I really like Scuttling Doom Engine the more I look at it. Except for a few exile options, he is always at least 6 dmg. I wish he had convoke or was 5cmc, but I am picking up a playset before he gets pricey (working on an affinity deck too).
Also, I've been playing a lot the past few days. Bile Blight as a replacement for Oppressive Rays in the SB seems like a no brainer to me. Also, I'm not quite sure what to switch out for the single Extinguish All Hope. I've been trying out 2 Underworld Connections in the main board with the third in the SB for control matchups.
I really like Scuttling Doom Engine the more I look at it. Except for a few exile options, he is always at least 6 dmg. I wish he had convoke or was 5cmc, but I am picking up a playset before he gets pricey (working on an affinity deck too).
Also, I've been playing a lot the past few days. Bile Blight as a replacement for Oppressive Rays in the SB seems like a no brainer to me. Also, I'm not quite sure what to switch out for the single Extinguish All Hope. I've been trying out 2 Underworld Connections in the main board with the third in the SB for control matchups.
I would drop to 2x fate unraveler in the main for an extinguish.
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No idea because my favorite decks keep getting banned or having the rules changed against them
So, I thought about it for a little bit and came up with a decklist that splashes red. corranhorn01 gave me the original incentive to give it a try and also helped with the its creation.
The SB could probably use some work, but there it is.
My main concern is whether or not it would be worth the effort. Do these additions make the deck significantly better, or does the mana-base become butchered for too little of a profit?
I like the red cards that I've added and I think they help fill in some of the holes. Mogis, God of Slaughter puts a bit more pressure on our opponent, which is something we could really use. There's also the off-chance that he becomes active and starts swinging for 7.
Mizzium Mortars is solid removal and a possible sweeper against aggro if we have the right mana.
Rakdos's Return can help put our opponent in Coinsmith/Grim Guardian range. It also wrecks decks with a lot of access to card advantage (mostly control, but I'm also thinking that it's nasty against MBD).
Slaughter Games can help rip out threats we just can't deal with. It grabs sweepers and win-cons from U/W Control. It can grab Stormbreath Dragons, which are really hard to deal with unless we have a Hero's Downfall on hand or manage to steal it with a Maggot/Thoughtseize. Stain the Mind is a possible substitute even prior to rotation. Though I'm just not sure if the convoke mechanic makes up for losing the protection from counters.
Also, my opinion of Aegis of the Gods changed a little bit. He's fragile, but also REALLY annoying for burn decks when we get them into top-deck mode, since they have to topdeck a burn spell for the Aegis before they can begin tossing any at our face. Even earlier in the game, he does manage to slow them down a little bit, which makes a huge difference turns out.
I've been looking over M15 again, and I took notice of Circle of Flame. It's definitely interesting against aggro decks if we're splashing red. I like Scuttling Doom Engine as a replacement for one of our finishers. One of my gripes with Archangel is that it doesn't provide any value unless we get to attack with it. At least Doom Engine has a good chance of getting at least 6 damage in.
I think Purphoros fits in more aggressive decks with cheaper/faster creatures. That and his 2C1R ability isn't very relevant for this deck. Mogis is more of a reliable shock all things considered, unless we're facing some deck that doesn't care about saccing a creature each turn.
I tried the Assemble/Purphoros combo at last FNM and was quite happy with it. I was also maindecking Heliod, God of the Sun as something which a repeatable and instant speed trigger for both Purphoros and Constellation.
I never got the Heliod + Purphoros combo out, but did get the Assemble + Purphoros out once (and got an immediate concession), and had Purphoros + Grim Guardians + other enchant creatures finish the 2 other games. With the ability to draw via Underworld Connections, plus regular draws, I rarely had a turn with Purphoros in play where I didn't play at least 1 creature to trigger him, and had a fair number where I played multiples, and thus got more damage out of him than I would have Mogis. I also never even once considered actually activating Purphoros' +1/+0 ability. It's not relevant, indeed, but it didn't need to be.
The main downside to Mogis is that as with any punisher mechanic, the opponent is always going to choose the least bad option for them. Decks which make lots of tokens or cheap dorks will happily sacrifice them when low on life. Decks which have huge threats will take the shocks until they can't any more in order to dome you with their Stormbreaths or Polukoronos or whatever. About the only upside I see is that you're a lot more likely to actually turn Mogis on with devotion and be able to swing in for 7.
