I was thinking about going back to MonoW to fight off the new wave of F-U-I'm-Playing-Hyper-Fast-Aggro decks in the format in the form of Wall of Omens: A brickwall and a source of CA.
Deck features a really tight curve, little variance in draws and capability of grinding and stalling. I love how W excels at being good at sideboarding. Would love to include new Thalia but Restos seem better.
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I don't quite grok exactly how Wall of Resurgence is supposed to help us besides the nice 0/6 wall. If I put counters on my land, it will most likely get bolted or ghost quartered away. Is there a nice play I'm missing?
I don't quite grok exactly how Wall of Resurgence is supposed to help us besides the nice 0/6 wall. If I put counters on my land, it will most likely get bolted or ghost quartered away. Is there a nice play I'm missing?
I think animating a Flagstones of Trokair is good because it replaces itself, and Blinkmoth Nexus for air beats.
I don't quite grok exactly how Wall of Resurgence is supposed to help us besides the nice 0/6 wall. If I put counters on my land, it will most likely get bolted or ghost quartered away. Is there a nice play I'm missing?
Wall of Resurgence plays a lot like Kitchen Finks and Blade Splicer; it's two bodies for 3 mana, and can be flickered for serious value. Wall of Resurgence also blocks Tarmogoyf like a boss. It even gets a boost from the othermanlands, because the +1/+1 counters stay on the land, even after the base power and toughness of the land changes.
Wall of Resurgence sometimes has a place in this deck, but it's not played by everyone. Personally, I'm not a fan, but I also don't argue with results.
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 don't quite grok exactly how Wall of Resurgence is supposed to help us besides the nice 0/6 wall. If I put counters on my land, it will most likely get bolted or ghost quartered away. Is there a nice play I'm missing?
There's always the option to do the best thing you can every turn. If you have vial, you don't really care about lands. And you must minimize the side-effects of having a land stripmined. Like others mentioned, you may have Flagstones of Trokair, Darksteel Citadel as additional good targets. I personally don't really care if an opponent bolts my land and remains taxed by thalia or arbiter. You'll be using almost 40 creatures in the deck (counting your lands and flickering the walls). Isn't that amazing?
I don't quite grok exactly how Wall of Resurgence is supposed to help us besides the nice 0/6 wall. If I put counters on my land, it will most likely get bolted or ghost quartered away. Is there a nice play I'm missing?
There's always the option to do the best thing you can every turn. If you have vial, you don't really care about lands. And you must minimize the side-effects of having a land stripmined. Like others mentioned, you may have Flagstones of Trokair, Darksteel Citadel as additional good targets. I personally don't really care if an opponent bolts my land and remains taxed by thalia or arbiter. You'll be using almost 40 creatures in the deck (counting your lands and flickering the walls). Isn't that amazing?
While what you're saying is true, sometimes it taxes your own colored sources. Giving 3 +1/+1 counters to a Horizon Canopy, Ghost Quarter or Tectonic Edge isn't super exciting, and letting your opponents take on your colored sources with bolts can lead to awkward board-states, especially against control builds running wrath effects. It makes it awkward saccing your own lands (to draw or destroy other lands) and exposing the little ones you remain with to removal. Darksteel Citadel is horrible in the deck, it doesn't serve any purpose other than putting counters on it with a card you need to draw to make it good and most games it won't happen (unless you put 4 of those and that is even worse). I could see Flagstones of Troakir doing some shenanigans, but then the card is not where D&T wants to be in my opinion.
I can see the argument to why Wall of Resurgence can be great, but I feel it lacks raw power. I believe that when the wall is good it's just awesome, but when it's bad it's painfully awful. It's not really the kind of card I'd like to build around in a ETB deck. I'd rather use blink to blank removal, re-buy wisp blinks, draw cards or get token bodies rather than get my lands exposed.
