The only downside to sultai is the mana fixing. Splashing blue is still viable w servants but in a strictly bg shell, journey does a fine job.
I haven't had any issues really after adding Servant of the Conduit and going to 3 Fetid Pools. I even have made an energy variant that still seems good. It's more focused on counters than energy, but it's still good.
Enter the Unknown is too low-impact, even though it's fine to do WG Walker / Constrictor > Enter. I cut them for Tomb Robber which I though would be whatever, but it actually ends up being a very impressive mana sink and an easy replacement ! Once I untap with it, I have 3/4 mana to spend on it, then either grow it ala Pack Rat, gaining up to 12 life if a WG Walker is here to watch, or filtering lands and spells to sculpt my hand. It happens to be a very nice target for Climb, and efficient at filtering dead removal spells in hand VS control.
Blossoming Defense was cut because I have to few times open mana to protect an early threat. Either too many lands etb tapped, or I don't have that extra land at all. I think Duress should be a more proactive way to protect my threats, and then help explore accordingly.
Walk the Plank is here because that's how I set up my heavy-black decks so far : 4 Push + 2 Plank + whatever available in the other colors. It's real hard to trigger revolt on Push... :/ Maybe Chupadog is the way to complete the Pushes.
Not sure on Rishkar as a 1-of, and I don't want to run 4 Robbers either for now, it looks like it's bad in multiple.
Enter the Unknown is too low-impact, even though it's fine to do WG Walker / Constrictor > Enter. I cut them for Tomb Robber which I though would be whatever, but it actually ends up being a very impressive mana sink and an easy replacement ! Once I untap with it, I have 3/4 mana to spend on it, then either grow it ala Pack Rat, gaining up to 12 life if a WG Walker is here to watch, or filtering lands and spells to sculpt my hand. It happens to be a very nice target for Climb, and efficient at filtering dead removal spells in hand VS control.
Blossoming Defense was cut because I have to few times open mana to protect an early threat. Either too many lands etb tapped, or I don't have that extra land at all. I think Duress should be a more proactive way to protect my threats, and then help explore accordingly.
Walk the Plank is here because that's how I set up my heavy-black decks so far : 4 Push + 2 Plank + whatever available in the other colors. It's real hard to trigger revolt on Push... :/ Maybe Chupadog is the way to complete the Pushes.
Not sure on Rishkar as a 1-of, and I don't want to run 4 Robbers either for now, it looks like it's bad in multiple.
I feel that tomb robber guy is terrible. Rather have anything besides that. Why no V gearhulk?
I felt that too, but it is better in practice than what I expected, and my expectations were rather low. Snek into Rishkar is a better start. That being said, WG Walker needs a good amount of synergy to be worth it, and I'm not sure the 8 merfolks are enough.
Gearhulk is very playable. Climb seems at least as powerful since it doesn't just stall the board, it wins almost on the spot. Scarab does very different things so I prioritized it. Both synergize well with Climb, so I can't really take a decision on that alone. May be very well wrong to cut Gearhulk obviously.
Private Mod Note
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Rollback Post to RevisionRollBack
Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
Has anyone played versus Grixis lists? I played two last night and lost badly both times. Admittedly, I kept a poor hand in one of the games. One list ran whirler and the other was a control build.
While I wasn't mana screwed and the colors worked out, I was forced in one game to rely heavily on aether hub. I don't think that attune would have made a difference in that matchup, however. Hostage Taker was difficult to manage given their removal suite.
Those of you running Siphoner without more energy: how do you manage to power the card draw?
I feel like we lack early game interaction. Most of the listed builds for straight GB are basically gloried stompy lists and a Sultai build has interaction, but lacks the staying mana power to really do anything with it.
I feel like we lack early game interaction. Most of the listed builds for straight GB are basically gloried stompy lists and a Sultai build has interaction, but lacks the staying mana power to really do anything with it.
Don't forget Moment of Anguish and blossoming defense. We have hand interaction in the sideboard.
