 Surgical Extraction
Sorcery (9)
4 Lingering Souls
3 Inquisition of Kozilek
2 Thoughtseize
4 Relic of Progenitus
2 Expedition Map
Lands (25)
4 Caves of Koilos
4 Godless Shrine
4 Eldrazi Temple
3 Shambling Vent
3 Ghost Quarter
2 Swamp
2 Eye of Ugin
1 Urborg, Tomb of Yawgmoth
1 Plains
1 Vault of the Archangel
3 Rest for the Weary
2 Disenchant
2 Stony Silence
2 Ratchet Bomb
1 Memoricide
1 Flaying Tendrils
1 Crucible of Worlds
1 Celestial Purge
1 Pithing Needle
1 Surgical Extraction
12 creatures might seem lite, but most GBx decks run 13 + this list is packing 4 copies of souls, 2 wail and 1 sorin to generate creatures. & turning on herder on is fairly easy (4 relic, 4 PtE, 2 Wail, 1 Surgical).
I've been really impressed with both Sorin, its not uncommon to curve herder with process trigger into sorin +1 and usually the game is out of reach.
The manabase breaks down to 14 (11 non tapped) & 12 . I've reduced GQ from 4 to 3 still affording you the ability to draw it naturally by T3 at 43% of the time, while adding vault.
By removing both sowers and upping herder and bringing in Sorin; I've the effective curve has been reduced. As for the sideboard Flaying has been great but ratchet bomb has continually over performed and left me wanting another copy so I made the switch. I still prefer rest for the weary over timely because of instant speed and interacting with a skullcrack on the stack.
Sideboard goes as:
2 Stony Silence
2 Disenchant
3 Rest of the Weary
2 Surgical Extractions
2 Spellskite
2 Duress
2 Flaying Tendrils
If anything I want to slot in a all is dust for a spellskite, but not sure what else I need to board.
http://forums.mtgsalvation.com/showthread.php?t=499393 My Sales Thread
http://forums.mtgsalvation.com/showthread.php?t=499393 My Sales Thread
When using GQ or Surgical often try to hold off until their draw step when they've passed priority. For example against Tron most lists run 1 some times 2 forests IF you GQ in their draw step there is a possibly of them getting strip mine'd. Similar with surgical extraction if you're going to take something if possible wait until their draw step to possibly nullify that draw.
I can't imagine going in with only 12 creatures though. That seems way too light for me (bearing in mind that Wasteland Strangler is a pseudo removal spell as well). All in all I think we are on the same lines (though maybe cutting an inquisition for TKS solves both problems of creature count and still gives you a discard style effect).
Here is my list once again.. gonna see if I can pick up some leylines and run them in the sideboard for Regionals.
3x Wasteland Strangler
3x Thought-knot Seer
4x Blight Herder
3x Reality Smasher
1x Oblivion Sower
1x Ulamog, the Ceaseless Hunger
Sorceries:
4x Lingering Souls
2x Thoughtseize
2x Inquisition of Kozilek
Instants:
4x Path to Exile
2x Warping Wail
Artifacts:
4x Relic of Progenitus
2x Expedition Map
1x Sorin, Solemn Visitor
Lands:
4x Eldrazi Temple
2x Eye of Ugin
1x Urborg, Tomb of the Yawgmoth
3x Godless Shrine
4x Cave of Koilos
2x Swamp
1x Plains
1x Waste
2x Ghost Quarter
1x Vault of the Archangel
1x Bojuka Bog
1x Cavern of Souls
1x Shambling Vent
3x Leyline of Sanctity
2x Timely Reinforcements
2x Surgical Extraction
2x Stony Silence
2x Disenchant
2x Flaying Tendrils
1x Celestial Purge
1x Ratchet Bomb
Just had the realization that the majority of my ratchet bombs are for Artifacts or Enchantments. I think I'm going down to 1 and upping my Disenchants to 2. Again tweaks will happen along the way and I'll have a tournament report tomorrow for tonight's tournament. As I have said before, I am uber comfortable with where my deck is at. It's by no means perfect but my results speak for themselves that I think I have enough versatile answers to answer whatever gets thrown at me. Here is hoping it happens on Saturday.
I feel like my lands aren't as generous though, but don't wanna give up the caverns since I feel that countermagic will be a thing. I've got 12 black mana, 10 white mana, and 12 colorless mana.
1x Bojuka Bog
2x Cavern of Souls
4x Caves of Koilos
4x Eldrazi Temple
2x Eye of Ugin
3x Godless Shrine
2x Plains
1x Shambling Vent
2x Swamp
1x Urborg, Tomb of Yawgmoth
1x Vault of the Archangel
1x Wastes
1x Eldrazi Displacer
1x Oblivion Sower
3x Reality Smasher
3x Thought-Knot Seer
1x Ulamog, the Ceaseless Hunger
3x Wasteland Strangler
4x Path to Exile
2x Surgical Extraction
2x Expedition Map
4x Relic of Progenitus
4x Thoughtseize
1x Sorin, Solemn Visitor
1x Disenchant
1x Doom Blade
2x Duress
2x Flaying Tendrils
3x Leyline of Sanctity
2x Ratchet Bomb
2x Stony Silence
2x Timely Reinforcements
So you are opting to go in with 0 Ghost Quarters? That seems like an unnecessary gamble. They hit so many matchups besides just Tron. 9/10 I'm killing manlands with them.
This is wrong. 3/1/2010: Tectonic Edge's second ability checks how many lands an opponent controls only at the time you activate the ability.
Alright, cool. I have made a couple of changes to the list, basically changing up the sideboard a bit after some thinking and adding more removal.
4x Caves of Koilos
4x Eldrazi Temple
3x Eye of Ugin
2x Ghost Quarter
3x Godless Shrine
3x Marsh Flats
2x Plains
1x Swamp
2x Urborg, Tomb of Yawgmoth
1x Vault of the Archangel
Creatures
4x Blight Herder
2x Oblivion Sower
3x Reality Smasher
3x Thought-Knot Seer
1x Ulamog, the Ceaseless Hunger
3x Wasteland Strangler
1x Dismember
4x Path to Exile
1x Warping Wail
3x Inquisition of Kozilek
4x Lingering Souls
1x Thoughtseize
Artifacts
4 Relic of Progenitus
1 Scrabbling Claws
1x All Is Dust
2x Disenchant
2x Duress
2x Flaying Tendrils
1x Ratchet Bomb
3x Rest for the Weary
2x Stony Silence
2x Surgical Extraction
Thoughts?
This is what I had initially thought until one of my judges told me otherwise.. well ok then. This isn't the first time I've had to correct this judge on a bad ruling he's made. I love the guy but I can't wait til I pass my judge test and can start helping out at my LGS.
Thanks bro. I think the addition of Path and Lingering Souls is what buys the white version the ability to go to 24 lands. I cast Newlamog all the time without Oblivion Sower. the primary reason for this is that if you can tutor with eye of ugin... you only need 1 more mana to play Newlamog. This means with Urborg in play, you can tutor and play immediately. If you don't have urborg in play, fetch up a Blight Herder. Tap a temple and 1 other random mana source to play it. Now you can sacrifice 2 tokens and still activate eye for newlamog, giving you 1 more token to sacrifice and cast him on your turn. This is also provided you don't have a land in hand already or find one. Without Urborg in play, stealing your opponents fetchlands still does you very little good.