If we get to 6 mana, how would Crane be too expensive? I was thinking that and/or Harness would make for an unexpected blow-out finisher. Imposter was in mind as more of a side card perhaps, maybe mained if more good stuff gets played in the meta. Could easily be another Sarkhan or fattie.
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It must suck to be Ingot Chewer, the only Ingot in Magic is indestructible...
What do you guys think of a few random singletons in the main or side, like Flying Crane Technique, Clever Imposter, or Harness by Force? I was gonna test these out and see how it worked.
Harness by Force is an excellent sideboard choice. Stealing big guys is right in line with what this deck wants to do.
Flying Crane Technique isn't very good for us. It'd be a lot better in creature-heavy lists, such as the Jeskai tokens list.
Clever Impersonator is good in the SB if you want to bring it in against planeswalker-heavy decks or decks with big mobs.
If we get to 6 mana, how would Crane be too expensive? I was thinking that and/or Harness would make for an unexpected blow-out finisher. Imposter was in mind as more of a side card perhaps, maybe mained if more good stuff gets played in the meta. Could easily be another Sarkhan or fattie.
6 mana spells should be able to win the game by themselves. This one requires multiple creatures and a clear path in the air for it to be effective.
Standard: RWUJeskai Modern: RWGBurn, GRWUBSlivers Legacy: RBurn EDH: RWGUBSliver Overlord, UWGeist of Saint Traft (Tiny Leaders) Current decklists are posted here
Well, say you even have just a Rabblemaster and a Seeker. that's 14 damage and 6 lifegain. Add a +1'd Sarkhan and that's another 8 damage. Even if it's blocked, it's still getting rid of most potential blockers. You could even convoke for a Stoke the Flames before casting.
I'm not saying it's a staple, but there was a reason I was even considering it.
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It must suck to be Ingot Chewer, the only Ingot in Magic is indestructible...
I like more of a lower curve. Monastery Swiftspear is good but it requires a few changes to the deck. It makes tempo cards like Vapor Snag insane. Since the point is to do 20 as fast as possible, I think we need a turn 1 play that can do 'stuff'. She's almost as good as Goblin Guide without any drawbacks (except you tie up mana to pump her).
Watching SCG, Kevin (guy who won) used Jeskai Charm to bounce Courser to top of Library a few times. I think Vapor Snag + Monastary is enough damage to win until your 4 damage burn spells come online.
Also instead of playing Dig/Steam Augury, I went with cheaper Scry spells to do the same job. Very fun deck!!
SO far it has performed well. I like the top end threats but most likely they should be Sarhkan.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
So what would be a trump for the mirror match. After play testing a ton of decks I think im going to be taking this to states, but seeing as it just won SCG I imagine plenty of people will be playing it.
Currently my list is
I think you would want arc lightning in matches that you don't want winterflamr. With arc hitting 3 one toughness guys is great, but against the mirror match or maybe monsters/devotion hitting seeker/mana dork and tapping mantis /big guy
Hushwing Gryff is an excellent choice not only for the sideboard, but could also be a maindeck consideration as well. Even without his ETB nerfing, he's still a 2/1 flyer with flash. Very versatile.
Arc Lightning feels clunky to me. If you want to kill dorks you streamline your burn. I would have 4 Magma Spray in my 75 at all times, and maybe 1-2 Spark Jolt if you're seriously worried.
By the time monogreen has executed their late game plan they should be within burn range. Your mobs then take on a blocking role and you dome them until they're dead.
Use your Jeskai Charms judiciously. They are very nearly the best card in the deck and the temptation is to use them early when they are not needed just to push through. Many times we will need to dome them with it later instead.
Hushwing is a great idea to add to the side. I'm warming up to void as well. I'd be interested in the debate vs force away. What can harm us so bad that we would need instant bounce? Knuckle bro/Butcher?
Hushwing is a great idea to add to the side. I'm warming up to void as well. I'd be interested in the debate vs force away. What can harm us so bad that we would need instant bounce? Knuckle bro/Butcher?
What about End Hostilities as a sideboard option versus Green based midrange decks? If the way to beat them is to use our creatures early and then finish them off with burn spells, then End Hostilities could give us a lot of time to do just that. It's a card that perhaps can help you recover from a bad start or allows you to save your creatures/burn for a turn 5 wrath and then take over the game from there. A potential replacement perhaps for Anger of the Gods if red or black based aggro strategies aren't really going to be prevelent.
A deck from the Open had four of them sideboard. I like the idea against green.
By the time monogreen has executed their late game plan they should be within burn range. Your mobs then take on a blocking role and you dome them until they're dead.
Use your Jeskai Charms judiciously. They are very nearly the best card in the deck and the temptation is to use them early when they are not needed just to push through. Many times we will need to dome them with it later instead.
This has not been my experience at all (viz. burn range). Mono Green's "late game plan" can start as early as a turn 3 polukranos. That's the entire point of playing green devotion, you ramp into fat late game plays far earlier than supposed to. The advantage with arc lightning is that you can kill 2 dorks with 1 card, which is far superior to 1:1'ing dorks with magma sprays. Maybe its not worth it, but its not really a comparable effect.
What do you cut from the 60 to make room for sideboard cards?