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In Lorwyn's brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
@darktutor Your arguments are valid, imo. I like them, but there's always some things that need to be considered when using some cards which drawbacks have impact to consider. Even though, I used to love blade splicers, but I was impressed by the power of the wall. It depends on how you want to play your game and the posture you want to have with the deck. That said, wall with stones and leonin may be a disaster, but like I said, It depends how you want to proceed with the game
Darksteel Citadel is horrible in the deck, it doesn't serve any purpose other than putting counters on it with a card you need to draw to make it good and most games it won't happen (unless you put 4 of those and that is even worse).
Darksteel Citadel is horrible in your deck, but not all D&T decks. For example, take a look at this WR list that I built in May:
In this list, Darksteel Citadel is not only a target for Wall of Resurgence, but it's also fuel for Shrapnel Blast, an easy target for Boom/Bust, and a decent target for Ghost Quarter if you need a basic land instead.
I wouldn't underestimate Darksteel Citadel. It's the only artifact land that's legal to play in Modern, and the other five are banned for a reason. Sure, that reason is nominally Affinity, but it also gets a boost from Modern-legal combo pieces like Disciple of the Vault and Shape Anew.
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 don't know how to put this delicately, but to call that deck disjointed does not quite describe what I think when I see it. I'm going to have to see some results reported at the PPTQ level at least before I think that variant is anywhere near playable (Boom // Bust? Shrapnel Blast?).
I don't know how to put this delicately, but to call that deck disjointed does not quite describe what I think when I see it. I'm going to have to see some results reported at the PPTQ level at least before I think that variant is anywhere near playable (Boom // Bust? Shrapnel Blast?).
I'm not sure about Boom/Bust, although Shrapnel Blast does see play in Affinity. For what it's worth, Boom/Bust provides the only other T2 land destruction play that D&T has access to. And I have no idea if the number of copies for each card is right, but that list was originally a thought experiment for making Thraben Inspector worth playing.
However, the list isn't particularly disjointed; there is no Thalia, so there is no anti-synergy. It's just an aggro D&T deck in WR, with a bunch of burn spells for reach.
Today, I would probably redesign it. There should be more Selfless Spirits or Spellskites, because that list goes pretty wide, and it could use a little more support. But I don't think that list has any weaknesses that D&T doesn't already have.
Unfortunately, I won't be playing in any PPTQs anytime soon, but if you want to tune it and report back, then be my guest.
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've been testing this list for quite some games now and overall im pretty happy with it, quite a strong winrate so far.. BUT im still unsure on that last spot wich is Thalia, Heretic Cathar. In most of the games she seemed pretty underwhelming to me.
Do you guys have any suggestions with what I could possibly replace her? Its pretty hard (for me) to find another card that would fit in that one-of slot. I was thinking to maybe just replace her with another Selfless Spirit?
Would highly appreciate any tips on that matter. Maybe 1x Serra Avenger, but then again a lonely Avenger doesnt seem that appealing to me? What else do you guys think could fit in that spot?
But generally I was really surprised how well the deck performed, the latest addition in Selfless Spirit really made this deck a true competitior in the current meta imo.
I've been testing this list for quite some games now and overall im pretty happy with it, quite a strong winrate so far.. BUT im still unsure on that last spot wich is Thalia, Heretic Cathar. In most of the games she seemed pretty underwhelming to me.
Do you guys have any suggestions with what I could possibly replace her? Its pretty hard (for me) to find another card that would fit in that one-of slot. I was thinking to maybe just replace her with another Selfless Spirit?
Would highly appreciate any tips on that matter. Maybe 1x Serra Avenger, but then again a lonely Avenger doesnt seem that appealing to me? What else do you guys think could fit in that spot?
But generally I was really surprised how well the deck performed, the latest addition in Selfless Spirit really made this deck a true competitior in the current meta imo.
Hey! I'm glad to hear you're getting good results with the list. If you really feel dissatisfied with the new thalia you might try replacing her with one of three things. The first would be putting in a bomb in her place. In your list I could see maybe a reality smasher, but maybe you feel you have enough beaters? The second way would be something similar to what you said in terms of adding another spirit. What I'm talking about is upping consistency like another brimaz, another displacer, another resto, another spirit, or something like that.
The third thing you could do is move one of your SB slots MD to shore up a MU you're having trouble with. I'm thinking something along the lines of a mirran crusader or spellskite main deck which also frees up a SB slot.
Speaking of your SB! I don't think any list should leave home without 2 spellskite somewhere in the 75. I also don't think you need BFT if you're running all those spirits. If that's just for burn because it in particular is giving you a hard time, I'd consider trying to fit kor firewalker as a hard counter to them since spirit and BFT cover a lot of the same bases otherwise. I tend to go for diversifying my board, but since you have a slot that hits a similar target, you might try just a silver bullet.
Also, I might consider adding some kind of MD land drawing capabilities either in the form of another horizon canopy, or possibly sea gate wreckage. You have a lot of colorless lands and you want to keep at least 13 W sources so you're doing good in that regard, but that extra draw can't be underestimated when it comes to topdecking wars.
@kindzadzax Using a single copy of THC won't be enough to see how powerful she is. If you play a single copy of TGoT you'll probably feel the same way. The reason that she performs underwhelming is because you don't use enough copies in your 60.
I don't know how to put this delicately, but to call that deck disjointed does not quite describe what I think when I see it. I'm going to have to see some results reported at the PPTQ level at least before I think that variant is anywhere near playable (Boom // Bust? Shrapnel Blast?).
I'm not sure about Boom/Bust, although Shrapnel Blast does see play in Affinity. For what it's worth, Boom/Bust provides the only other T2 land destruction play that D&T has access to. And I have no idea if the number of copies for each card is right, but that list was originally a thought experiment for making Thraben Inspector worth playing.
However, the list isn't particularly disjointed; there is no Thalia, so there is no anti-synergy. It's just an aggro D&T deck in WR, with a bunch of burn spells for reach.
Today, I would probably redesign it. There should be more Selfless Spirits or Spellskites, because that list goes pretty wide, and it could use a little more support. But I don't think that list has any weaknesses that D&T doesn't already have.
Unfortunately, I won't be playing in any PPTQs anytime soon, but if you want to tune it and report back, then be my guest.
Shrapnel Blast hasn't seen play in Affinity for ages. Galvanic Blast does everything that deck wants done without 2-for-1ing itself. As for the lack of Thalias, that is what I'm getting at when I say the deck is disjointed - Death and Taxes, as the name implies, is a tax deck. That meanst the two most important creatures are Thalia, Guardian of Thraben and Leonin Arbiter, with Ghost Quarter and Tectonic Edge playing supporting roles. If you deny opponents the opportunity to play Magic as normal, you will win that game an overwhelming amount of the time. Removing any of those components makes the deck weaker at the mana-denial game, which is something that I oppose. You've watered down the initial gameplan, and are now trying to shore it up with noncreature spells that can be dealt with more efficiently than cumulative permanent tax effects that can also damage the opponent.
It's my first post here, but I've been reading it for the last 2/3 months. I've playing D&T in Modern for the past 3 years now and had some solid results with it in local events. Lately my main focus with the deck is what 4-drop to play in my Mono W D&T, since I really like Thought Knot-Seer but Restoration Angel seems great as well. Also I don't really know if I want Thalia HC or Blade Splicer. And I'm redoing my sideboard to combat the recent metagame changes(lots of dredge) in my area.
With 4 TKS and 2 displacers, I'd consider going up a displacer and just running eldrazi temple. Its not that TKS is bad without it, but if you're already going hard on that package, then the land should make it a lot easier. Resto doesn't change your mana base as much, so your other option would be to just cut the TKS for resto which should work fine without changing up the mana base.
4x Path to Exile
4x Æther Vial
2CMC: 14
4x Thalia, Guardian of Thraben
4x Leonin Arbiter
4x Wall of Omens
2x Serra Avenger
3CMC: 13
4x Flickerwisp
3x Blade Splicer
2x Aven Mindcensor
3x Eldrazi Displacer
1x Brimaz, King of Oreskos
2x Restoration Angel
Lands: 23
4x Ghost Quarter
3x Tectonic Edge
3x Blinkmoth Nexus
3x Horizon Canopy
1x Eiganjo Castle
9x Plains
2x Grafdigger's Cage
2x Sunlance
2x Burrenton Forge-Tender
1x Brave the Elements
2x Rest in Peace
2x Stony Silence
1x Ghostly Prison
3x Mirran Crusader
Deck features a really tight curve, little variance in draws and capability of grinding and stalling. I love how W excels at being good at sideboarding. Would love to include new Thalia but Restos seem better.
BW Eldrazi & Taxes
BG Collected Company Elves
Legacy
W Death and Taxes
EDH
GW Sigarda, Host of Herons
GW Saffi Eriksdotter
I think animating a Flagstones of Trokair is good because it replaces itself, and Blinkmoth Nexus for air beats.
WDeath & TaxesW
Wall of Resurgence plays a lot like Kitchen Finks and Blade Splicer; it's two bodies for 3 mana, and can be flickered for serious value. Wall of Resurgence also blocks Tarmogoyf like a boss. It even gets a boost from the other manlands, because the +1/+1 counters stay on the land, even after the base power and toughness of the land changes.
Wall of Resurgence sometimes has a place in this deck, but it's not played by everyone. Personally, I'm not a fan, but I also don't argue with results.
EDIT: Forgot about Mutavault.
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 don't have a ton of info to share but know this...
It's going to be fun and enlightening. As I get closer to launching the series, I'll fill you all in on the plan. Hope you are excited about this!
-catmix
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
I don't see the value of giving an Armageddon effect to a Wrath of God. I do understand the card is good, but just doesn't cut it for me.
There's always the option to do the best thing you can every turn. If you have vial, you don't really care about lands. And you must minimize the side-effects of having a land stripmined. Like others mentioned, you may have Flagstones of Trokair, Darksteel Citadel as additional good targets. I personally don't really care if an opponent bolts my land and remains taxed by thalia or arbiter. You'll be using almost 40 creatures in the deck (counting your lands and flickering the walls). Isn't that amazing?
While what you're saying is true, sometimes it taxes your own colored sources. Giving 3 +1/+1 counters to a Horizon Canopy, Ghost Quarter or Tectonic Edge isn't super exciting, and letting your opponents take on your colored sources with bolts can lead to awkward board-states, especially against control builds running wrath effects. It makes it awkward saccing your own lands (to draw or destroy other lands) and exposing the little ones you remain with to removal.
Darksteel Citadel is horrible in the deck, it doesn't serve any purpose other than putting counters on it with a card you need to draw to make it good and most games it won't happen (unless you put 4 of those and that is even worse). I could see Flagstones of Troakir doing some shenanigans, but then the card is not where D&T wants to be in my opinion.
I can see the argument to why Wall of Resurgence can be great, but I feel it lacks raw power. I believe that when the wall is good it's just awesome, but when it's bad it's painfully awful. It's not really the kind of card I'd like to build around in a ETB deck. I'd rather use blink to blank removal, re-buy wisp blinks, draw cards or get token bodies rather than get my lands exposed.
In this list, Darksteel Citadel is not only a target for Wall of Resurgence, but it's also fuel for Shrapnel Blast, an easy target for Boom/Bust, and a decent target for Ghost Quarter if you need a basic land instead.
I wouldn't underestimate Darksteel Citadel. It's the only artifact land that's legal to play in Modern, and the other five are banned for a reason. Sure, that reason is nominally Affinity, but it also gets a boost from Modern-legal combo pieces like Disciple of the Vault and Shape Anew.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
However, the list isn't particularly disjointed; there is no Thalia, so there is no anti-synergy. It's just an aggro D&T deck in WR, with a bunch of burn spells for reach.
Today, I would probably redesign it. There should be more Selfless Spirits or Spellskites, because that list goes pretty wide, and it could use a little more support. But I don't think that list has any weaknesses that D&T doesn't already have.
Unfortunately, I won't be playing in any PPTQs anytime soon, but if you want to tune it and report back, then be my guest.
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've been testing this list for quite some games now and overall im pretty happy with it, quite a strong winrate so far.. BUT im still unsure on that last spot wich is Thalia, Heretic Cathar. In most of the games she seemed pretty underwhelming to me.
Do you guys have any suggestions with what I could possibly replace her? Its pretty hard (for me) to find another card that would fit in that one-of slot. I was thinking to maybe just replace her with another Selfless Spirit?
Would highly appreciate any tips on that matter. Maybe 1x Serra Avenger, but then again a lonely Avenger doesnt seem that appealing to me? What else do you guys think could fit in that spot?
But generally I was really surprised how well the deck performed, the latest addition in Selfless Spirit really made this deck a true competitior in the current meta imo.
Thanks in advance and keep on taxing boys!
*Added sideboard aswell, suggestions appreciated aswell ofc
Hey! I'm glad to hear you're getting good results with the list. If you really feel dissatisfied with the new thalia you might try replacing her with one of three things. The first would be putting in a bomb in her place. In your list I could see maybe a reality smasher, but maybe you feel you have enough beaters? The second way would be something similar to what you said in terms of adding another spirit. What I'm talking about is upping consistency like another brimaz, another displacer, another resto, another spirit, or something like that.
The third thing you could do is move one of your SB slots MD to shore up a MU you're having trouble with. I'm thinking something along the lines of a mirran crusader or spellskite main deck which also frees up a SB slot.
Speaking of your SB! I don't think any list should leave home without 2 spellskite somewhere in the 75. I also don't think you need BFT if you're running all those spirits. If that's just for burn because it in particular is giving you a hard time, I'd consider trying to fit kor firewalker as a hard counter to them since spirit and BFT cover a lot of the same bases otherwise. I tend to go for diversifying my board, but since you have a slot that hits a similar target, you might try just a silver bullet.
Also, I might consider adding some kind of MD land drawing capabilities either in the form of another horizon canopy, or possibly sea gate wreckage. You have a lot of colorless lands and you want to keep at least 13 W sources so you're doing good in that regard, but that extra draw can't be underestimated when it comes to topdecking wars.
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
@kindzadzax Using a single copy of THC won't be enough to see how powerful she is. If you play a single copy of TGoT you'll probably feel the same way. The reason that she performs underwhelming is because you don't use enough copies in your 60.
Shrapnel Blast hasn't seen play in Affinity for ages. Galvanic Blast does everything that deck wants done without 2-for-1ing itself. As for the lack of Thalias, that is what I'm getting at when I say the deck is disjointed - Death and Taxes, as the name implies, is a tax deck. That meanst the two most important creatures are Thalia, Guardian of Thraben and Leonin Arbiter, with Ghost Quarter and Tectonic Edge playing supporting roles. If you deny opponents the opportunity to play Magic as normal, you will win that game an overwhelming amount of the time. Removing any of those components makes the deck weaker at the mana-denial game, which is something that I oppose. You've watered down the initial gameplan, and are now trying to shore it up with noncreature spells that can be dealt with more efficiently than cumulative permanent tax effects that can also damage the opponent.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Welcome Nix!
With 4 TKS and 2 displacers, I'd consider going up a displacer and just running eldrazi temple. Its not that TKS is bad without it, but if you're already going hard on that package, then the land should make it a lot easier. Resto doesn't change your mana base as much, so your other option would be to just cut the TKS for resto which should work fine without changing up the mana base.
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