I'm surprised more people aren't at least sideboarding moment of anguish (or maybe some people are and I missed it.) I think this is going to be a very good card against merfolk, and it's already amazing against Not-ramunap red. With all of the tribes out there, I expect we are going to want to kill of some small creatures very quickly.
i haven't played snek in a while so this will be interesting.
I mean, did you really build this or did you just take it card for card off of the mtgo results page? I’m not judging, just a timely coincidence?
i didn't look at any mtgo lists. i don't even know where to look for that. i had a different list and my friend suggested some other cards. maybe he did but i'm not sure.
I feel like we lack early game interaction. Most of the listed builds for straight GB are basically gloried stompy lists and a Sultai build has interaction, but lacks the staying mana power to really do anything with it.
Don't forget Moment of Anguish and blossoming defense. We have hand interaction in the sideboard.
I'm surprised more people aren't at least sideboarding moment of anguish (or maybe some people are and I missed it.) I think this is going to be a very good card against merfolk, and it's already amazing against Not-ramunap red. With all of the tribes out there, I expect we are going to want to kill of some small creatures very quickly.
...
i didn't look at any mtgo lists. i don't even know where to look for that. i had a different list and my friend suggested some other cards. maybe he did but i'm not sure.
I wouldn't judge anyone for getting ideas anywhere.
Wizards posts them somewhere, but if you are interested you can go to mtggoldfish.com->decks->metagame and a sampling of 5 mtgo competitive 5-0 lists per day is on the right. Yesterday's includes this sneky goodness.
...
i didn't look at any mtgo lists. i don't even know where to look for that. i had a different list and my friend suggested some other cards. maybe he did but i'm not sure.
I wouldn't judge anyone for getting ideas anywhere.
Wizards posts them somewhere, but if you are interested you can go to mtggoldfish.com->decks->metagame and a sampling of 5 mtgo competitive 5-0 lists per day is on the right. Yesterday's includes this sneky goodness.
wow that list is similar to mine. i wonder if that's where my friend took his ideas. thanks, hoser2!
i went 1-2 yesterday at FNM. I think i could have gone 2-1 but missed a trigger cause i didn't understand how jadelight ranger worked. our place is super chill and my buddy tried helping out but my opponent was being a huge rules lawyer douche. it tilted me a little (nothing that i really got upset about).
anyway, i beat RB pirates in round 1. round 2 was path to mettle. that deck is real and really hard to beat, especially with a lot of x/1s in our list. round 3 was the mirror and it was super close until that misplay i did.
i really like the deck. i felt like i needed green mana more but i also felt flooded (i guess that's what happens with no attune!). i'm gonna keep working on it but it's a lot of fun.
I'm not convinced about Ripjaw Raptor. I tested the card when it first came out, and it was lackluster. Opponents could just play around it. It's the trouble with having a card where you opponent can control how much advantage it brings you. The deck really needs some kind of way to cause damage (Ballista is the only one, but then you're just leveraging one resource against another instead of using something like Savage Stomp) to utilize the card best, but that would dilute the focus of the deck.
...
i didn't look at any mtgo lists. i don't even know where to look for that. i had a different list and my friend suggested some other cards. maybe he did but i'm not sure.
I wouldn't judge anyone for getting ideas anywhere.
Wizards posts them somewhere, but if you are interested you can go to mtggoldfish.com->decks->metagame and a sampling of 5 mtgo competitive 5-0 lists per day is on the right. Yesterday's includes this sneky goodness.
wow that list is similar to mine. i wonder if that's where my friend took his ideas. thanks, hoser2!
i went 1-2 yesterday at FNM. I think i could have gone 2-1 but missed a trigger cause i didn't understand how jadelight ranger worked. our place is super chill and my buddy tried helping out but my opponent was being a huge rules lawyer douche. it tilted me a little (nothing that i really got upset about).
anyway, i beat RB pirates in round 1. round 2 was path to mettle. that deck is real and really hard to beat, especially with a lot of x/1s in our list. round 3 was the mirror and it was super close until that misplay i did.
i really like the deck. i felt like i needed green mana more but i also felt flooded (i guess that's what happens with no attune!). i'm gonna keep working on it but it's a lot of fun.