Mizzium Mortars is not a sweeper in this deck. 3R is going to be super hard to get consistently. We have a hard time against decks like MUD and we are 50/50 versus MBD. I would prefer more Banishing light than mortars. Does some nice triggers and gets rid of basically anything.
I agree with DaR that Purphoros would be better than Mogis.
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I've played the Dega build a couple times online. Mogis does seem pretty lackluster so far. I've yet to have a match where he seems to cause our opponent much trouble. I played a burn deck, which really didn't care about the 2 damage if it meant keeping a Chandra's Phoenix. Weenie decks can sac creatures without too much trouble. Midrange Gruul can just start sacing dorks by the time Mogis hits the board.
I've actually overloaded Mizzium Mortars a couple times (I'm probably just getting lucky though). Funnily enough, I find that what screws me over more often is the 1C1R cast. I want to use it to kill early threats if at all possible, but it's not always likely that I'll have a red source out by turn 2, meaning it sits in my hand for a while doing nothing.
Purphoros does look interesting now that I've thought about it a bit more. I'll try replacing Mogis with him. I've realized that there's been quite a few matches where I was sitting there hoping to topdeck a Grim Guardian or a Underworld Coinsmith to finish my opponent off. Purphoros kind of turns all of our creatures into pseudo-Grim Guardians when they ETB. Obviously not as crazy as some red aggro deck, but still, he does seem to fall in-line with this deck's strategy.
What do you think about Rakdos's Return in the MB? I had 1 in there, but moved it to the SB.
I'll keep playing around with it, but I'm not totally convinced about the red splash yet.
About some of the card choices. Feast on the Fallen is a better card everytime I look at it. It gets us triggers, it is cheap to play, and it synergizes well with a of our cards (Coinsmith, Fate Unraveler, Grim Guardian, Obzedat). In addition it makes the use of pain-lands a little more painful. I am not sold on using it in force, but I think a total of 2 could be very useful. Cave of Koilos is a 4x in this deck over Mana Confluence. The reason is you don't always have to shock yourself, but it still gives you access to the mana you need. Most of the time we just need land drops, we have few WW or BB cards. This does all of this for us and doesn't come in tapped.
Lets look at the sideboard. I have 2x Deicide and 2x Revoke Existence, that is a lot of enchantment removal. But I put it in there because Scuttling Doom Engine, Soul of New Phyrexia and Darksteel Citadel + Nissa, Worldwaker or Ensoul Artifact will be things to deal with. I put SDE in our sideboard because I think he is a power house, that can help end games, if we need extra umph. I chose him over SoNP because he almost always causes 6 damage, and is a pain to block. Stain the Mind is amazing and should be an auto-include. We see a lot of cards in peoples hands and generally can figure out what we are playing. Almost none of our creatures swing for damage which means with convoke we can do some nasty stuff. Also, it can grab Back to Nature if that card worries you.
The decks I think that will be come issues after m15 is released is U/x Affinity, BGx Walkers and Gx Devotion. White Weenie got some toys too with Obelisk of Urd so sweepers may become important. Bile Blight vs Extinguish All Hope is a meta call depending on what masses you tend to see.
Basically it runs a lot of discard and then aggro creatures to beat them down early, Xathrid helps against Supreme Verdict. Then you drop a Fabled Hero and protect it until you can bestow a Herald on it and just win outright. Obzedat helps in the control matchups.
I'm seeing 24 in the OP and 24 in the decklist you posted on July 2. I'm thinking you may have been listing 6 plains when you've meant 5, because in your M15 version you've cut the 2 Confluences, 1 guildgate, and 1 plains for the 4 painlands.
I just got back from pre-release, so I can't tell if I'm just too tired to count correctly or if you've been mistakenly adding an extra land this whole time lol
I'm seeing 24 in the OP and 24 in the decklist you posted on July 2. I'm thinking you may have been listing 6 plains when you've meant 5, because in your M15 version you've cut the 2 Confluences, 1 guildgate, and 1 plains for the 4 painlands.
I just got back from pre-release, so I can't tell if I'm just too tired to count correctly or if you've been mistakenly adding an extra land this whole time lol
you are right. In the original I had 24. What I am running now uses 23.
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No idea because my favorite decks keep getting banned or having the rules changed against them
Also, any thoughts on Spirit Bonds? Got lucky and pulled one at pre-release. Got unlucky and got a bunch of garbage for my white pool.
Seems gimmicky to me. In most games I rarely have more than 5 creatures out, so that means 5 tokens? We do a lot of hand removal so amount of removal we face is low. Also we have Athreos. I feel that Spirit Bonds fits much much more into a White Weenie deck.
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Edited the primer slightly. Purgatus233 pointed out that Aegis of the Gods does not prevent Gray Merchant of Asphodel from doing his damage as he does not target a player.
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The +1 plays into the control side of this deck while giving us card advantage each turn that we're ticking up. The -2 can get us out of a sticky situation, either by tutoring up a bomb or one of our removal spells (or a sweeper, if we're running with the singleton Extinguish All Hope). -8 is pretty much game as it is, with the potential constellation triggers being a nice little bonus. All things considered, I think she's solid.
There is a lot of talk about 5-6 cmc drops in the past page. I think this is not the way you want to play the deck. If any card belongs it is Archangel of Thune and I still think that its too high of a cmc to run more than 2 5 drops.
I would add 2 Vizkopa Guildmage if you want something to do with your mana. Personally, I'm not sure if its been tested but it seems great with lower cmc cards so you can activate it and double up on the damage of coinsmith. This would also work well with Path of Bravery.
There is a lot of talk about 5-6 cmc drops in the past page. I think this is not the way you want to play the deck. If any card belongs it is Archangel of Thune and I still think that its too high of a cmc to run more than 2 5 drops.
I would add 2 Vizkopa Guildmage if you want something to do with your mana. Personally, I'm not sure if its been tested but it seems great with lower cmc cards so you can activate it and double up on the damage of coinsmith. This would also work well with Path of Bravery.
Archangel of Thune and Obzedat, Ghost Council are game winners. Vizkopa guildmage is nice, but this deck doesn't gain a huge amount of life and it doesn't swing all that often. High Priest of Penance is a great card in conjunction with Athreos, and good be good against aggro, but I really haven't tested it.
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Yeah your right complex, i tested guildmage and its not worth it.
In vast majority of games I play, when the angel or obzedat his the field, I win. The deck puts so much strain on other decks, and bleeds them down, that these two guys are just the straw that breaks the camel's back. Plus Obzedat, Ghost Council and Athreos, God of Passage is such an awesome combo together.
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Round 1 - First matchup of the night was against boss sligh. I feel the need to mention this here because my opponent was experimenting with some M15 cards which may pose a real threat to our deck. Frenzied Goblin screwed me over big time, since he was able to cancel out my early blocks with the ram/guardian and just run me down. He was also experimenting with Hammerhand. Though I'm not sure if it will see standard play, it proved to be difficult to deal with for the reasons the goblin was. Also, he was using it as a cheap way to target Akroan Crusader, which got out of hand very quickly. To be fair, I'm not sure if I lost so easily because of the M15 cards, or just because my opponent got insanely explosive starting hands both games.
Round 3 - I played against my friend in this round. He runs a cheap version of a mono green deck (which basically means no Coursers). Regardless, games against him go either one of two ways - either I shred apart his hand and kill off his biggest threats early on, or, he stampedes over me before I can establish a board presence. Basically, it's a blowout either way. I found that Scuttling Doom Engine was a fantastic card in this matchup (and just in general, really). None of his mana dorks could block it, and if I needed to I could just keep the doom engine untapped and threaten to chump for 6 damage to the face. I won the second game because I had Athreos and the Doom Engine out at the same time while my opponent was at 10 life. He really couldn't do anything and I bled him dry.
He won the match though because I misplayed and wasted a Banishing Light on one of his creatures, when I should've saved it for his Bow of Nylea. Since the bow doesn't really see standard play, I almost always underestimate it. Turns out, it's actually pretty nasty against our deck (lifegain, pump, and deathtouch just cancels out our blockers and incremental taxes).
Point is, I'm kind of worried about mono green. They got a lot of nice tools in M15, can ramp quickly before we can set up a board presence, and play creatures that demand to be answered. Genesis Hydra and Hornet Queen look especially dreadful, since they both provide value even if we have removal. I think mono green will expose the greatest weakness of this deck, which is that we don't really produce any threats early on. I've honestly considered using Master of Feasts, at least against mono green if it becomes a thing. Master can put pressure on our opponent and potentially trade with some creatures. And since green doesn't have access to many flyers or much removal, it'll be pretty hard to deal with.
Besides that, there wasn't too much more to report. I beat out an american control deck, a dredge deck, and some rogue combo deck pretty easily. Kind of disappointed I didn't play U/W control or MBD. I need more practice against the former, and I have a lot of fun against MBD.
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Scuttling Doom Engine and Athreos, God of Passage would be hilarious together in the off-chance that they both end up staying on the board at the same time
Also, I've been playing a lot the past few days. Bile Blight as a replacement for Oppressive Rays in the SB seems like a no brainer to me. Also, I'm not quite sure what to switch out for the single Extinguish All Hope. I've been trying out 2 Underworld Connections in the main board with the third in the SB for control matchups.
U/R Delver
I would drop to 2x fate unraveler in the main for an extinguish.
4 Temple of Silence
4 Godless Shrine
3 Sacred Foundry
3 Blood Crypt
2 Mana Confluence
4 Swamp
4 Plains
Control
4 Brain Maggot
4 Thoughtseize
3 Hero's Downfall
2 Banishing Light
2 Mizzium Mortars
1 Archangel of Thune
1 Mogis, God of Slaughter
Taxes
2 Athreos, God of Passage
2 Fate Unraveler
4 Grim Guardian
3 Underworld Coinsmith
2 Obzedat, Ghost Council
Draw
3 Underworld Connections
Life-gain, anti-aggro, trigger
3 Nyx-Fleece Ram
2 Rakdos's Return
2 Slaughter Games
1 Erebos, God of the Dead
2 Lifebane Zombie
2 Aegis of the Gods
2 Fiendslayer Paladin
1 Fate Unraveler
2 Bile Blight
1 Archangel of Thune
The SB could probably use some work, but there it is.
My main concern is whether or not it would be worth the effort. Do these additions make the deck significantly better, or does the mana-base become butchered for too little of a profit?
I like the red cards that I've added and I think they help fill in some of the holes. Mogis, God of Slaughter puts a bit more pressure on our opponent, which is something we could really use. There's also the off-chance that he becomes active and starts swinging for 7.
Mizzium Mortars is solid removal and a possible sweeper against aggro if we have the right mana.
Rakdos's Return can help put our opponent in Coinsmith/Grim Guardian range. It also wrecks decks with a lot of access to card advantage (mostly control, but I'm also thinking that it's nasty against MBD).
Slaughter Games can help rip out threats we just can't deal with. It grabs sweepers and win-cons from U/W Control. It can grab Stormbreath Dragons, which are really hard to deal with unless we have a Hero's Downfall on hand or manage to steal it with a Maggot/Thoughtseize. Stain the Mind is a possible substitute even prior to rotation. Though I'm just not sure if the convoke mechanic makes up for losing the protection from counters.
Also, my opinion of Aegis of the Gods changed a little bit. He's fragile, but also REALLY annoying for burn decks when we get them into top-deck mode, since they have to topdeck a burn spell for the Aegis before they can begin tossing any at our face. Even earlier in the game, he does manage to slow them down a little bit, which makes a huge difference turns out.
I've been looking over M15 again, and I took notice of Circle of Flame. It's definitely interesting against aggro decks if we're splashing red. I like Scuttling Doom Engine as a replacement for one of our finishers. One of my gripes with Archangel is that it doesn't provide any value unless we get to attack with it. At least Doom Engine has a good chance of getting at least 6 damage in.
U/R Delver
I think Purphoros fits in more aggressive decks with cheaper/faster creatures. That and his 2C1R ability isn't very relevant for this deck. Mogis is more of a reliable shock all things considered, unless we're facing some deck that doesn't care about saccing a creature each turn.
U/R Delver
I never got the Heliod + Purphoros combo out, but did get the Assemble + Purphoros out once (and got an immediate concession), and had Purphoros + Grim Guardians + other enchant creatures finish the 2 other games. With the ability to draw via Underworld Connections, plus regular draws, I rarely had a turn with Purphoros in play where I didn't play at least 1 creature to trigger him, and had a fair number where I played multiples, and thus got more damage out of him than I would have Mogis. I also never even once considered actually activating Purphoros' +1/+0 ability. It's not relevant, indeed, but it didn't need to be.
The main downside to Mogis is that as with any punisher mechanic, the opponent is always going to choose the least bad option for them. Decks which make lots of tokens or cheap dorks will happily sacrifice them when low on life. Decks which have huge threats will take the shocks until they can't any more in order to dome you with their Stormbreaths or Polukoronos or whatever. About the only upside I see is that you're a lot more likely to actually turn Mogis on with devotion and be able to swing in for 7.
I agree with DaR that Purphoros would be better than Mogis.
I've actually overloaded Mizzium Mortars a couple times (I'm probably just getting lucky though). Funnily enough, I find that what screws me over more often is the 1C1R cast. I want to use it to kill early threats if at all possible, but it's not always likely that I'll have a red source out by turn 2, meaning it sits in my hand for a while doing nothing.
Purphoros does look interesting now that I've thought about it a bit more. I'll try replacing Mogis with him. I've realized that there's been quite a few matches where I was sitting there hoping to topdeck a Grim Guardian or a Underworld Coinsmith to finish my opponent off. Purphoros kind of turns all of our creatures into pseudo-Grim Guardians when they ETB. Obviously not as crazy as some red aggro deck, but still, he does seem to fall in-line with this deck's strategy.
What do you think about Rakdos's Return in the MB? I had 1 in there, but moved it to the SB.
I'll keep playing around with it, but I'm not totally convinced about the red splash yet.
U/R Delver
4 Godless Shrine
4 Temple of Silence
4 Caves of Koilos
7 Swamp
4 Plains
Spells
4 Thoughtseize
3 Hero's Downfall
Enchantments
3 Banishing Light
3 Underworld Connections
1 Feast on the Fallen
4 Grim Guardian
3 Nyx-Fleece Ram
3 Underworld Coinsmith
2 Athreos, God of Passage
1 Erebos, God of the Dead
2 Fate Unraveler
Finishers
2 Archangel of Thune
2 Obzedat, Ghost Council
2 Lifebane Zombie
2 Deicide
1 Banishing Light
1 Hero's Downfall
2 Revoke Existence (or Shattering Blow)
2 Extinguish All Hope
3 Stain the Mind
2 Scuttling Doom Engine
About some of the card choices. Feast on the Fallen is a better card everytime I look at it. It gets us triggers, it is cheap to play, and it synergizes well with a of our cards (Coinsmith, Fate Unraveler, Grim Guardian, Obzedat). In addition it makes the use of pain-lands a little more painful. I am not sold on using it in force, but I think a total of 2 could be very useful. Cave of Koilos is a 4x in this deck over Mana Confluence. The reason is you don't always have to shock yourself, but it still gives you access to the mana you need. Most of the time we just need land drops, we have few WW or BB cards. This does all of this for us and doesn't come in tapped.
Lets look at the sideboard. I have 2x Deicide and 2x Revoke Existence, that is a lot of enchantment removal. But I put it in there because Scuttling Doom Engine, Soul of New Phyrexia and Darksteel Citadel + Nissa, Worldwaker or Ensoul Artifact will be things to deal with. I put SDE in our sideboard because I think he is a power house, that can help end games, if we need extra umph. I chose him over SoNP because he almost always causes 6 damage, and is a pain to block. Stain the Mind is amazing and should be an auto-include. We see a lot of cards in peoples hands and generally can figure out what we are playing. Almost none of our creatures swing for damage which means with convoke we can do some nasty stuff. Also, it can grab Back to Nature if that card worries you.
The decks I think that will be come issues after m15 is released is U/x Affinity, BGx Walkers and Gx Devotion. White Weenie got some toys too with Obelisk of Urd so sweepers may become important. Bile Blight vs Extinguish All Hope is a meta call depending on what masses you tend to see.
4 Caves of Koilos
2 Temple of Silence
8 Swamp
6 Plains
4 Soldier of the Pantheon
4 Precinct Captain
2 Xathrid Necromancer
4 Fabled Hero
3 Herald of Torment
1 Athreos, God of Passage
2 Duress
4 God's Willing
2 Ajani's Presence
2 Ultimate Price
Basically it runs a lot of discard and then aggro creatures to beat them down early, Xathrid helps against Supreme Verdict. Then you drop a Fabled Hero and protect it until you can bestow a Herald on it and just win outright. Obzedat helps in the control matchups.
Any reason why you dropped a land? Is it because Caves of Koilos provides better fixing?
U/R Delver
I just got back from pre-release, so I can't tell if I'm just too tired to count correctly or if you've been mistakenly adding an extra land this whole time lol
U/R Delver
you are right. In the original I had 24. What I am running now uses 23.
Also, any thoughts on Spirit Bonds? Got lucky and pulled one at pre-release. Got unlucky and got a bunch of garbage for my white pool.
U/R Delver
Seems gimmicky to me. In most games I rarely have more than 5 creatures out, so that means 5 tokens? We do a lot of hand removal so amount of removal we face is low. Also we have Athreos. I feel that Spirit Bonds fits much much more into a White Weenie deck.
The +1 plays into the control side of this deck while giving us card advantage each turn that we're ticking up. The -2 can get us out of a sticky situation, either by tutoring up a bomb or one of our removal spells (or a sweeper, if we're running with the singleton Extinguish All Hope). -8 is pretty much game as it is, with the potential constellation triggers being a nice little bonus. All things considered, I think she's solid.
U/R Delver
I would add 2 Vizkopa Guildmage if you want something to do with your mana. Personally, I'm not sure if its been tested but it seems great with lower cmc cards so you can activate it and double up on the damage of coinsmith. This would also work well with Path of Bravery.
I also think that High Priest of Penance would stall aggro decks and Dictate of Erebos may be useful but again 5 cmc is a lot.
Archangel of Thune and Obzedat, Ghost Council are game winners. Vizkopa guildmage is nice, but this deck doesn't gain a huge amount of life and it doesn't swing all that often. High Priest of Penance is a great card in conjunction with Athreos, and good be good against aggro, but I really haven't tested it.
In vast majority of games I play, when the angel or obzedat his the field, I win. The deck puts so much strain on other decks, and bleeds them down, that these two guys are just the straw that breaks the camel's back. Plus Obzedat, Ghost Council and Athreos, God of Passage is such an awesome combo together.
Round 1 - First matchup of the night was against boss sligh. I feel the need to mention this here because my opponent was experimenting with some M15 cards which may pose a real threat to our deck. Frenzied Goblin screwed me over big time, since he was able to cancel out my early blocks with the ram/guardian and just run me down. He was also experimenting with Hammerhand. Though I'm not sure if it will see standard play, it proved to be difficult to deal with for the reasons the goblin was. Also, he was using it as a cheap way to target Akroan Crusader, which got out of hand very quickly. To be fair, I'm not sure if I lost so easily because of the M15 cards, or just because my opponent got insanely explosive starting hands both games.
Round 3 - I played against my friend in this round. He runs a cheap version of a mono green deck (which basically means no Coursers). Regardless, games against him go either one of two ways - either I shred apart his hand and kill off his biggest threats early on, or, he stampedes over me before I can establish a board presence. Basically, it's a blowout either way. I found that Scuttling Doom Engine was a fantastic card in this matchup (and just in general, really). None of his mana dorks could block it, and if I needed to I could just keep the doom engine untapped and threaten to chump for 6 damage to the face. I won the second game because I had Athreos and the Doom Engine out at the same time while my opponent was at 10 life. He really couldn't do anything and I bled him dry.
He won the match though because I misplayed and wasted a Banishing Light on one of his creatures, when I should've saved it for his Bow of Nylea. Since the bow doesn't really see standard play, I almost always underestimate it. Turns out, it's actually pretty nasty against our deck (lifegain, pump, and deathtouch just cancels out our blockers and incremental taxes).
Point is, I'm kind of worried about mono green. They got a lot of nice tools in M15, can ramp quickly before we can set up a board presence, and play creatures that demand to be answered. Genesis Hydra and Hornet Queen look especially dreadful, since they both provide value even if we have removal. I think mono green will expose the greatest weakness of this deck, which is that we don't really produce any threats early on. I've honestly considered using Master of Feasts, at least against mono green if it becomes a thing. Master can put pressure on our opponent and potentially trade with some creatures. And since green doesn't have access to many flyers or much removal, it'll be pretty hard to deal with.
Besides that, there wasn't too much more to report. I beat out an american control deck, a dredge deck, and some rogue combo deck pretty easily. Kind of disappointed I didn't play U/W control or MBD. I need more practice against the former, and I have a lot of fun against MBD.
U/R Delver