What's your main? From mine I'd cut both Sarkhan, 2 Gods Willing, and probably both Titan's Strength. That's six slots.
By the time monogreen has executed their late game plan they should be within burn range. Your mobs then take on a blocking role and you dome them until they're dead.
Use your Jeskai Charms judiciously. They are very nearly the best card in the deck and the temptation is to use them early when they are not needed just to push through. Many times we will need to dome them with it later instead.
This has not been my experience at all (viz. burn range). Mono Green's "late game plan" can start as early as a turn 3 polukranos. That's the entire point of playing green devotion, you ramp into fat late game plays far earlier than supposed to. The advantage with arc lightning is that you can kill 2 dorks with 1 card, which is far superior to 1:1'ing dorks with magma sprays. Maybe its not worth it, but its not really a comparable effect.
What do you cut from the 60 to make room for sideboard cards?
What's your main? From mine I'd cut both Sarkhan, 2 Gods Willing, and probably both Titan's Strength. That's six slots.
I dont play God's Willing or Titan's Strength. My list is in the previous page (close to the one that one the SCG Open).
You want to keep them off Courser and Nylea's Disciple if you can. Disdainful Stroke will help with Disciple and Stoke will help with Courser.
You can also play Dissolve if you meta is hugely green. I didn't look at your list but these would be my suggestions nonetheless. You could cut down on any dig spells to bring this stuff in.
So I've hoped on the Jeskai Tempo train and went to my first event with the deck the other night. Feels very powerful but I had a hard time sideboarding. How have people been boarding against some of the other archetypes?
Flying Crane Technique isn't very good for us. It'd be a lot better in creature-heavy lists, such as the Jeskai tokens list.
Clever Impersonator is good in the SB if you want to bring it in against planeswalker-heavy decks or decks with big mobs.
6 mana spells should be able to win the game by themselves. This one requires multiple creatures and a clear path in the air for it to be effective.
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Current decklists are posted here
I'm not saying it's a staple, but there was a reason I was even considering it.
Watching SCG, Kevin (guy who won) used Jeskai Charm to bounce Courser to top of Library a few times. I think Vapor Snag + Monastary is enough damage to win until your 4 damage burn spells come online.
Also instead of playing Dig/Steam Augury, I went with cheaper Scry spells to do the same job. Very fun deck!!
3 Magma Spray
4 Goblin Rabblemaster
4 Jeskai Charm
4 Stoke the Flames
4 Mantis Rider
3 Arc Lightning
2 Narset, Enlightened Master
3 Temple of Epiphany
2 Temple of Enlightenment
2 Temple of Triumph
4 Flooded Strand
3 Mystic Monastery
2 Plains
2 Island
6 Mountain
2 Deflecting Palm
2 Treasure Cruise
2 Keranos, God of Storms
2 Dig Through Time
3 Anger of the Gods
2 End Hostilities
3 Winterflame
4 Seeker of the Way
3 Magma Jet
SO far it has performed well. I like the top end threats but most likely they should be Sarhkan.
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4 of card draw with delve also seems a little high.
Once thing i want to test in the side is quiet contemplation. it seems like that card could do some serious work against the green devotion decks
Currently my list is
4 Mantis Rider
4 Seeker of the way
2 Stormbreath Dragon
2 Oppressive Rays
2 Dig Through Time
4 Jeskai Charm
4 Lightning Strike
3 Magma Jet
2 Steam Augury
3 Stoke the Flames
2 Void Snare
2 Flooded Strand
2 Island
3 Mountain
2 Plains
1 Mystic Monastery
3 Shivan Reef
4 Temple of Epiphany
4 Temple of Triumph
2 Hushwing Gryff
1 Keranos, God of Storms
2 Deflecting Palm
2 Disdainful Stroke
2 Negate
2 Anger of the Gods
2 Arc Lightning
2 Harness by Force
I also curious about Winter Flame and if any one has tested. Seems like it may be good.
Arc Lightning feels clunky to me. If you want to kill dorks you streamline your burn. I would have 4 Magma Spray in my 75 at all times, and maybe 1-2 Spark Jolt if you're seriously worried.
By the time monogreen has executed their late game plan they should be within burn range. Your mobs then take on a blocking role and you dome them until they're dead.
Use your Jeskai Charms judiciously. They are very nearly the best card in the deck and the temptation is to use them early when they are not needed just to push through. Many times we will need to dome them with it later instead.
You can also play Dissolve if you meta is hugely green. I didn't look at your list but these would be my suggestions nonetheless. You could cut down on any dig spells to bring this stuff in.
Mid/Late game I could see some potential for it...
It seems better suited to the Jeskai midrange lists which would run it alongside Dissolve.
1 would be the correct number if room could be found.
Heres my list:
4 mantis rider
3 seeker of the way
2 stormbreath dragon
4 jeskai charm
4 stoke the flames
4 magma jet
4 lightning strike
2 god's willing
2 dig through time
1 steam augury
1 banishing light
2 plains
3 mountain
2 island
4 mystic monestary
3 flooded strand
3 battlefield forge
2 shivan reef
2 temple of ephiphany
3 temple of triumph
1 narset, enlightened master
1 erase
2 negate
2 disdainful stroke
1 keranos, god of storms
2 anger of the gods
2 magma spray
1 banishing light
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