I’m running a similar list too. It’s ok but has no reach. I agree with dray that the ripjaw is underwhelming. I’d always rather have hydra in that situation. Even Gonti. I’m having a lot of issues with those new flip enchantments. They require a lot of playing and I don’t think they are good
i was thinking of adding 2 aethersphere harvesters main instead of ripjaw raptor. i agree that i really don't think it adds to any sort of gameplan. i also thought about liliana, death's majesty to help out as well.
i think aethersphere would be better. i was needing life gain a lot last night and i feel it'd be a good one.
Despite the arrival of Jadelight Ranger and Ravenous Chupacabra, the deck still struggles in the late game, which is somewhat to be expected with a more aggressively tilted midrange deck. The lack of card draw aside from a low-power Glint-Sleeve Siphoner and the lack of recursion or late-game threats (no planeswalkers) means that the deck struggles against other midrange decks that have those types of cards (such as the blue splash). Ultimately, you are still at the mercy of the top of your deck, and without reach (or a manland like Hissing Quagmire), I think there may be better options.
Here's a straight G/B that came 12th at SCG Dallas. Some pretty interesting choices like 3 Scrapheap Scroungers, Enter the unknown, evolving wilds and Rhonas
I'm going to post the decklist I'm working on for my first post ban FNM (it's on Wednesdays at my local store) after work today. I'm having a hard time cutting two cards out of the main deck (I'm at 62 and I really don't know what to cut)
I feel this deck is way more vulnerable if you don't "get it right" where Temur is just kinda... you can swap stuff around and still be pretty well off. This deck really needs to get the card choices "right"
Don't know the individual performance of each deck, but their teams overall did well! It seems Siphoner performs even outside a dedicated energy shell.
Don't know the individual performance of each deck, but their teams overall did well! It seems Siphoner performs even outside a dedicated energy shell.
Damn, Jessup only running 4 Scarab Gods lol, no biggie.
That is the problem with Rock decks: running value creatures and hand and board interaction means that as the game starts to stall, you are left vulnerable to really good trump plays from the top deck.
I tried different splashes and keep coming back to Sultai. Scarab God is just too good to not run one or more and hostage taker is still good against so many decks. Lost Legacy helps the top deck problem and, combined with Duress, can be back breaking to combo decks.
Walking Ballista, while undoubtedly good, seems to be underwhelming for me. One or more is called for, but I don't know if I would run 4. I think I have better plays early to midgame.
Bristling Hydra is still good. While it gets outclassed, it is still a good come from behind card that should be looking at in some number.
I have stayed on Sultai and I basically have arrived at the same conclusion as the Jessups have: Scarab God is the nuts now. I only went up to 3 instead of 4 but it's definitely pulled its weight. I disagree with Hostage Taker still being good. I think it's a sideboard card right now unless you're trying to keep the older setup with Blossoming Defense. There's way too much removal floating around and, more importantly, I need all my creatures ready to rumble. Hostage Taker often requires too much protection.
Hello all! New to these forums and my love of the GB Constrictor build compelled me to join the fray
I piloted the below at this past FNM with a 3-1 record.
Below is a breakout of the match-up if helpful for anyone.
Match 1: Win 2-0 versus G/W Aggro
His deck simply did not have enough removal to keep up and couldn't keep threats on the board between Ballista, Push, and Chupacabra. Game 2 SB'd out Contempt for Golden Demise to make sure I could keep the board clear, but didn't need it.
Match 2: Loss 0-2 versus UW Approach/Cycling
This was a tough match-up, though I think I did not do an adequate job side-boarding for this. I SB'd in Duress, Lifecrafter's, LL, and Naturalize for game 2, and it kept me in the running. Ultimately he got lucky and pulled his 4th Cast Out to kill my card advantage, so I practically bled out at that point. The deck did do a good job of taxing his removal however.
Match 3: Win 2-0 versus Abzan Tokens
Again, they had a hard time dealing with our threats and removal. Ballista was able to clear out tokens and Glint-Sleeve was a card draw machine. Game 2 I let them over-extend and flood the board, then wiped them with Golden Demise. After that, a 6/5 Jadelight Ranger made quick work of their life total.
Match 4: Win 2-0 versus R/W Tokens
Played out very similar to the Abzan tokens match up, though he had more viable removal options at his disposal. Ultimately, this deck was able to clear the field and break through for the win. Game 2, I made a similar play as Abzan and held back while he flooded the board with Metallic Mimic and 2 Servo Exhibitions. My next turn I wiped them with Golden Demise and dropped Branchwalker, into Jadelight, into Ballista for GG.
All in all I was very happy with how the deck performed. It was able to set the pace against aggressive decks, and while I struggled against Approach I think some SB changes could help. I am considering dropping the Tetzimoc, Silent Gravestones, and Skysovereign for Kitesail Freebooters or Scrapheap Scroungers. I think I'll keep the Naturalize though to deal with Search for Azcanta, Cast Out, or the potential GPG match up.
Would love any feedback you guys may have as well.
Ok, here's what I'm working on. I have 62 cards in the main deck and I'm not too sure what to pull out. I also need to narrow down the sideboard a bit.
I have four Merfolk Branchwalkers incoming, but I don't think I'll get them in time for Wednesday, but I still think the 4 servants is good because the energy and ramp. Splashing blue for Scarab God and Hadana's Climb
Too many main deck and sideboard cards. I really wish I could go down to 23 land so I only had to move one card from the main deck.
I'm thinking about pulling one Ballista out and maybe 1 Vraska. I just really like having 2 Vraska.
Maybe remove the two Hydra? I really like having a Hydra on the board because it sort of forces the opponent to be a bit more passive, but removing them will make room for some of the other bigger mana drops. Would be sick to get the Hadana's climb off on it so it becomes a flying Hydra
Thinking about adding a third Blossoming Defense or Heroic Intervention
Sideboard
I have trespasser's curse in the maybe pile in case token decks get popular. I kinda want the two Aethersphere harvesters in the main deck since I figure there will be lots of aggro decks.
I have Skysovereign in the sideboard because it's always been a great card to me. Always get value and lots of damage with it.
Tetzimoc seems really fun as a late game sweeper.
Swap two basic lands out for two Evolving Wilds? I just feel it's really slow.
Anyway, just thinking out loud so hit me with some constructive criticism!
I'd say drop the blue cards (2 main,) Or build a sultai manabase.
The way you are currently set up seems a little inconsistent to me.
That said, when you drop blue, you can drop the servants and fill those spots with some value (2 Hydra's, 2 chupacabra's). 24 lands is enough to play without the ramp, and you really don't need any fixing.
That way, It's starting to look a little like the list i'm currently testing with. I'll post that later.
I haven't had any issues really after adding Servant of the Conduit and going to 3 Fetid Pools. I even have made an energy variant that still seems good. It's more focused on counters than energy, but it's still good.
1 Rishkar, Peema Renegade
3 Tomb Robber
4 Jadelight Ranger
4 Merfolk Branchwalker
4 Wildgrowth Walker
4 Walking Ballista
4 Winding Constrictor
2 Walk the Plank
2 Duress
4 Fatal Push
4 Blooming Marsh
4 Botanical Sanctum
4 Fetid Pools
4 Evolving Wilds
4 Forest
2 Swamp
1 Island
Enter the Unknown is too low-impact, even though it's fine to do WG Walker / Constrictor > Enter. I cut them for Tomb Robber which I though would be whatever, but it actually ends up being a very impressive mana sink and an easy replacement ! Once I untap with it, I have 3/4 mana to spend on it, then either grow it ala Pack Rat, gaining up to 12 life if a WG Walker is here to watch, or filtering lands and spells to sculpt my hand. It happens to be a very nice target for Climb, and efficient at filtering dead removal spells in hand VS control.
Blossoming Defense was cut because I have to few times open mana to protect an early threat. Either too many lands etb tapped, or I don't have that extra land at all. I think Duress should be a more proactive way to protect my threats, and then help explore accordingly.
Walk the Plank is here because that's how I set up my heavy-black decks so far : 4 Push + 2 Plank + whatever available in the other colors. It's real hard to trigger revolt on Push... :/ Maybe Chupadog is the way to complete the Pushes.
Not sure on Rishkar as a 1-of, and I don't want to run 4 Robbers either for now, it looks like it's bad in multiple.
I feel that tomb robber guy is terrible. Rather have anything besides that. Why no V gearhulk?
4 Blooming Marsh
2 Blossoming Defense
4 Fatal Push
6 Forest
4 Glint-Sleeve Siphoner
2 Hashep Oasis
2 Ifnir Deadlands
4 Jadelight Ranger
4 Merfolk Branchwalker
1 Ravenous Chupacabra
2 Ripjaw Raptor
2 Rishkar, Peema Renegade
6 Swamp
2 Verdurous Gearhulk
3 Vraska's Contempt
4 Walking Ballista
4 Winding Constrictor
3 Duress
2 Gonti, Lord of Luxury
1 Lifecrafter's Bestiary
2 Lost Legacy
2 Naturalize
1 Path of Discovery
2 Vraska, Relic Seeker
i haven't played snek in a while so this will be interesting.
Gearhulk is very playable. Climb seems at least as powerful since it doesn't just stall the board, it wins almost on the spot. Scarab does very different things so I prioritized it. Both synergize well with Climb, so I can't really take a decision on that alone. May be very well wrong to cut Gearhulk obviously.
I mean, did you really build this or did you just take it card for card off of the mtgo results page? I’m not judging, just a timely coincidence?
While I wasn't mana screwed and the colors worked out, I was forced in one game to rely heavily on aether hub. I don't think that attune would have made a difference in that matchup, however. Hostage Taker was difficult to manage given their removal suite.
Those of you running Siphoner without more energy: how do you manage to power the card draw?
I feel like we lack early game interaction. Most of the listed builds for straight GB are basically gloried stompy lists and a Sultai build has interaction, but lacks the staying mana power to really do anything with it.
Don't forget Moment of Anguish and blossoming defense. We have hand interaction in the sideboard.
I'm surprised more people aren't at least sideboarding moment of anguish (or maybe some people are and I missed it.) I think this is going to be a very good card against merfolk, and it's already amazing against Not-ramunap red. With all of the tribes out there, I expect we are going to want to kill of some small creatures very quickly.
i didn't look at any mtgo lists. i don't even know where to look for that. i had a different list and my friend suggested some other cards. maybe he did but i'm not sure.
what is moment of anguish? do you mean moment of craving?
Wizards posts them somewhere, but if you are interested you can go to mtggoldfish.com->decks->metagame and a sampling of 5 mtgo competitive 5-0 lists per day is on the right. Yesterday's includes this sneky goodness.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
wow that list is similar to mine. i wonder if that's where my friend took his ideas. thanks, hoser2!
i went 1-2 yesterday at FNM. I think i could have gone 2-1 but missed a trigger cause i didn't understand how jadelight ranger worked. our place is super chill and my buddy tried helping out but my opponent was being a huge rules lawyer douche. it tilted me a little (nothing that i really got upset about).
anyway, i beat RB pirates in round 1. round 2 was path to mettle. that deck is real and really hard to beat, especially with a lot of x/1s in our list. round 3 was the mirror and it was super close until that misplay i did.
i really like the deck. i felt like i needed green mana more but i also felt flooded (i guess that's what happens with no attune!). i'm gonna keep working on it but it's a lot of fun.
I’m running a similar list too. It’s ok but has no reach. I agree with dray that the ripjaw is underwhelming. I’d always rather have hydra in that situation. Even Gonti. I’m having a lot of issues with those new flip enchantments. They require a lot of playing and I don’t think they are good
i think aethersphere would be better. i was needing life gain a lot last night and i feel it'd be a good one.
Despite the arrival of Jadelight Ranger and Ravenous Chupacabra, the deck still struggles in the late game, which is somewhat to be expected with a more aggressively tilted midrange deck. The lack of card draw aside from a low-power Glint-Sleeve Siphoner and the lack of recursion or late-game threats (no planeswalkers) means that the deck struggles against other midrange decks that have those types of cards (such as the blue splash). Ultimately, you are still at the mercy of the top of your deck, and without reach (or a manland like Hissing Quagmire), I think there may be better options.
I will be testing the splash more next.
Things I did like:
Walking Ballista is a great answer to Rekindling Phoenix.
Main deck Deathgorge Scavenger is actually quite strong, and something I would recommend in many green builds as GPG and Search for Azcanta seem to be everywhere.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=118384
I'm going to post the decklist I'm working on for my first post ban FNM (it's on Wednesdays at my local store) after work today. I'm having a hard time cutting two cards out of the main deck (I'm at 62 and I really don't know what to cut)
I feel this deck is way more vulnerable if you don't "get it right" where Temur is just kinda... you can swap stuff around and still be pretty well off. This deck really needs to get the card choices "right"
2nd place
3rd place
20th place
24th place
Don't know the individual performance of each deck, but their teams overall did well! It seems Siphoner performs even outside a dedicated energy shell.
Damn, Jessup only running 4 Scarab Gods lol, no biggie.
I tried different splashes and keep coming back to Sultai. Scarab God is just too good to not run one or more and hostage taker is still good against so many decks. Lost Legacy helps the top deck problem and, combined with Duress, can be back breaking to combo decks.
Walking Ballista, while undoubtedly good, seems to be underwhelming for me. One or more is called for, but I don't know if I would run 4. I think I have better plays early to midgame.
Bristling Hydra is still good. While it gets outclassed, it is still a good come from behind card that should be looking at in some number.
4 Winding Constrictor
1 Rishkar, Peema Renegade
4 Glint-Sleeve Siphoner
4 Merfolk Branchwalker
1 Ravenous Chupacabra
4 Jadelight Ranger
3 Bristling Hydra
2 The Scarab God
Enchantment
1 Hadana's Climb
Land
4 Botanical Sanctum
4 Blooming Marsh
4 Aether Hub
1 Drowned Catacomb
2 Island
3 Swamp
5 Forest
2 Walking Ballista
2 Verdurous Gearhulk
Instant
3 Blossoming Defense
4 Fatal Push
2 Vraska's Contempt
1 Cartouche of Ambition
2 Sentinel Totem
1 Walking Ballista
2 Negate
2 Naturalize
2 Lost Legacy
2 Yahenni's Expertise
3 Duress
I piloted the below at this past FNM with a 3-1 record.
4x Aether Hub
4x Blooming Marsh
6x Forest
2x Hashep Oasis
2x Ifnir Deadlands
6x Swamp
Creature
4x Glint-Sleeve Siphoner
4x Jadelight Ranger
4x Merfolk Branchwalker
2x Ravenous Chupacabra
2x Rishkar, Peema Renegade
4x Verdurous Gearhulk
4x Walking Ballista
4x Winding Constrictor
2x Blossoming Defense
4x Fatal Push
2x Vraska's Contempt
2x Naturalize
4x Duress
2x Golden Demise
2x Lifecrafter's Bestiary
1x Lost Legacy
2x Silent Gravestone
1x Skysovereign, Consul Flagship
1x Tetzimoc, Primal Death
Below is a breakout of the match-up if helpful for anyone.
Match 1: Win 2-0 versus G/W Aggro
His deck simply did not have enough removal to keep up and couldn't keep threats on the board between Ballista, Push, and Chupacabra. Game 2 SB'd out Contempt for Golden Demise to make sure I could keep the board clear, but didn't need it.
Match 2: Loss 0-2 versus UW Approach/Cycling
This was a tough match-up, though I think I did not do an adequate job side-boarding for this. I SB'd in Duress, Lifecrafter's, LL, and Naturalize for game 2, and it kept me in the running. Ultimately he got lucky and pulled his 4th Cast Out to kill my card advantage, so I practically bled out at that point. The deck did do a good job of taxing his removal however.
Match 3: Win 2-0 versus Abzan Tokens
Again, they had a hard time dealing with our threats and removal. Ballista was able to clear out tokens and Glint-Sleeve was a card draw machine. Game 2 I let them over-extend and flood the board, then wiped them with Golden Demise. After that, a 6/5 Jadelight Ranger made quick work of their life total.
Match 4: Win 2-0 versus R/W Tokens
Played out very similar to the Abzan tokens match up, though he had more viable removal options at his disposal. Ultimately, this deck was able to clear the field and break through for the win. Game 2, I made a similar play as Abzan and held back while he flooded the board with Metallic Mimic and 2 Servo Exhibitions. My next turn I wiped them with Golden Demise and dropped Branchwalker, into Jadelight, into Ballista for GG.
All in all I was very happy with how the deck performed. It was able to set the pace against aggressive decks, and while I struggled against Approach I think some SB changes could help. I am considering dropping the Tetzimoc, Silent Gravestones, and Skysovereign for Kitesail Freebooters or Scrapheap Scroungers. I think I'll keep the Naturalize though to deal with Search for Azcanta, Cast Out, or the potential GPG match up.
Would love any feedback you guys may have as well.
B/G Rock BG | Jund BGR | Mardu Pyromancer BRW | Ponza RG | Burn RW
I have four Merfolk Branchwalkers incoming, but I don't think I'll get them in time for Wednesday, but I still think the 4 servants is good because the energy and ramp. Splashing blue for Scarab God and Hadana's Climb
Here's the list.
4 Walking Ballista
4 Glint-Sleeve Siphoner
4 Servant of the Conduit
4 Jadelight Ranger
2 Rishkar, Peema Renegade
2 Bristling Hydra
2 Verdurous Gearhulk
1 Scarab God
4 Fatal Push
2 Vraska's Contempt
2 Blossoming Defense
1 Hadana's Climb
4 Blooming Marsh
4 Aether Hub
2 Hashep Oasis
1 Ifnir Deadlands
1 Island
6 Forest
6 Swamp
3 Duress
2 Lost Legacy
2 Yahenni's Expertise
2 Appetite for the unnatural
3 Deathgorge Scavenger
2 Aethersphere Harvester
1 Tetzimoc, Primal Death
2 Trespasser's Curse
2 Gonti, Lord of Luxury
1 Skysovereign, Consul Flagship
2 Ravenous chupacabra
Too many main deck and sideboard cards. I really wish I could go down to 23 land so I only had to move one card from the main deck.
I'm thinking about pulling one Ballista out and maybe 1 Vraska. I just really like having 2 Vraska.
Maybe remove the two Hydra? I really like having a Hydra on the board because it sort of forces the opponent to be a bit more passive, but removing them will make room for some of the other bigger mana drops. Would be sick to get the Hadana's climb off on it so it becomes a flying Hydra
Thinking about adding a third Blossoming Defense or Heroic Intervention
Sideboard
I have trespasser's curse in the maybe pile in case token decks get popular. I kinda want the two Aethersphere harvesters in the main deck since I figure there will be lots of aggro decks.
I have Skysovereign in the sideboard because it's always been a great card to me. Always get value and lots of damage with it.
Tetzimoc seems really fun as a late game sweeper.
Swap two basic lands out for two Evolving Wilds? I just feel it's really slow.
Anyway, just thinking out loud so hit me with some constructive criticism!
The way you are currently set up seems a little inconsistent to me.
That said, when you drop blue, you can drop the servants and fill those spots with some value (2 Hydra's, 2 chupacabra's). 24 lands is enough to play without the ramp, and you really don't need any fixing.
That way, It's starting to look a little like the list i'm currently testing with. I'll post that later.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -