What do you think I should take out for RiP? Blessed Alliance seems good, I need to find some at my LGS. I don't like the 4th Thalia GoT. I've had more situations where I get stuck with 2 Thalia's in my hand in match ups where she just isn't that good. Plus, my creature spots are a lot tighter in the Eldrazi version that Mono W because I'm almost stuck running the package of 4 TKS, 3 Displacer, 2 Strangler. I tried 3 Thraben Inspector for a while, and liked it a lot more that Thalia. Especially with 4 maindeck Eldrazi Displacer. So I cut one Thalia for a Thraben.
@hanktheobesedog, I would trim both Stranglers or -1 Strangler & -1 Aven or Sin Collector. Depends on what you know about the opposition decks you will face.
As promised, a tournament report. Usually we play 4 rounds of Swiss, tonight was only three. Sorry.
Match 1: Vs Dredge
Of course, I didn't have the Rest in Peace in my board yet, but this match DEFINITELY showed me how necessary those are. Game 1, I got ran over. I can answer the Bloodghast and Prized Amalgam well as Blade Splicer absolutely wrecks them. The card I just can't beat is Conflagrate. It is just so powerful against any DnT build I think. I got stuck at one point with a Wasteland Strangler that HAD to return a Conflagrate to even stay alive, I ended up losing, and it was close.
I didn't really know how to sideboard without any dedicated graveyard hate, but I definitely put in a one of Orzhov Pontiff As it efficiently clears their BloodghastNarcomeba and tokens from Haunted Dead. I ended up getting destroyed by Driven // Despair. I was at 8 life with no cards in hand, 4 lands, and an Eldrazi Displacer in play. I was dead on board... UNTIL I ripped my one and only out, Orzhov Pontiff. <3% chance, I used the Pontiff and Displacer to create a lock and milled him out. I definitely want another Pontiff in the board.
Game 3, we only had 5 minutes left before turns, so I was worried. He kept a slow hand, and I had a critical Tidehollow Sculler to seize his Conflagrate. I ran him out of cards, successfully controlled his board, and won on turn 4 (of turns, the last turn I could have won) with an Alpha Strike of 3/3 Golems from Blade Splicer. Displacer is one heck of a magic card. One thing to learn from this round, I have a lot to learn. I didn't miss triggers, I understand the ins and outs of my cards (even the obscure rulings) but when I get a bit rushed I make mistakes. Since we were in turns, a bunch of people were watching us as they were all done. Because of this, I felt stressed, and when I played Path to Exile on his Stinkweed Imp to swing lethal, I almost had a heart attack when he returned 2 Bloodghast to the battlefield. Luckily, they can't block and it didn't matter, but the point is, I shouldn't have been surprised that Path trigger's landfall, that was an oversight on my part. Live and learn I guess.
1-0-0
Match 2: Mono Green Infect
Game 1, I had the FlickerwispWasteland Strangler combo for a boardwipe. Thraben Inspector really shines in this MU as he is my only one drop and often chumps enough to help me stabilize. My opponent got a bye round 1 and his deck was definitely the mono colored budget version of Infect (still a bad MU i feel). Game 2, I got really flooded, found 8 lands, and 5 non land spells, managed to bait a hexproof spell with Strangler and then Path the Infect creature.
2-0-0
Match 3: Storm
We decided to draw to both get Fatal Push, but we played anyway for fun. Game 1 I got land screwed, kept a nice 2 lander on the draw, but Storm is a tough MU I feel on the draw. Game 2 I landed double Leonin Arbiter and a Thalia, Guardian of Thraben. Game 3, I lost because of a stupid misplay with Flickerwisp. I targeted my Thought-Knot Seer on his turn, thinking it worked like Eldrazi Displacer. The second I vialed in the Wisp I knew I'd made a mistake, and he ended up hitting the card he needed to combo off. I'm disappointed I made a mistake like that, and the reason I made it was I was rushing myself a bit. I'm fairly confident I wouldn't have done that if it had been a legit game, but the major takeaway is that I can't hope to improve in practice if I can't slow down, concentrate, and take it seriously. Honestly, glad to learn this lesson at an FNM not a PPTQ.
2-1-0
Overall, I will be editing my SB. I loved the way the deck handled, I really like my maindeck list, and Eldrazi Displacer really felt the THE card in the deck. Sometimes it felt like I was just trying to stabilize until I drew/could cast Displacer as he just wins the game if there is a good value flicker target and opponent doesn't have removal. Thoughts on Mirran Crusader in the board? I didn't love it, just wondering why it's good. Thanks!
Does anyone have any advice on the Counters Company match-up? I played it last night (got the Catmix list sleeved up atm) and it felt really miserable.. The older version of the Company deck (with Melira) was really popular here in The Netherlands and I'm worried about running into it tomorrow at the PPTQ.. Any cards I can put in the board or good lines of play against the deck would be great. Thanks!
Does anyone have any advice on the Counters Company match-up? I played it last night (got the Catmix list sleeved up atm) and it felt really miserable.. The older version of the Company deck (with Melira) was really popular here in The Netherlands and I'm worried about running into it tomorrow at the PPTQ.. Any cards I can put in the board or good lines of play against the deck would be great. Thanks!
This is one of the matchups where I think black helps you. Between Strangler, Push and Pontiff you got more tricks to navigate this match. Still is gonna be hard. For the monoW version I assume Grafdigger's Cage is an option to shore this match. I think Sunlance is the 5-6 Path that you regullarly can play on monoW builds but I think it's not great versus the instant speed nature that Company brings to the deck
This is truly an unfavorable match up. Practice and SB options dedicated are the best answer ATM. If you want to lock that match up as favorable again, use cards: Linvala, Keeper of Silence, Phyrexian Revoker, and Fiend Hunter for additional support. Keep in mind, this will make your 60-70% against the rest of the field a bit worse.
Put a Linvala in the board, swapping it for the Gideon Ally of Zendikar. Still hoping to dodge the match-up. Tournament starting in 20 minutes, here we go
How does the mono W D&T list do against stuff like 8-Rack? My local meta now has 4 8-Rack players meaning that Storm is a bit difficult to play right now. I'm trying to decide between mono W D&T (with the potential to go to Drazi and Taxes eventually) or Esper Draw-Go. Figured I'd ask about that particular matchup since while I have experience with it playing Esper I've got no idea how D&T does against it.
And Jared Hall took a BW Eldrazi and Taxis list to top 8 in SCG open with 4 f****** reality smashers in the 75. This is absolutely beautiful! The card feels so strong with your opponents having to spend removal early on your taxers... Really want to sleeve it up to play it, however what annoys me most is the set of 4 concealed courtyards. I still play with 3 godless shrines in my list, because I have nightmares with ETB Tapped lands, especially running 5 CmC cards... What do you think? Is the burn matchup so unbalanced that we have to play the courtyards instead of shrines?
I've been looking at Smashers myself, seems like a really strong card, not a lot of synergy with our blink effects though. Can someone clarify a rules question for me? If I play a Flickerwisp targeting one of there permanents, and then another Flickerwisp target my own Wasteland Strangler, do I get to order the triggers on end step and process the permanent exiled with the first Flickerwisp? Thanks
With the rise of jeskai controls, and given the importance of TKS in this match, should we be playing cavern of souls instead of other utility lands like sea gate and vault of archangel?
With the rise of jeskai controls, and given the importance of TKS in this match, should we be playing cavern of souls instead of other utility lands like sea gate and vault of archangel?
If you're playing BW Eldrazi and Taxes, I would not put any utility lands apart for the 4x Eldrazi Temple and 4x Ghost Quarter: your ability to have the colored mana you need is already stretched to its limit as it is.
If you're playing BW Eldrazi and Taxes, I would not put any utility lands apart for the 4x Eldrazi Temple and 4x Ghost Quarter: your ability to have the colored mana you need is already stretched to its limit as it is.
But cavern is a somewhat color fixing land. You don't have to name eldrazi except for control matchup or if you need strangler or displacer on turn 2. But it can cast leonin, Thalia, wisp, or tidehollow (despite none of them sharing a type). I am still not sold to a "correct" Mana base for this deck (godless/courtyards). For instance, I am cutting all shambling vents because the tapped restriction hurts a lot, more than the (expensive) reach it can grant, and will play a mix of shocks and fasts. Also going up to 21 or 22 lands (was playing with 20 and had mixed feelings about it. I had a lot of good creature draws, but mulliganed often. My dependence on vial gives me shaky hands, vulnerable to IoK and KCommand)
Hi everyone, I wanted to share my latest version of this deck! I've been testing the above green splash and really liking it. Oath of Nissa is great at finding the exact right land or creature you need, while also having some really great synergies with the rest of the deck. It comes at the cost of the Thraben Inspector, but I have found being able to dig deeper and not spend mana to draw is worth the trade off. The rest of the deck is a fairly standard mono-white list, with a minor green splash. Let me know what you all think, and I would encourage you to try it out!
I like the idea of the Green Splash Salamar. How have you been doing so far with that deck? Wouldn't you try some copies of Thalia, Heretic Cathar (if they come turn two thank to Noble Hierarch) it will be quite powerful.
There will be a big Modern event in two weeks from now, and I will probably bring my Mono-W D&T deck, as I think it can be quite powerful at the moment against major decks, such as Titan Shift, Burn or Death Shadows.
At the moment I have the following deck (note that Ixalan will be legal by then):
What do you think about it? Your feedback would be greatly appreciated
Also, I might consider to try Settle the Wreckage in the sideboard. It might be good against wide-spread strategies such as merfolk or edlrazis (since our creatures are most of the time too small to fight them). And the card gets even better with Arbiter or Mindcensor on the field.
Thank you!!
Real answer:
Rest in Peace
Burrenton Forge-Tender
Sunlance
Oblivion Ring
Gideon of the Trials (if not in the maindeck) or Declaration in Stone (if GotT is in the maindeck)
Hi everyone, I wanted to share my latest version of this deck! I've been testing the above green splash and really liking it. Oath of Nissa is great at finding the exact right land or creature you need, while also having some really great synergies with the rest of the deck. It comes at the cost of the Thraben Inspector, but I have found being able to dig deeper and not spend mana to draw is worth the trade off. The rest of the deck is a fairly standard mono-white list, with a minor green splash. Let me know what you all think, and I would encourage you to try it out!
SpiderSpace and I have played a lot with the green splash; to me, you've done some things right and other things wrong.
Things I like:
1) Less than four Hierarchs. SpiderSpace and I can argue about this later, but four is too many for my taste.
2) 22 land. 22 or 21 is probably the right number for the green splash with Hierarchs.
3) 4x the core (Vial, Thalia, Arbiter, Flickerwisp, Path). If it ain't broke, don't fix it.
4) 4x Blade Splicer and 4x Restoration Angel. Good choice for the metagame.
Things I don't like:
1) 4x Horizon Canopies. I don't care how many lists T8 with 4 copies of Canopy. It's bad and those pilots should feel bad. The right number is 2-3, because double Canopy hands are terrible. The green splash gets away with 4 because Hierarch/Oath occasionally play like mana sources, but you'll lose a lot of games on the margin where you draw two Canopies early.
2) Kor Skyfisher. It's cute, and the interaction with Oath of Nissa is powerful. But it's also not the most powerful thing you could be doing with those slots, which means those slots should be something else.
3) Renegade Rallier. See the justification for Kor Skyfisher. It's cute. It's occasionally good. Do something better.
4) 10 one-drops. It doesn't matter that they're good one drops; too many one drops will weaken your deck. Just ask any Burn player who topdecks a Monastery Swiftspear. The maximum number of one-drops is probably 9; 8 is preferable; 4 is required (4x Vial).
All in all:
This list is close to being good. It's a little weaker than most WG lists though; too many one drops and not enough rawpower. Also, Fiend Hunter is a very desirable card in WG lists running Oath of Nissa, because it's one of the only pieces of removal that Oath can dig for. Finally, Oath of Nissa makes Gideon of the Trials that much better; I'd run at least one, maybe two.
There will be a big Modern event in two weeks from now, and I will probably bring my Mono-W D&T deck, as I think it can be quite powerful at the moment against major decks, such as Titan Shift, Burn or Death Shadows.
At the moment I have the following deck (note that Ixalan will be legal by then):
What do you think about it? Your feedback would be greatly appreciated
Also, I might consider to try Settle the Wreckage in the sideboard. It might be good against wide-spread strategies such as merfolk or edlrazis (since our creatures are most of the time too small to fight them). And the card gets even better with Arbiter or Mindcensor on the field.
Thank you!!
I would recommend checking out Catmix's list from the PPTQ, but a few general notes:
1) go to 22 land
2) add Smuggler's Copter (3x, if possible)
3) Tectonic Edge > Field of Ruin
4) Shefet Dunes is less good than Canopy if you're not running Displacer
In the board:
1) Try 2x Settle the Wreckage
2) 3x Blessed Alliance is too many, unless you're expecting a lot of Bogles
3) Take out Aura of Silence
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
I appreciate the shout-out and am flattered, although I have to disagree with some of what you said. I'm gonna focus on the stuff I disagree with as I think the stuff we agree on that you said has already been explained.
FOR WG:
1) I would not play GW without 4 hierarch. It's the reason to splash for G followed by scavenging ooze and collected company. The only way I'd play G without it is if I was on a microsplash for gavony township. The card makes attacks better and makes the deck into the explosive force that it is and should be. If anything, I'd switch your hierarch and oath numbers.
2) 4 horizon canopy is absolutely correct. 22 lands is right in GW and while those pings from it may make burn worse, you can still flood. So unless you expect a lot of burn, play it. There aren't many other decks to punish you and the grind is real right now. Mono W's thraben inspector gives it extra grind power that we just don't have here because we're trading that grindiness for extra power in the form of hierarch.
3) 10 1 drops CAN be okay since 6 of them either help your combat get better or help you dig for another dude.
Unrelated thing that I (kind of?) like:
playing 2 fecthes with rallier is good. I like the synergy there, but the card ends up being a build around card that is often just ramping/LD. While those things are good, you have to ask yourself if doing that is better than just playing something like eternal witness or if you really want the LD, ramunap excavator.
FOR MONO W:
1) I wouldn't be caught dead running 22 lands in mono W, even with smuggler's copter (which I also hugely recommend).
Unrelated recommendation:
Try not to sacrifice the core elements of the deck. Gideon of the Trials seems great right now and I do love thalia, heretic cathar and a 1x aven mindcensor, but going down on thraben inspectors, restos, and splicers comes with consequences. In particular, Inspector is very good. Brian Coval said it's the best card in the deck, and while I'm not sure I 100% agree, I also don't disagree. The card is VERY good for us right now. Never forget that where mono W lacks the raw power, explosiveness, or trickness of the various splashes, it tries to make up for these things in consistency in the deck (both in mana and otherwise).
Match 1: Vs Dredge
Of course, I didn't have the Rest in Peace in my board yet, but this match DEFINITELY showed me how necessary those are. Game 1, I got ran over. I can answer the Bloodghast and Prized Amalgam well as Blade Splicer absolutely wrecks them. The card I just can't beat is Conflagrate. It is just so powerful against any DnT build I think. I got stuck at one point with a Wasteland Strangler that HAD to return a Conflagrate to even stay alive, I ended up losing, and it was close.
I didn't really know how to sideboard without any dedicated graveyard hate, but I definitely put in a one of Orzhov Pontiff As it efficiently clears their Bloodghast Narcomeba and tokens from Haunted Dead. I ended up getting destroyed by Driven // Despair. I was at 8 life with no cards in hand, 4 lands, and an Eldrazi Displacer in play. I was dead on board... UNTIL I ripped my one and only out, Orzhov Pontiff. <3% chance, I used the Pontiff and Displacer to create a lock and milled him out. I definitely want another Pontiff in the board.
Game 3, we only had 5 minutes left before turns, so I was worried. He kept a slow hand, and I had a critical Tidehollow Sculler to seize his Conflagrate. I ran him out of cards, successfully controlled his board, and won on turn 4 (of turns, the last turn I could have won) with an Alpha Strike of 3/3 Golems from Blade Splicer. Displacer is one heck of a magic card. One thing to learn from this round, I have a lot to learn. I didn't miss triggers, I understand the ins and outs of my cards (even the obscure rulings) but when I get a bit rushed I make mistakes. Since we were in turns, a bunch of people were watching us as they were all done. Because of this, I felt stressed, and when I played Path to Exile on his Stinkweed Imp to swing lethal, I almost had a heart attack when he returned 2 Bloodghast to the battlefield. Luckily, they can't block and it didn't matter, but the point is, I shouldn't have been surprised that Path trigger's landfall, that was an oversight on my part. Live and learn I guess.
1-0-0
Match 2: Mono Green Infect
Game 1, I had the Flickerwisp Wasteland Strangler combo for a boardwipe. Thraben Inspector really shines in this MU as he is my only one drop and often chumps enough to help me stabilize. My opponent got a bye round 1 and his deck was definitely the mono colored budget version of Infect (still a bad MU i feel). Game 2, I got really flooded, found 8 lands, and 5 non land spells, managed to bait a hexproof spell with Strangler and then Path the Infect creature.
2-0-0
Match 3: Storm
We decided to draw to both get Fatal Push, but we played anyway for fun. Game 1 I got land screwed, kept a nice 2 lander on the draw, but Storm is a tough MU I feel on the draw. Game 2 I landed double Leonin Arbiter and a Thalia, Guardian of Thraben. Game 3, I lost because of a stupid misplay with Flickerwisp. I targeted my Thought-Knot Seer on his turn, thinking it worked like Eldrazi Displacer. The second I vialed in the Wisp I knew I'd made a mistake, and he ended up hitting the card he needed to combo off. I'm disappointed I made a mistake like that, and the reason I made it was I was rushing myself a bit. I'm fairly confident I wouldn't have done that if it had been a legit game, but the major takeaway is that I can't hope to improve in practice if I can't slow down, concentrate, and take it seriously. Honestly, glad to learn this lesson at an FNM not a PPTQ.
2-1-0
Overall, I will be editing my SB. I loved the way the deck handled, I really like my maindeck list, and Eldrazi Displacer really felt the THE card in the deck. Sometimes it felt like I was just trying to stabilize until I drew/could cast Displacer as he just wins the game if there is a good value flicker target and opponent doesn't have removal. Thoughts on Mirran Crusader in the board? I didn't love it, just wondering why it's good. Thanks!
This is one of the matchups where I think black helps you. Between Strangler, Push and Pontiff you got more tricks to navigate this match. Still is gonna be hard. For the monoW version I assume Grafdigger's Cage is an option to shore this match. I think Sunlance is the 5-6 Path that you regullarly can play on monoW builds but I think it's not great versus the instant speed nature that Company brings to the deck
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
UBRGDredge
Under Construction
WUBAd Nauseam
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
If you're playing BW Eldrazi and Taxes, I would not put any utility lands apart for the 4x Eldrazi Temple and 4x Ghost Quarter: your ability to have the colored mana you need is already stretched to its limit as it is.
WBC Eldrazi & Taxes CBW
UR Keep on Cantripin' (UR Phoenix) RU
WU Surprise! It's not UW Control! (UW Midrange) UW
BG The Rock, Straight BG
U Mono-Blue Fish U
RBW Mardu Pyromancer BWR
RG Rabble! Rabble! (GR Blood Moon Aggro) GR
Legacy
W Death & Taxes W
But cavern is a somewhat color fixing land. You don't have to name eldrazi except for control matchup or if you need strangler or displacer on turn 2. But it can cast leonin, Thalia, wisp, or tidehollow (despite none of them sharing a type). I am still not sold to a "correct" Mana base for this deck (godless/courtyards). For instance, I am cutting all shambling vents because the tapped restriction hurts a lot, more than the (expensive) reach it can grant, and will play a mix of shocks and fasts. Also going up to 21 or 22 lands (was playing with 20 and had mixed feelings about it. I had a lot of good creature draws, but mulliganed often. My dependence on vial gives me shaky hands, vulnerable to IoK and KCommand)
Dylan
Dylan
Dylan
Dylan
...Rest In Peace
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
2 Noble Hierarch
4 Thalia, Guardian of Thraben
2 Kor Skyfisher
4 Leonin Arbiter
4 Blade Splicer
4 Flickerwisp
2 Renegade Rallier
4 Restoration Angel
Spells (12)
4 Aether Vial
4 Oath of Nissa
4 Path to Exile
1 Gavony Township
4 Ghost Quarter
4 Horizon Canopy
3 Plains
4 Razorverge Thicket
3 Tectonic Edge
1 Temple Garden
2 Windswept Heath
2 Burrenton Forge-Tender
2 Dismember
1 Grafdigger's Cage
2 Mirran Crusader
3 Relic of Progenitus
3 Stony Silence
2 Wrath of God
Hi everyone, I wanted to share my latest version of this deck! I've been testing the above green splash and really liking it. Oath of Nissa is great at finding the exact right land or creature you need, while also having some really great synergies with the rest of the deck. It comes at the cost of the Thraben Inspector, but I have found being able to dig deeper and not spend mana to draw is worth the trade off. The rest of the deck is a fairly standard mono-white list, with a minor green splash. Let me know what you all think, and I would encourage you to try it out!
I like the idea of the Green Splash Salamar. How have you been doing so far with that deck? Wouldn't you try some copies of Thalia, Heretic Cathar (if they come turn two thank to Noble Hierarch) it will be quite powerful.
There will be a big Modern event in two weeks from now, and I will probably bring my Mono-W D&T deck, as I think it can be quite powerful at the moment against major decks, such as Titan Shift, Burn or Death Shadows.
At the moment I have the following deck (note that Ixalan will be legal by then):
3 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
2 Serra Avenger
4 Flickerwisp
3 Blade Splicer
2 Thalia, Heretic Cathar
1 Aven Mindcensor
3 Restoration Angel
4 Ather Vial
4 Path to Exile
3 Gideon of the Trials
(23) Lands
4 Ghost Quarter
3 Tectonic Edge
3 Field of Ruin
3 Shefet Dunes
1 Horizon Canopy
1 Eiganjo Castle
1 Flagstones of Trokair
7 Plains
And the sideboard would go as follow:
1 Fragmentize
1 Aura of Silence
1 Grafdigger's cage
2 Rest in Peace
3 Blessed Alliance
1 Ghostly Prison
2 Mirran Crusader
1 Dusk/Dawn
What do you think about it? Your feedback would be greatly appreciated
Also, I might consider to try Settle the Wreckage in the sideboard. It might be good against wide-spread strategies such as merfolk or edlrazis (since our creatures are most of the time too small to fight them). And the card gets even better with Arbiter or Mindcensor on the field.
Thank you!!
SpiderSpace
LtGlitter
Chalupacabra
Jendo87
...at least I'll be great in the mirror match.
Real answer:
Rest in Peace
Burrenton Forge-Tender
Sunlance
Oblivion Ring
Gideon of the Trials (if not in the maindeck) or Declaration in Stone (if GotT is in the maindeck)
SpiderSpace and I have played a lot with the green splash; to me, you've done some things right and other things wrong.
Things I like:
1) Less than four Hierarchs. SpiderSpace and I can argue about this later, but four is too many for my taste.
2) 22 land. 22 or 21 is probably the right number for the green splash with Hierarchs.
3) 4x the core (Vial, Thalia, Arbiter, Flickerwisp, Path). If it ain't broke, don't fix it.
4) 4x Blade Splicer and 4x Restoration Angel. Good choice for the metagame.
Things I don't like:
1) 4x Horizon Canopies. I don't care how many lists T8 with 4 copies of Canopy. It's bad and those pilots should feel bad. The right number is 2-3, because double Canopy hands are terrible. The green splash gets away with 4 because Hierarch/Oath occasionally play like mana sources, but you'll lose a lot of games on the margin where you draw two Canopies early.
2) Kor Skyfisher. It's cute, and the interaction with Oath of Nissa is powerful. But it's also not the most powerful thing you could be doing with those slots, which means those slots should be something else.
3) Renegade Rallier. See the justification for Kor Skyfisher. It's cute. It's occasionally good. Do something better.
4) 10 one-drops. It doesn't matter that they're good one drops; too many one drops will weaken your deck. Just ask any Burn player who topdecks a Monastery Swiftspear. The maximum number of one-drops is probably 9; 8 is preferable; 4 is required (4x Vial).
All in all:
This list is close to being good. It's a little weaker than most WG lists though; too many one drops and not enough raw power. Also, Fiend Hunter is a very desirable card in WG lists running Oath of Nissa, because it's one of the only pieces of removal that Oath can dig for. Finally, Oath of Nissa makes Gideon of the Trials that much better; I'd run at least one, maybe two.
I would recommend checking out Catmix's list from the PPTQ, but a few general notes:
1) go to 22 land
2) add Smuggler's Copter (3x, if possible)
3) Tectonic Edge > Field of Ruin
4) Shefet Dunes is less good than Canopy if you're not running Displacer
In the board:
1) Try 2x Settle the Wreckage
2) 3x Blessed Alliance is too many, unless you're expecting a lot of Bogles
3) Take out Aura of Silence
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
I appreciate the shout-out and am flattered, although I have to disagree with some of what you said. I'm gonna focus on the stuff I disagree with as I think the stuff we agree on that you said has already been explained.
FOR WG:
1) I would not play GW without 4 hierarch. It's the reason to splash for G followed by scavenging ooze and collected company. The only way I'd play G without it is if I was on a microsplash for gavony township. The card makes attacks better and makes the deck into the explosive force that it is and should be. If anything, I'd switch your hierarch and oath numbers.
2) 4 horizon canopy is absolutely correct. 22 lands is right in GW and while those pings from it may make burn worse, you can still flood. So unless you expect a lot of burn, play it. There aren't many other decks to punish you and the grind is real right now. Mono W's thraben inspector gives it extra grind power that we just don't have here because we're trading that grindiness for extra power in the form of hierarch.
3) 10 1 drops CAN be okay since 6 of them either help your combat get better or help you dig for another dude.
Unrelated thing that I (kind of?) like:
playing 2 fecthes with rallier is good. I like the synergy there, but the card ends up being a build around card that is often just ramping/LD. While those things are good, you have to ask yourself if doing that is better than just playing something like eternal witness or if you really want the LD, ramunap excavator.
FOR MONO W:
1) I wouldn't be caught dead running 22 lands in mono W, even with smuggler's copter (which I also hugely recommend).
Unrelated recommendation:
Try not to sacrifice the core elements of the deck. Gideon of the Trials seems great right now and I do love thalia, heretic cathar and a 1x aven mindcensor, but going down on thraben inspectors, restos, and splicers comes with consequences. In particular, Inspector is very good. Brian Coval said it's the best card in the deck, and while I'm not sure I 100% agree, I also don't disagree. The card is VERY good for us right now. Never forget that where mono W lacks the raw power, explosiveness, or trickness of the various splashes, it tries to make up for these things in consistency in the deck (both in mana and otherwise).
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance