Hal, this manabase has 18 white, 17 blue, 16 black, and 12 red sources with the same number of lands you were using. The one you posted only had 13 white sources and most of your cards require white.
Thanks that helps a ton. The only thing is i'm a little worried about having too many tap lands. Do you think Nomad Outpost and Mystic Monastery are worth it? I will definately try it your way.
Yes, they are. Personally, I hate tapped lands, but they're a necessary evil to make sure your deck runs smoothly and you're able to meet the decks color requirements. A general rule of thumb is try not to ever run more than 4 tap lands in your deck unless it's absolutely necessary.
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
The deck looks pretty strong and you have some good recursion from the graveyard between Rally, Liliana, and Den Protector. I wouldn't worry too much about having Jace in the deck considering your main focus is casting creature spells as opposed to instants and sorceries.
I don't run Jace but not because I'm don't think he could fit but here in Spain the cheapest one is about 42 euros I prefer to invest the money in modern or in another standard deck.
Now I'm working in a more midrange list with rhinos and two copies of the planeswalkers but is still in testing phase
The deck looks pretty strong and you have some good recursion from the graveyard between Rally, Liliana, and Den Protector. I'm interested in building this version of the deck, but it would require me to invest heavily in new cards, seeing as how this deck goes in a slightly different direction then mine. I wouldn't worry too much about having Jace in the deck considering your main focus is casting creature spells as opposed to instants and sorceries. Good luck on your more midrange build and please let us know how it goes!
I personally wouldn't invest in any deck that starts to rely on the graveyard too much. Between Hangarback,delve, Jace and Cuttthroat/rally, Anafenza and other replacement clause effects and graveyard hate is soon to be a plenty both mainboard and sideboard. One of the main reasons I won't play a rally deck after my elves list last standard. Live and let die for me.
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
This is my problem too. I play mardu colors and run 4 bone splinters, but I feel like 2 is enough as I've lost some games I could have won if bone splinters was any other removal card and the splinters sit dead in my hand. When everything is running smooth and I have a massive board presence with all my engines up, splinters is amazing, but it isn't good to rely too much on that. Many people recommend Crackling Doom, but my 3 spot is clogged. Ruinous Path might be ok I suppose, but it's also a 3 drop. Alas, if only Doom Blade or Terminate still were in standard. Maybe Roast is the answer I'm looking for, the only thing it doesn't kill is that Green landfall creature with prevent damage remove a +1/+1 counter creature, but he isn't that great IMO and can be chump blocked for days anyways.
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
Thank you for your input. I've gone on record multiple times saying that I'm not the best when it comes to building proper mana bases, so no surprise here. It just gets tiresome to tell people that every time I make a deck that uses three or more colors. I lost using the second build of the deck because I built my mana base wrong and dropped after the third round in a 5 round tourney. With this third iteration, things have gotten slightly better. I'll try it with the recommendations you gave me and see what works.
That being said, I'm not sure about Yasova Dragonclaw in the deck. She comes off as being just "cute" to me. I could see going down to two of her. But I don't necessarily belive I should go down a Drana or Liliana because of how integral they are too the deck. Liliana is the only graveyard recursion in the deck, so I want to be able to draw her when I need her. Most opponents see her as a major threat, so she's a lightning rod for numerous removal spells first chance they get. Outside of Nantuko Husk, the only other strong win con (aside from the Cutthroat angle of the deck) is to go wide with creatures and pump with Drana. I'm not opposed to upping or downing the numbers of Dranas or Lilis, I'm just explaining why I made the deck the way that I did.
EDIT: Thought about it some more and I really don't think Yasova belongs in the deck, so I will be replacing her in the deck with 3 Abzan Charms instead. If you feel so inclined, do you mind showing me what my mana base should look like now? Thanks in advance!
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
Thank you for your input. I've gone on record multiple times saying that I'm not the best when it comes to building proper mana bases, so no surprise here. It just gets tiresome to tell people that every time I make a deck that uses three or more colors. I lost using the second build of the deck because I built my mana base wrong and dropped after the third round in a 5 round tourney. With this third iteration, things have gotten slightly better. I'll try it with the recommendations you gave me and see what works.
That being said, I'm not sure about Yasova Dragonclaw in the deck. She comes off as being just "cute" to me. I could see going down to two of her. But I don't necessarily belive I should go down a Drana or Liliana because of how integral they are too the deck. Liliana IS the graveyard recursion in the deck, so I want to be able to draw her when I need her. Most opponents see her as a major threat, so she's a lightning rod for numerous removal spells first chance they get. Outside of Nantuko Husk, the only other strong win con (aside from the Cutthroat angle of the deck) is to go wide with creatures and pump with Drana. I'm not opposed to upping or downing the numbers of Dranas or Lilis, I'm just explaining why I made the deck the way that I did.
Personally would play like 1 maybe 2 husks, cut the yasova, and play some number of Butcher of the Hordes and Anafenza. Anafenza is honestly just a better version of Abzan Ascendancy to me that shuts down opposing hangarbacks and graveyard while being a 4/4 in a format of bad removal and allowing you play a more fair game. Without Rally and now especially without Yasova there is no real need for Husk as you are going to be pumping up your tokens with drana and the likes so why would you want to sac them for the 2 damage they were already going to do.
Would consider cutting down on the Edict effects mainboard but that is just me, maybe a catacomb sifter or two, or some hangarbacks. Visonary is once again your choice, but I don't see a 1/1 cantrip that necessary in a deck with no Rally, no elf synergy and no devotion/creature count mechanic in it.
Would also try to find room for Bone Splinters in the main deck. With no clear aggro plan (you're more swarm and attrition) and with no combo kill ie Rally not having any removal mainboard outside of edict effects could prove costly in a world full of mana dorks, hangarbacks and tokens. Having bone splinters to kill the one big thing they ramp into or a problem trump card such as opposing anafenza, early flyer to block drana etc seems far more beneficial then the hedge of having an edict effect in a world full of fluff and very little hexproof/protection creatures and even in the scenarios Fleshbag eats a lone rhino, you paid 3 mana to kill one of your own guys and pass turn, when you could have paid 1 to kill one of your guys and then continue to have 3 to 4 mana to make other plays.
I think you need anywhere from 13 to 16 turn 1 and 2 plays in your deck to really cash in on Ascendancy,Drana and other pump effects. Loading up your 3 drop slots especially with cards that just dwindle your board more seems like a bad place to be with drana. Would personally keep my 1 and 2 drops as cards that are easy to cast and leave something behind when they die so drana gets ultimate effectiveness.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
This is my problem too. I play mardu colors and run 4 bone splinters, but I feel like 2 is enough as I've lost some games I could have won if bone splinters was any other removal card and the splinters sit dead in my hand. When everything is running smooth and I have a massive board presence with all my engines up, splinters is amazing, but it isn't good to rely too much on that. Many people recommend Crackling Doom, but my 3 spot is clogged. Ruinous Path might be ok I suppose, but it's also a 3 drop. Alas, if only Doom Blade or Terminate still were in standard. Maybe Roast is the answer I'm looking for, the only thing it doesn't kill is that Green landfall creature with prevent damage remove a +1/+1 counter creature, but he isn't that great IMO and can be chump blocked for days anyways.
It's funny... I played Mono Red and Atarka Goblins respectively these past to years for the most part, and forgot all about Roast. The problem as I see it is that we still don't have a card that deals with big fliers. Dragons are still a thing, and Dragonlords Atarka, Ojutai, Dromoka, and Silumgar just run all over us. Maybe instead of running one spell as a catch all, we run a combination? Maybe 2 Bone Splinters and 2 Abzan Charm for my build and 2 Bone Splinters and 2 Crackling Doom for your build?
I only own one copy of Ruinous Path, and Gideon, Ally of Zendikar HAS been a huge thorn in my side. It might behoove us to have a least one copy to get rid of meddlesome planeswalkers such as him.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
This is my problem too. I play mardu colors and run 4 bone splinters, but I feel like 2 is enough as I've lost some games I could have won if bone splinters was any other removal card and the splinters sit dead in my hand. When everything is running smooth and I have a massive board presence with all my engines up, splinters is amazing, but it isn't good to rely too much on that. Many people recommend Crackling Doom, but my 3 spot is clogged. Ruinous Path might be ok I suppose, but it's also a 3 drop. Alas, if only Doom Blade or Terminate still were in standard. Maybe Roast is the answer I'm looking for, the only thing it doesn't kill is that Green landfall creature with prevent damage remove a +1/+1 counter creature, but he isn't that great IMO and can be chump blocked for days anyways.
It's funny... I played Mono Red and Atarka Goblins respectively these past to years for the most part, and forgot all about Roast. The problem as I see it is that we still don't have a card that deals with big fliers. Dragons are still a thing, and Dragonlords Atarka, Ojutai, Dromoka, and Silumgar just run all over us. Maybe instead of running one spell as a catch all, we run a combination? Maybe 2 Bone Splinters and 2 Abzan Charm for my build and 2 Bone Splinters and 2 Crackling Doom for your build?
I only own one copy of Ruinous Path, and Gideon, Ally of Zendikar HAS been a huge thorn in my side. It might behoove us to have a least one copy to get rid of meddlesome planeswalkers such as him.
Surge of Righteousness. Deals with Atark Red creatures, Atarka, Siege Rhino, Mantis Rider, Butcher of the Horde, (Non hexproof) Silumgar, Anafenza as well as many more. Play at least 2 in the sideboard.
I'd personally just play 4 Bone Splinters main, with an edict effect or two to respect the hexproof dragons/control matchups and save the more specific answers for the sideboard. If you start diluting your mainboard with all these half answer cards, you'll find a lot of game 1s frustrating constantly having to manage your already questionable manabase and wind up not sticking to your gameplan in game 1.
Stick to your gameplan game 1, use bone splinters to kill only what's going to kill you and play tight. Use your sideboard for all the specific answers, you play more sideboarded games in a tournament then main board, don't forget that.
TL;DR
If you want to play a control deck, play it. With these style of decks don't dilute your mainboard and DO stick to your game plan game 1. Save sideboard for niche cards and answers.
I've actually been cutting down on Bone Splinters for Collateral Damage, which has the advantage of being able to sac a dude instant-speed and also go to the face. Planning to run 3 Collateral 2 Splinters this weekend. Of course it doesn't deal with big creatures, but tokens to chump block can typically handle that situation?
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
Thank you for your input. I've gone on record multiple times saying that I'm not the best when it comes to building proper mana bases, so no surprise here. It just gets tiresome to tell people that every time I make a deck that uses three or more colors. I lost using the second build of the deck because I built my mana base wrong and dropped after the third round in a 5 round tourney. With this third iteration, things have gotten slightly better. I'll try it with the recommendations you gave me and see what works.
That being said, I'm not sure about Yasova Dragonclaw in the deck. She comes off as being just "cute" to me. I could see going down to two of her. But I don't necessarily belive I should go down a Drana or Liliana because of how integral they are too the deck. Liliana is the only graveyard recursion in the deck, so I want to be able to draw her when I need her. Most opponents see her as a major threat, so she's a lightning rod for numerous removal spells first chance they get. Outside of Nantuko Husk, the only other strong win con (aside from the Cutthroat angle of the deck) is to go wide with creatures and pump with Drana. I'm not opposed to upping or downing the numbers of Dranas or Lilis, I'm just explaining why I made the deck the way that I did.
EDIT: Thought about it some more and I really don't think Yasova belongs in the deck, so I will be replacing her in the deck with 3 Abzan Charms instead. If you feel so inclined, do you mind showing me what my mana base should look like now? Thanks in advance!
Tweak the numbers, change sideboard cards but I would stick towards that route. Personally you could not even play green. If you're going to play green colors I would play Rhino and if not Rhino at least sifter, if you don't want to it may just be worth dropping green all together. Your call.
Has anyone considered esper aristocrats? You get acess to Jace and Monastary Siege (and Taigam's Scheming if you are that desperate) to fill your yard, plenty of value sac creatures, Jeskai Sage, Palace Familiar, and Salvage Drone. You also get access to Silumgar Sorcerer and Ojutai's Command to compliment Rally the Ancestors allowing you to bluff one or more without loss of tempo. Harbinger of the Tides could even potentially make the list if the mana was right. I also think it's worth considering Knight of the White Orchid as a ramp card if mid-range decks are popular enough.
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Has anyone considered esper aristocrats? You get acess to Jace and Monastary Siege (and Taigam's Scheming if you are that desperate) to fill your yard, plenty of value sac creatures, Jeskai Sage, Palace Familiar, and Salvage Drone. You also get access to Silumgar Sorcerer and Ojutai's Command to compliment Rally the Ancestors allowing you to bluff one or more without loss of tempo. Harbinger of the Tides could even potentially make the list if the mana was right. I also think it's worth considering Knight of the White Orchid as a ramp card if mid-range decks are popular enough.
Have not looked into it but it seems it would be harbringer of tides or knight, but not both. Interesting concept might brew in spare time. Guessing the wincon would be straight rally combo/cutthroat? What else could we be looking at it? What fair creature does the colors give us? Would we be willing to jam Ojuati and Silumgar? Trying to think of quality 3 and 4 drop creatures in these colors.
So I've gotten three Standard tournaments under my belt. I ran my decklists (found on Pages 2 and 11 respectively) for the first two tournaments. They did well enough, but I think some of my losses were based on misplays on my part more so than the deck itself (2-2 and 1-2-drop). But I also saw where the deck was faltering and sought to shore up it's weaknesses. This what I came up with (I went 3-1 and only lost to RG Landfall):
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
Thank you for your input. I've gone on record multiple times saying that I'm not the best when it comes to building proper mana bases, so no surprise here. It just gets tiresome to tell people that every time I make a deck that uses three or more colors. I lost using the second build of the deck because I built my mana base wrong and dropped after the third round in a 5 round tourney. With this third iteration, things have gotten slightly better. I'll try it with the recommendations you gave me and see what works.
That being said, I'm not sure about Yasova Dragonclaw in the deck. She comes off as being just "cute" to me. I could see going down to two of her. But I don't necessarily belive I should go down a Drana or Liliana because of how integral they are too the deck. Liliana is the only graveyard recursion in the deck, so I want to be able to draw her when I need her. Most opponents see her as a major threat, so she's a lightning rod for numerous removal spells first chance they get. Outside of Nantuko Husk, the only other strong win con (aside from the Cutthroat angle of the deck) is to go wide with creatures and pump with Drana. I'm not opposed to upping or downing the numbers of Dranas or Lilis, I'm just explaining why I made the deck the way that I did.
EDIT: Thought about it some more and I really don't think Yasova belongs in the deck, so I will be replacing her in the deck with 3 Abzan Charms instead. If you feel so inclined, do you mind showing me what my mana base should look like now? Thanks in advance!
If you're running red, you need Butcher of the Horde in your list. He will give an added wincon, is another sac engine in addition to Husk, and he has the ability to drag you back from certain death and turn games around and win them by himself if he doesn't instantly eat removal. I'd say get rid of your Outpost Sieges and Emeria and replace them with 4x Butcher.
I also recommend adding in copies of Hangarback Walker. He is an amazing token producer, and able to stall aggro, and is great in the control match up too.
ALSO IMO Sultai Emissary is better than Dragon Fodder. Try playtesting with it. Manifest is an amazing ability.
I converted to the Ascendancy version of this deck from the megamorph version I posted about running about a week ago. I've played a lot on Cockatrice since then and I just thought I'd post my observations.
I love the power of Abzan Ascendancy and I've won a bunch of games with Zulaport triggers and spirits. I think the deck has a better matchup against the majority of the field in this configuration but my control matchup has suffered slightly (no longer running Whisperwood, Den Protector, and Deathmist)and I often fold to a resolved Anafenza.
The best cards in this deck are listed in Essential spells. I don't believe they should be cut for any reason, but the rest I am not totally set on. Smothering Abomination is great sometimes and hot garbage other times. Same goes for Liliana. I have not had luck with Blisterpod or Carrier Thrall. I cut 2 Shambling Vents for Jungle Hollows a while ago and I haven't looked back.
I would like to improve the sideboard if I can. The things I struggle with are Anafenza, large Hangarbacks, Gideon, Ugin, and Dromoka's Command. My worst matchups seem to be Abzan Aggro, U/W control, and R/G aggro (not terrible but no better than 50% win rate). If anyone has side/main advice for these cards and matchups I would like to hear them. The Abzan Charms in the main are for the first 3 issue cards although I may put in Utter Ends instead. I like the Whisperwoods in the side as a way to warp the dynamic of the game, although Abzan usually has the removal to take care of it.
Things I have considered adding to the main or side:
I may run Rally the Ancestors in the future but I don't right now. It seems to me like a card that would improve my positive matchups and not do too much in my negative.
I don't think that a Coco version of this deck is a good idea because you must run Abzan Ascendancy and should definitely run Hangarback Walker, Bone Splinters, and Evolutionary Leap.
It seems to me that most people running this deck have an unnecessary amount of green and especially white mana; this configuration of 3 fetchs and 4 fetchables has been perfectly sufficient alongside Sandsteppe Citadel and B/G duals.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
This is my problem too. I play mardu colors and run 4 bone splinters, but I feel like 2 is enough as I've lost some games I could have won if bone splinters was any other removal card and the splinters sit dead in my hand. When everything is running smooth and I have a massive board presence with all my engines up, splinters is amazing, but it isn't good to rely too much on that. Many people recommend Crackling Doom, but my 3 spot is clogged. Ruinous Path might be ok I suppose, but it's also a 3 drop. Alas, if only Doom Blade or Terminate still were in standard. Maybe Roast is the answer I'm looking for, the only thing it doesn't kill is that Green landfall creature with prevent damage remove a +1/+1 counter creature, but he isn't that great IMO and can be chump blocked for days anyways.
It's funny... I played Mono Red and Atarka Goblins respectively these past to years for the most part, and forgot all about Roast. The problem as I see it is that we still don't have a card that deals with big fliers. Dragons are still a thing, and Dragonlords Atarka, Ojutai, Dromoka, and Silumgar just run all over us. Maybe instead of running one spell as a catch all, we run a combination? Maybe 2 Bone Splinters and 2 Abzan Charm for my build and 2 Bone Splinters and 2 Crackling Doom for your build?
I only own one copy of Ruinous Path, and Gideon, Ally of Zendikar HAS been a huge thorn in my side. It might behoove us to have a least one copy to get rid of meddlesome planeswalkers such as him.
I've run in to too many planeswalkers too. I think I will run 2 Ruinous Path 2 Bonesplinters main, and some crackling dooms in the sideboard to deal with dragons. I keep opening Ruinous Path in draft and sealed and have 3 of them so maybe it's a sign from the magic gods. The awaken ability also is pretty cool, my deck does go to long games often times so that could be useful.
I converted to the Ascendancy version of this deck from the megamorph version I posted about running about a week ago. I've played a lot on Cockatrice since then and I just thought I'd post my observations.
I love the power of Abzan Ascendancy and I've won a bunch of games with Zulaport triggers and spirits. I think the deck has a better matchup against the majority of the field in this configuration but my control matchup has suffered slightly (no longer running Whisperwood, Den Protector, and Deathmist)and I often fold to a resolved Anafenza.
The best cards in this deck are listed in Essential spells. I don't believe they should be cut for any reason, but the rest I am not totally set on. Smothering Abomination is great sometimes and hot garbage other times. Same goes for Liliana. I have not had luck with Blisterpod or Carrier Thrall. I cut 2 Shambling Vents for Jungle Hollows a while ago and I haven't looked back.
I would like to improve the sideboard if I can. The things I struggle with are Anafenza, large Hangarbacks, Gideon, Ugin, and Dromoka's Command. My worst matchups seem to be Abzan Aggro, U/W control, and R/G aggro (not terrible but no better than 50% win rate). If anyone has side/main advice for these cards and matchups I would like to hear them. The Abzan Charms in the main are for the first 3 issue cards although I may put in Utter Ends instead. I like the Whisperwoods in the side as a way to warp the dynamic of the game, although Abzan usually has the removal to take care of it.
Things I have considered adding to the main or side:
I may run Rally the Ancestors in the future but I don't right now. It seems to me like a card that would improve my positive matchups and not do too much in my negative.
I don't think that a Coco version of this deck is a good idea because you must run Abzan Ascendancy and should definitely run Hangarback Walker, Bone Splinters, and Evolutionary Leap.
It seems to me that most people running this deck have an unnecessary amount of green and especially white mana; this configuration of 3 fetchs and 4 fetchables has been perfectly sufficient alongside Sandsteppe Citadel and B/G duals.
Any thoughts?
You don't have blisterpod, Rally, or Wingmate Roc, so naturally you're not going to have as much green and white sources you don't have any turn 1 plays that require green so of course you can afford more tapped lands.
Have not looked into it but it seems it would be harbringer of tides or knight, but not both. Interesting concept might brew in spare time. Guessing the wincon would be straight rally combo/cutthroat? What else could we be looking at it? What fair creature does the colors give us? Would we be willing to jam Ojuati and Silumgar? Trying to think of quality 3 and 4 drop creatures in these colors.
Yes it's primary win con would be indirect damage although evasion in the form of fliers combined with plentiful blockers would also allow you get in extra damage while you set up. Shorecrasher Elemental seems like a possiblilty for a 3 drop although it would have to be cast strictly for it's morph is can stall effectively and is cute with Rally the Ancestors but I would stick with Silumgar Sorcerer, Grim Haruspex, Merciless Executioner, and Nantuko Husk and possibly Stratus Dancer. I suppose Liliana, Heretical Healer is another option but not being able to return Jace is a real bummer. I suppose if you wanted to get super fancy you could throw in Ambuscade Shaman and Kheru Bloodsucker for a back up cut throat effect but it just seems too cute. I don't imagine that you will be nuking anyone for 20 in one go but rather grind them out with powerful synergies. I've found that junk is weak to flying so I think Silumgar Sorcerer and Palace Familiar would be welcome additions. I haven't had time to work out a list yet but I've been mulling it over. One think that atracks me is that the esper land base has excellent support. That combined with blue having the only effective discard outlet makes UBW seem natural for an all in combo. The biggest weakness is of course the low density of sac outlets. I suppose red could be splashed for a copy of Butcher of Butcher of the Horde or 2. I suppose Gurmag Drowner could be used to dig for pieces fill up your yard and act as a sac outlet in a pinch as well.
Going to FNM tomorrow with this list, assuming nothing changes afterwards (it very well might depending on results) I'll also be taking it to a PPTQ and a SCG IQ this weekend.
Going to FNM tomorrow with this list, assuming nothing changes afterwards (it very well might depending on results) I'll also be taking it to a PPTQ and a SCG IQ this weekend.
Going to FNM tomorrow with this list, assuming nothing changes afterwards (it very well might depending on results) I'll also be taking it to a PPTQ and a SCG IQ this weekend.
There's really no reason, I put them at first because I figured artifact & enchantment made it more versatile but I can't really think of any relevant artifacts (other than Hangarback, which neither answer). I'll probably pick up some Cubs before FNM.
I see someone else thought about esper. I just had an idea in that direction as well. Not sure it's right to cut green as you lose a lot of power, but it the version I thought of would definitely fill your yard faster and may cause more consistent turn 4-5 Rally kills. I'm just not sure giving up Deathmist Raptor is correct. Actually, I just realized you don't need green mana to play deathmist. You can always morph him if you need to play it. This is a test build. I had Altar of the Brood, but Deathmist is too good to give up if you can play him. Some Murderous Cuts will probably find their way in after testing.
Yes, they are. Personally, I hate tapped lands, but they're a necessary evil to make sure your deck runs smoothly and you're able to meet the decks color requirements. A general rule of thumb is try not to ever run more than 4 tap lands in your deck unless it's absolutely necessary.
4 Bloodstained Mire
4 Wooded Foothills
3 Cinder Glade
1 Smoldering Marsh
1 Canopy Vista
4 Sandsteppe Citadel
7 Swamp
CREATURES
3 Drana, Liberator of Malakir
3 Liliana, Heretical Healer
4 Zulaport Cutthroat
4 Nantuko Husk
4 Fleshbag Marauder
4 Elvish Visionary
3 Yasova Dragonclaw
4 Dragon Fodder
ENCHANTMENTS
3 Abzan Ascendancy
3 Outpost Siege
1 Retreat to Emeria
3 Bone Splinters
3 Languish
1 Ugin, The Spirit Dragon
2 Sorin, Solemn Visitor
4 Duress
2 Caustic Caterpillar
The first thing to note is that I decided to go four colors. The inspiration for this build came from quite a few people on this board. I remember some posters talking about a mind control build, whereby taking control of an opponent's creatures attacking with them and/or sacking them to Nantuko Husk. I also felt like my previous builds had some trouble finding "answers" and engine pieces fast enough. So I said to myself "This deck needs more card draw." As the deck started coming together, I realized that this deck shines the most when I have a ridiculous amount of creatures on the field I can sack at will to Husk and/or boardwipe. The only problem I've encountered is having the double red needed to activate Yasova Dragonclaw's ability reliably on Turn 4. This could be mitigated by adding a Sunken Hollow to the deck, BUT I agree with Patrick Chapin that the Battlelands work best when you have a combination of 17 Fetchlands/Basics. As it stands, I only have 15. I'll play around with the lands to see if I can make it work.
I'm thinking of replacing the Bone Splinters with Abzan Charm. The problem is that the 3 drop spot is clogged enough as it is. Outnumber would work, but it's too dependent on how many creatures I have out on the field.
I personally wouldn't invest in any deck that starts to rely on the graveyard too much. Between Hangarback,delve, Jace and Cuttthroat/rally, Anafenza and other replacement clause effects and graveyard hate is soon to be a plenty both mainboard and sideboard. One of the main reasons I won't play a rally deck after my elves list last standard. Live and let die for me.
I also play 4 colors, but in a completely different shell but the glaring issue I don't like with your deck is 9 potential tapped lands, 9 legendary creatures and 4 4 drops that don't effect the battlefield the turn they come down. Your mana base (and pardon my harshness) seems atrocious. I don't think it's possible for you to curve out on some of your draws. For example your dragon fodder draws are dependent on turn 1 tapped red land, while this is all fine, it also wants to be a smoldering marsh so you can play your double black spells on 3. If you draw a cinderglave you are then hoping too hit double runner swamp which doesn't seem all that unlikely seeing as you have 7 swamps, but then you have to also hope any remaining fetchlands you have can also find your white source to start casting your 3/4 drops in Ascendancy and Retreat this also isn't account for your white sideboard cards. If all that wasn't hard enough you now have a creature who relys on getting double blue or red to gain max usefulness.
Yes I get you don't always have to play your double black spells on 3, and you have husk marauder and yasova that are all single costed, but when you neuter your deck in such a way that you physically take away nut draws of let's say Dragon Fodder, into Drana into, Ascendancy/Lilly/double cuttthroat, it just seems to be putting yourself in a disadvantageous spot to begin with, despite the raw power the cards may offer. In a deck that plays no 1 drops, you have to push yourself in such a way that curving 2 into 3 into 4 can put yourself into a gaming winning board state. To play no 1 drops and then also still have the potential to stumble on 2 and 3 and even 4, makes it so you're not only 1 turn behind but sometimes even 2 in most games. Not to mention the likelihood of a hand full of legendary creature that you can not double cast.
TL;DR
I'd recommend if you are interested in the archetype to add a few mountains to the list, mainly 2, as well as a plains and 2 forest, put your sandsteppe's down to 1/2 and add in 3 painlands, 1 Battle field Forge and 2 Caves of Koilos
This is my problem too. I play mardu colors and run 4 bone splinters, but I feel like 2 is enough as I've lost some games I could have won if bone splinters was any other removal card and the splinters sit dead in my hand. When everything is running smooth and I have a massive board presence with all my engines up, splinters is amazing, but it isn't good to rely too much on that. Many people recommend Crackling Doom, but my 3 spot is clogged. Ruinous Path might be ok I suppose, but it's also a 3 drop. Alas, if only Doom Blade or Terminate still were in standard. Maybe Roast is the answer I'm looking for, the only thing it doesn't kill is that Green landfall creature with prevent damage remove a +1/+1 counter creature, but he isn't that great IMO and can be chump blocked for days anyways.
Thank you for your input. I've gone on record multiple times saying that I'm not the best when it comes to building proper mana bases, so no surprise here. It just gets tiresome to tell people that every time I make a deck that uses three or more colors. I lost using the second build of the deck because I built my mana base wrong and dropped after the third round in a 5 round tourney. With this third iteration, things have gotten slightly better. I'll try it with the recommendations you gave me and see what works.
That being said, I'm not sure about Yasova Dragonclaw in the deck. She comes off as being just "cute" to me. I could see going down to two of her. But I don't necessarily belive I should go down a Drana or Liliana because of how integral they are too the deck. Liliana is the only graveyard recursion in the deck, so I want to be able to draw her when I need her. Most opponents see her as a major threat, so she's a lightning rod for numerous removal spells first chance they get. Outside of Nantuko Husk, the only other strong win con (aside from the Cutthroat angle of the deck) is to go wide with creatures and pump with Drana. I'm not opposed to upping or downing the numbers of Dranas or Lilis, I'm just explaining why I made the deck the way that I did.
EDIT: Thought about it some more and I really don't think Yasova belongs in the deck, so I will be replacing her in the deck with 3 Abzan Charms instead. If you feel so inclined, do you mind showing me what my mana base should look like now? Thanks in advance!
Personally would play like 1 maybe 2 husks, cut the yasova, and play some number of Butcher of the Hordes and Anafenza. Anafenza is honestly just a better version of Abzan Ascendancy to me that shuts down opposing hangarbacks and graveyard while being a 4/4 in a format of bad removal and allowing you play a more fair game. Without Rally and now especially without Yasova there is no real need for Husk as you are going to be pumping up your tokens with drana and the likes so why would you want to sac them for the 2 damage they were already going to do.
Would consider cutting down on the Edict effects mainboard but that is just me, maybe a catacomb sifter or two, or some hangarbacks. Visonary is once again your choice, but I don't see a 1/1 cantrip that necessary in a deck with no Rally, no elf synergy and no devotion/creature count mechanic in it.
Would also try to find room for Bone Splinters in the main deck. With no clear aggro plan (you're more swarm and attrition) and with no combo kill ie Rally not having any removal mainboard outside of edict effects could prove costly in a world full of mana dorks, hangarbacks and tokens. Having bone splinters to kill the one big thing they ramp into or a problem trump card such as opposing anafenza, early flyer to block drana etc seems far more beneficial then the hedge of having an edict effect in a world full of fluff and very little hexproof/protection creatures and even in the scenarios Fleshbag eats a lone rhino, you paid 3 mana to kill one of your own guys and pass turn, when you could have paid 1 to kill one of your guys and then continue to have 3 to 4 mana to make other plays.
I think you need anywhere from 13 to 16 turn 1 and 2 plays in your deck to really cash in on Ascendancy,Drana and other pump effects. Loading up your 3 drop slots especially with cards that just dwindle your board more seems like a bad place to be with drana. Would personally keep my 1 and 2 drops as cards that are easy to cast and leave something behind when they die so drana gets ultimate effectiveness.
It's funny... I played Mono Red and Atarka Goblins respectively these past to years for the most part, and forgot all about Roast. The problem as I see it is that we still don't have a card that deals with big fliers. Dragons are still a thing, and Dragonlords Atarka, Ojutai, Dromoka, and Silumgar just run all over us. Maybe instead of running one spell as a catch all, we run a combination? Maybe 2 Bone Splinters and 2 Abzan Charm for my build and 2 Bone Splinters and 2 Crackling Doom for your build?
I only own one copy of Ruinous Path, and Gideon, Ally of Zendikar HAS been a huge thorn in my side. It might behoove us to have a least one copy to get rid of meddlesome planeswalkers such as him.
Surge of Righteousness. Deals with Atark Red creatures, Atarka, Siege Rhino, Mantis Rider, Butcher of the Horde, (Non hexproof) Silumgar, Anafenza as well as many more. Play at least 2 in the sideboard.
I'd personally just play 4 Bone Splinters main, with an edict effect or two to respect the hexproof dragons/control matchups and save the more specific answers for the sideboard. If you start diluting your mainboard with all these half answer cards, you'll find a lot of game 1s frustrating constantly having to manage your already questionable manabase and wind up not sticking to your gameplan in game 1.
Stick to your gameplan game 1, use bone splinters to kill only what's going to kill you and play tight. Use your sideboard for all the specific answers, you play more sideboarded games in a tournament then main board, don't forget that.
TL;DR
If you want to play a control deck, play it. With these style of decks don't dilute your mainboard and DO stick to your game plan game 1. Save sideboard for niche cards and answers.
This is what your deck should look like IMO
3 Bloodstained Mire
2 Windswept Heath
3 Wooded Foothills
2 Cinder Glade
1 Smoldering Marsh
1 Canopy Vista
1 Battlefield Forge
2 Caves of Koilos
1 Nomad Outpost
3 Swamp
2 Mountain
2 Plains
1 Forest
4 Zulaport Cutthroat
3 Hangarback Walker
2 Carrier Thrall
2 Anafenza, the Foremost
3 Drana, Liberator of Malakir
2 Liliana, Heretical Healer
1 Nantuko Husk
2 Fleshbag Marauder
3 Butcher of the Horde
1 Wingmate Roc
INSTANTS AND SORCERIES:8
4 Bone Splinters
4 Dragon Fodder
ENCHANTMENTS: 3
3 Outpost Siege
1 Sorin, Solemn Visitor
2 Surge of Righteousness
2 Felidar Cub
2 Crackling Doom
1 Mastery of the Unseen
1 Merciless Executioner
1 Minister of Pain
1 Sorin, Solemn Visitor
2 Duress
2 Deadbridge Shaman
1 Ob Nixilis Reignited
Tweak the numbers, change sideboard cards but I would stick towards that route. Personally you could not even play green. If you're going to play green colors I would play Rhino and if not Rhino at least sifter, if you don't want to it may just be worth dropping green all together. Your call.
Have not looked into it but it seems it would be harbringer of tides or knight, but not both. Interesting concept might brew in spare time. Guessing the wincon would be straight rally combo/cutthroat? What else could we be looking at it? What fair creature does the colors give us? Would we be willing to jam Ojuati and Silumgar? Trying to think of quality 3 and 4 drop creatures in these colors.
If you're running red, you need Butcher of the Horde in your list. He will give an added wincon, is another sac engine in addition to Husk, and he has the ability to drag you back from certain death and turn games around and win them by himself if he doesn't instantly eat removal. I'd say get rid of your Outpost Sieges and Emeria and replace them with 4x Butcher.
I also recommend adding in copies of Hangarback Walker. He is an amazing token producer, and able to stall aggro, and is great in the control match up too.
ALSO IMO Sultai Emissary is better than Dragon Fodder. Try playtesting with it. Manifest is an amazing ability.
How come you don't want to play Bloodsoaked Champion?
3 Abzan Ascendancy
1 Evolutionary Leap
4 Hangarback Walker
4 Zulaport Cutthroat
4 Bone Splinters
4 Catacomb Sifter
4 Bloodsoaked Champion
Also making an appearance:
2 Fleshbag Marauder
2 Merciless Executioner
2 Nantuko Husk
2 Smothering Abomination
3 Liliana, Heretical Healer
2 Abzan Charm
4 Sandsteppe Citadel
2 Canopy Vista
3 Windswept Heath
4 Llanowar Wastes
1 Forest
1 Plains
6 Swamp
2 Jungle Hollow
3 Duress
3 Jaddi Offshoot
3 Caustic Caterpillar
1 Evolutionary Leap
3 Infinite Obliteration
2 Whisperwood Elemental
I love the power of Abzan Ascendancy and I've won a bunch of games with Zulaport triggers and spirits. I think the deck has a better matchup against the majority of the field in this configuration but my control matchup has suffered slightly (no longer running Whisperwood, Den Protector, and Deathmist)and I often fold to a resolved Anafenza.
The best cards in this deck are listed in Essential spells. I don't believe they should be cut for any reason, but the rest I am not totally set on. Smothering Abomination is great sometimes and hot garbage other times. Same goes for Liliana. I have not had luck with Blisterpod or Carrier Thrall. I cut 2 Shambling Vents for Jungle Hollows a while ago and I haven't looked back.
I would like to improve the sideboard if I can. The things I struggle with are Anafenza, large Hangarbacks, Gideon, Ugin, and Dromoka's Command. My worst matchups seem to be Abzan Aggro, U/W control, and R/G aggro (not terrible but no better than 50% win rate). If anyone has side/main advice for these cards and matchups I would like to hear them. The Abzan Charms in the main are for the first 3 issue cards although I may put in Utter Ends instead. I like the Whisperwoods in the side as a way to warp the dynamic of the game, although Abzan usually has the removal to take care of it.
Things I have considered adding to the main or side:
I may run Rally the Ancestors in the future but I don't right now. It seems to me like a card that would improve my positive matchups and not do too much in my negative.
I don't think that a Coco version of this deck is a good idea because you must run Abzan Ascendancy and should definitely run Hangarback Walker, Bone Splinters, and Evolutionary Leap.
It seems to me that most people running this deck have an unnecessary amount of green and especially white mana; this configuration of 3 fetchs and 4 fetchables has been perfectly sufficient alongside Sandsteppe Citadel and B/G duals.
Any thoughts?
I've run in to too many planeswalkers too. I think I will run 2 Ruinous Path 2 Bonesplinters main, and some crackling dooms in the sideboard to deal with dragons. I keep opening Ruinous Path in draft and sealed and have 3 of them so maybe it's a sign from the magic gods. The awaken ability also is pretty cool, my deck does go to long games often times so that could be useful.
You don't have blisterpod, Rally, or Wingmate Roc, so naturally you're not going to have as much green and white sources you don't have any turn 1 plays that require green so of course you can afford more tapped lands.
Yes it's primary win con would be indirect damage although evasion in the form of fliers combined with plentiful blockers would also allow you get in extra damage while you set up. Shorecrasher Elemental seems like a possiblilty for a 3 drop although it would have to be cast strictly for it's morph is can stall effectively and is cute with Rally the Ancestors but I would stick with Silumgar Sorcerer, Grim Haruspex, Merciless Executioner, and Nantuko Husk and possibly Stratus Dancer. I suppose Liliana, Heretical Healer is another option but not being able to return Jace is a real bummer. I suppose if you wanted to get super fancy you could throw in Ambuscade Shaman and Kheru Bloodsucker for a back up cut throat effect but it just seems too cute. I don't imagine that you will be nuking anyone for 20 in one go but rather grind them out with powerful synergies. I've found that junk is weak to flying so I think Silumgar Sorcerer and Palace Familiar would be welcome additions. I haven't had time to work out a list yet but I've been mulling it over. One think that atracks me is that the esper land base has excellent support. That combined with blue having the only effective discard outlet makes UBW seem natural for an all in combo. The biggest weakness is of course the low density of sac outlets. I suppose red could be splashed for a copy of Butcher of Butcher of the Horde or 2. I suppose Gurmag Drowner could be used to dig for pieces fill up your yard and act as a sac outlet in a pinch as well.
http://tappedout.net/mtg-decks/4-color-value-town/
Why caustic catipillar over Fellidar Cub?
There's really no reason, I put them at first because I figured artifact & enchantment made it more versatile but I can't really think of any relevant artifacts (other than Hangarback, which neither answer). I'll probably pick up some Cubs before FNM.
4 Rally the Ancestors
4 Sidisi's Faithful
4 Jace, Vryn's Prodigy
4 Zulaport Cutthroat
4 Sultai Skullkeeper
1 Screeching Scab
4 Deathmist Raptor
4 Nantuko Husk
4 Grim Haruspex
4 Flooded Strand
2 Windswept Heath
3 Sunken Hollow
3 Prairie Stream
1 Canopy Vista
2 Island
2 Swamp
2 Plains
Edit: Sidisi's Faithful can double as removal and a great roadblock against aggro. This version has more promise than I originally thought.
Modern: UW Spirits
not as good as hangarback but is more efficient of a token maker, albeit without flying. something to consider
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1