Do you have a decklist posted on here, I'd be interesting in looking at it. You take Minister out and replace him with Oath of Jace but do you replace Minister of Inquiries with a different creature just so you still have plenty of creatures in the graveyard?
So my orignal list had
4x Thraben
4x Champion of Wits
4x Angel of Invention
4x Winged Shepard (plays so good on defense)
3x Cata Gear Hulk
4x God-Pharaoah's Gift
4x Refurbish
4x Strategic Planning
3x Oath of Jace
3x Cast Out
Cast Out actually saved me twice from Key to the City and an active Nicol Bolas. Since I run 4 less creatures, and a different filter in Oath, I dropped Gate. Going down 1 Cast Out for 1 Noxious Gearhulk is also viable. The life gain is very relevant. If you do not want any interaction game 1, you can drop the Cast Outs completely and go something like 2x Sunscourage/Ariel with 1 Noxious or just 3 Sunscourage/Ariel.
The deck didn't seem too impressive here, when you can't get the quick God-Pharaoh's Gift into Angel the deck isn't doing much and has pretty much no interaction (M.Wanderer is sometimes relevant but rarely as a 1/1).
Here is my take on the deck, I would write a breakdown, but I broke it down in this video. The deck is the real deal! 4-1'd three separate leagues and only lost to my own mistakes twice and once to Mana issues, but tis the game. https://www.youtube.com/watch?v=jzguCTbHKbg
The deck didn't seem too impressive here, when you can't get the quick God-Pharaoh's Gift into Angel the deck isn't doing much and has pretty much no interaction (M.Wanderer is sometimes relevant but rarely as a 1/1).
This build is bad. 4 Refurbish, 3 Gift and 0 Gate is not a good lineup with so many creatures. Playing a "control" game with spells is also not a direction this deck wants to go, as even Rogue Refiner and Champion of Wits are not cards that a true control deck would want to play. Cast Out and Oath of Jace are also subpar options; Angel of Sanctions synergizes with everything and does Cast Out's job while also being a respectable threat against control, and Champion of Wits alongside Wharf Infiltrator should be sufficient looting. Wharf Infiltrator and Minister have their limitations, to be sure, but they're at their best in our toughest matchups, and also help for a better goldfish which means more free wins. Remember the Infiltrator still kills a lot of mono-red's creatures which Oath of Jace obviously can't do, and can make a pretty absurd army against control. Here's my build, which achieves the sort of "robust" effect I think you're looking for by going for a midrange plan rather than a control game.
The deck didn't seem too impressive here, when you can't get the quick God-Pharaoh's Gift into Angel the deck isn't doing much and has pretty much no interaction (M.Wanderer is sometimes relevant but rarely as a 1/1).
This build is bad. 4 Refurbish, 3 Gift and 0 Gate is not a good lineup with so many creatures. Playing a "control" game with spells is also not a direction this deck wants to go, as even Rogue Refiner and Champion of Wits are not cards that a true control deck would want to play. Cast Out and Oath of Jace are also subpar options; Angel of Sanctions synergizes with everything and does Cast Out's job while also being a respectable threat against control, and Champion of Wits alongside Wharf Infiltrator should be sufficient looting. Wharf Infiltrator and Minister have their limitations, to be sure, but they're at their best in our toughest matchups, and also help for a better goldfish which means more free wins. Remember the Infiltrator still kills a lot of mono-red's creatures which Oath of Jace obviously can't do, and can make a pretty absurd army against control. Here's my build, which achieves the sort of "robust" effect I think you're looking for by going for a midrange plan rather than a control game.
I'm not sure what build you are meaning to quote. The one you quoted was the all in version with multiple Gates.
If you're talking about the one I tested with 3x Cast Out and 3x Oath of Jace, then I still don't understand what you are saying. What control game am I playing? In that "test" build I don't run Gate because I'm under 22 creatures main deck. I'm using 4 Gifts, not 3. Oath was added because Minister was dying in a lot of match ups. It also allowed me to put a card I want in hand if I need a certain answer. Adding 3 cast out doesn't make it a control deck, it made a deck for a little interaction. This deck loses sometimes because of lack of interaction. It's doing powerful stuff but not Marvel type powerful as our engine can be interrupted quite easily so sometimes being able to answer an opposing Gifts, PW or just problematic permanent was I decided to test it. It cycles for 1 as well.
Abrades and artifact destruction slow us down but it does not stop our deck. Now that this deck is everywhere decks that run black are running 3 or 4 dispossess in the side board and we can not answer that at all. Disspossess also ruins gear hulk and monument and may even see main deck play before the end of this standard. Several decks are sideboarding in grave yard hate too. So I have a potential solution a transformational sideboard. Call me crazzy but this may actually be our best sb option. I do not have a final list yet but what could we side in if we take out the combo. So far all I know for sure is gideon. The jeskai list seems to have more sb options
Abrades and artifact destruction slow us down but it does not stop our deck. Now that this deck is everywhere decks that run black are running 3 or 4 dispossess in the side board and we can not answer that at all. Disspossess also ruins gear hulk and monument and may even see main deck play before the end of this standard. Several decks are sideboarding in grave yard hate too. So I have a potential solution a transformational sideboard. Call me crazzy but this may actually be our best sb option. I do not have a final list yet but what could we side in if we take out the combo. So far all I know for sure is gideon. The jeskai list seems to have more sb options
No competitive deck is taking up 4 slots for Dissposses in the side. At the height of marvel I would only have at most 2 in the side.
Dispossess shuts down gift, gear hulk, and to a lesser extent monument. What better options does zombies have for dealing with that right now? Do you not consider zombies to be competitive? I have had 4 sb in agaibst me twice now. Drake haven is actually very intriguing thanks for bringing that up.
Played at FNM tonight, was a lot of fun with the normal UW list (minus Angel of Invention, just can't acquire those anywhere). But only went 1-3. I found myself heavily dissatisfied with the lack of removal, and with the Gearhulks. If you have 3 creatures and a Gift and opponent has a planeswalker, an artifact and a creature, Gearhulk is just a terrible card. And I want to kill some of their stuff.
I'm thinking to rebuild this, play no gearhulks, but add 4 Fairgrounds Warden and some Angel of Sanctions, and maybe some highend cards like Angel of Deliverance, Nephalia Moondrakes. The thinking is just overtax them with plenty of targeted removal, to go along with all the 4/4s you're throwing at them.
As a completely different idea, I was thinking of melding Hidden Stockpile and Anointed Procession with this deck. So you use Stockpile to sacrifice your own creatures (Sacred Cat, Thraben Inspector, etc.) to fill the grave, then get your Gift out and eternalize Anointer Priest to get 2 4/4s, gain 4 life and etc. Early game, deck gets pretty hilarious when you have Stockpile and Gate out. You swing with your pile of creatures daring them to block, because you want stuff to die every way from Sunday, and then just generate more creatures anyway to survive the attackback. But... I think the list needs something to really work well.
The zombies, just trying them here, could do with other cards instead. There's some wild synergy in a deck that can sac for value and bring stuff back over and over.
I went 0-4 with this deck last night at FNM, won a total of 2 games the whole night. I wasn't impressed to say the least. Now granted this was probably due to being the first time playing the deck and not thinking through enough.
I was considering going Bant largely to get Ramunap Excavator as it seemed that getting mana was one of the issues I was having when milling myself, Nissa, Steward of Elements for scry affect as well as getting creatues/lands onto the field, Kiora, Master of the Depths could fill this role as well (possibly Tamiyo ) Ramunap Hydra might get some value as well, particularly with deserts being in the deck (becoming a 6/6 Vigilance, Reach, Trample seems good). River Hoopoe could be a decent 2 drop for flying, card draw and life game. I'm not sold on this route though, just some thoughts.
Course going Esper might be worth it for the removal (along with other cards mentioned above), Fatal Push, Bontu's Last Reckoning (or similar spell), Noxious Gearhulk seems almost better and/or compliment Cataclysmic Gearhulk as dropping him didn't help me get stabilized, while leaving them with options.
As for lands, I tried Westvale Abbey unfortunately the only time I got to use it, it got bounced and wasn't able to stabilize enough to win. So I was thinking of switching it out for Hostile Desert, a nice threat when lands get tossed into the yard.
I've now 5-0d 6 times with the deck. 5 of which were with the original UW version that won the PPTQ, no changes, and now once with this following version, beating Mono Red 5 times ._. I was ready, however, and anticipated that it'd be all over MTGO. I tried this:
// 60 Maindeck
// 7 Artifact
3 God-Pharaoh's Gift
4 Gate to the Afterlife
// 22 Creature
2 Cataclysmic Gearhulk
4 Angel of Invention
4 Champion of Wits
4 Thraben Inspector
4 Minister of Inquiries
4 Sunscourge Champion
// 23 Land
2 Irrigated Farmland
4 Ipnu Rivulet
4 Island
4 Port Town
4 Prairie Stream
5 Plains
// 5 Sorcery
SB: 2 Fragmentize
SB: 3 Declaration in Stone
Authority beats mono red almost singlehandedly. I might try a version with a light black splash, but unlike the other options here, I'd do it solely for Collective Brutality which is the sole best card against mono red compared to the other options. Deck is the real deal, incredibly difficult to play, especially around hate, but also extremely rewarding to do so. For those that feel as if it is not performing to snuff, there are a ton of sequencing tricks to the deck that can force your opponents into some really awkward spots. Try this out sometime! And understand your game plan each match!
Reallly liking this scheme over the Gearhulk plan. Through in some great ideas from Minniehajj, and then these changes:
1 Angel of Invention because (a) I can't find it, and (b) going more removal heavy.
Angel of Sanctions, takes out enemy artifacts, anything really.
Fairgrounds Warden takes out problem creatures, most especially embalmed tokens.
If either of those creatures die, we later get to remove something again once we bring alive the Gift.
And finally, instead of Strategic Planning which fixes the draw and puts 3 cards in the bin, Perpetual Timepiece fixes nothing but puts infinite cards in the bin. This card guarantees you have gas for your Gate to trigger, or your Refurbish to furbish or your Sunscourges to scourge. (We still have the Witty guy if you need to discard something.)
I feel it makes the deck absolutely brutal. 4 turns of dumping 2 cards and then you have your 5mana Gift almost guaranteed, and you can probably get a second Gift in action.
AND no gearhulks to destroy one of them.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Reallly liking this scheme over the Gearhulk plan. Through in some great ideas from Minniehajj, and then these changes:
1 Angel of Invention because (a) I can't find it, and (b) going more removal heavy.
Angel of Sanctions, takes out enemy artifacts, anything really.
Fairgrounds Warden takes out problem creatures, most especially embalmed tokens.
If either of those creatures die, we later get to remove something again once we bring alive the Gift.
And finally, instead of Strategic Planning which fixes the draw and puts 3 cards in the bin, Perpetual Timepiece fixes nothing but puts infinite cards in the bin. This card guarantees you have gas for your Gate to trigger, or your Refurbish to furbish or your Sunscourges to scourge. (We still have the Witty guy if you need to discard something.)
I feel it makes the deck absolutely brutal. 4 turns of dumping 2 cards and then you have your 5mana Gift almost guaranteed, and you can probably get a second Gift in action.
Favourite Deck: Elves (Modern & Legacy)
Standard: New Perspectives Combo
Modern: GW Hatebears | Death and Taxes | Eldrazi and Taxes | Abzan Liege | Abzan Company
Commander: The Gitrog Monster (Combo) | Noyan Dar, Roil Shaper (Control) | RIP Leovold Sultai (Elvestorm, no unfair locks) | Mono G (Yisan or Titania)
Tiny Leaders: Too many decks to keep track of
Pauper: RIP UR Drake | Mono B | GBx Goodstuff | Jund "Melira"
Have any of you tried to go the W/R way ? I've tested it for quite some days and i find it to be a better version of all those UW reanimator decks because you have the nuts draws of turn 4 GFG into angel of invention on a more regular basis thanks to madcap experiment being way better than gate to the afterlife and insolent neonate is probably the best creature you can play in a GFG deck. But what solds me the most on this deck is his ability to win without GFG and to be able to basically ignore most of the common hate people will bring to beat the combo plan (abrade/crook of condemnation/negate) by switching to a more midrange plan thanks to the power of drownyard temple being able to ramp you up on turn 3. And combustible gearhulk is a real powerhouse in this deck, people will always make you draw 3 which fuels your cathartic reunion/tormenting voice in the mid game.
Understand Perpetutal Timepiece replaces the more conventional Strategic Planning so I did not cut creatures. In my opinion, replacing this with a cycling creature means cutting your graveyard depth by a ton (like 2 creatures instead of 6, and often 0 GPG in the graveyard), and that makes Refurbish vastly less consistent and Gate to the Afterlife much slower, to the extent I would consider cutting Gate entirely and playing a more midrange game plan.
Never tried W/R myself. But looking at that list, Nahiri seems great. Combustible Gearhulk I'm not sure is worth the slot. Not having it makes Madcap Experiment 100% reliable. Get that guy who deals 3 damage to all creatures instead.
Also, have a try with Combat Celebrant. As 4/4s with haste those cards have a ridiculous effect.
Max Authority of the Consuls, secondly Aethersphere Harvester. But first up, Sunscourge Champion deserves to be main. It's great vs aggro, good vs control, beats artifact hate because it comes back on its own.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
With not as much cutthroat aggro in my local metagame, I'm trying this tomorrow and for game day weekend (unless it goes awful) - replacing Sunscourge Champion with Wharf Infiltrator. I think the Infiltrator is pretty interesting and opens some avenues with itself and Champion of Wits vs midrange decks.
All the 3x make the list feel unfocused, but I'm hedging against aggressive lists. This will slow down the Gift side of things on average, but I hope it works out. With Stasis Snare in the mix here, I want to try Restoration Specialist for when Snare gets milled, or with the extra artifact presence, Glint-Nest Crane could be made to work. Adding more artifacts (possibly Walking Ballista) would be desired to make that card more reliable.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Unfocused was how I felt playing the deck. Too many games where I just couldn't pull together the Gift. So switching tactics, I'm gonna try the Crane plan with Gearhulk and Ballista as extra targets. Curiously, mono-red hasn't really raised its head around here.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
@lajube: You have 1 land too few, this is definitely 24 land deck. Not having 4 Minister and Champion is a nono (these are the key enablers and also creatures, therefore literally perfect). Angel of Sanctions is way worse than AoI or Gearhulk.
I agree on the land count, and the minister and champion count. Angel of Sanctions has its uses though, for example exiling the opponent's Gift or Angel of Invention token. Or whatever else needs to die. Also it can reanimate itself when needed. Those other cards can't do that. Nevertheless, I have moved back to Gearhulk main.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Hello everyone!
This past weekend I played this version in two Game Day events and reached the finals twice and won one of them.
4 Thraben Inspector
4 Minister of Inquiries
4 Sunscourge Champion
4 Champion of Wits
3 Cataclysmic Gearhulk
4 Angel of Invention
4 Strategic Planning
4 Refurbish
4 God-Pharaoh's Gift
3 Island
7 Plains
4 Prairie Stream
4 Port Town
2 Irrigated Farmland
2 Hostile Desert
3 Ipnu Rivulet
Sideboard:
4 Authority of the Consuls
2 Fumigate
4 Negate
2 Angel of Sanctions
1 Linvala, the Preserver
2 Forsake the Worldly
The Angel of Sanctions has been performing well for me, especially when it is protected by Negate. An Angel of Invention eternalized by God-Pharaoh's Gift (6/6) and Angel of Sanctions is 10 damage in the air. So it only takes two attacks to win. It can also get rid of pesky planeswalkers and reset them and target Cast Out on God-Pharaoh's Gift or Cataclysmic Gearhulk. I kind of miss Mausoleum Wanderer and Gate to the Afterlife but these cards seem too slow versus Ramunap Red/Red Desert Wins. I would probably return them if the format slows down. While I wanted a second Linvala and couldn't find one, I noticed that I didn't want/need her that much since Sunscourge Champion was doing a heck of a job slowing down faster decks and attacking control decks.
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So my orignal list had
4x Thraben
4x Champion of Wits
4x Angel of Invention
4x Winged Shepard (plays so good on defense)
3x Cata Gear Hulk
4x God-Pharaoah's Gift
4x Refurbish
4x Strategic Planning
3x Oath of Jace
3x Cast Out
Cast Out actually saved me twice from Key to the City and an active Nicol Bolas. Since I run 4 less creatures, and a different filter in Oath, I dropped Gate. Going down 1 Cast Out for 1 Noxious Gearhulk is also viable. The life gain is very relevant. If you do not want any interaction game 1, you can drop the Cast Outs completely and go something like 2x Sunscourage/Ariel with 1 Noxious or just 3 Sunscourage/Ariel.
The deck didn't seem too impressive here, when you can't get the quick God-Pharaoh's Gift into Angel the deck isn't doing much and has pretty much no interaction (M.Wanderer is sometimes relevant but rarely as a 1/1).
This build is bad. 4 Refurbish, 3 Gift and 0 Gate is not a good lineup with so many creatures. Playing a "control" game with spells is also not a direction this deck wants to go, as even Rogue Refiner and Champion of Wits are not cards that a true control deck would want to play. Cast Out and Oath of Jace are also subpar options; Angel of Sanctions synergizes with everything and does Cast Out's job while also being a respectable threat against control, and Champion of Wits alongside Wharf Infiltrator should be sufficient looting. Wharf Infiltrator and Minister have their limitations, to be sure, but they're at their best in our toughest matchups, and also help for a better goldfish which means more free wins. Remember the Infiltrator still kills a lot of mono-red's creatures which Oath of Jace obviously can't do, and can make a pretty absurd army against control. Here's my build, which achieves the sort of "robust" effect I think you're looking for by going for a midrange plan rather than a control game.
4 Botanical Sanctum
2 Canopy Vista
1 Fortified Village
3 Island
4 Plains
4 Port Town
3 Angel of Invention
2 Angel of Sanctions
2 Cataclysmic Gearhulk
4 Champion of Wits
4 Curator of Mysteries
4 Minister of Inquiries
4 Servant of the Conduit
4 Thraben Inspector
2 Wharf Infiltrator
2 God-Pharaoh's Gift
2 Refurbish
1 Tamiyo, Field Researcher
1 Angel of Invention
1 Angel of Sanctions
1 Linvala, the Preserver
1 Tamiyo, Field Researcher
2 Manglehorn
2 Bruna, the Fading Light
3 Negate
4 Sunscourge Champion
I'm not sure what build you are meaning to quote. The one you quoted was the all in version with multiple Gates.
If you're talking about the one I tested with 3x Cast Out and 3x Oath of Jace, then I still don't understand what you are saying. What control game am I playing? In that "test" build I don't run Gate because I'm under 22 creatures main deck. I'm using 4 Gifts, not 3. Oath was added because Minister was dying in a lot of match ups. It also allowed me to put a card I want in hand if I need a certain answer. Adding 3 cast out doesn't make it a control deck, it made a deck for a little interaction. This deck loses sometimes because of lack of interaction. It's doing powerful stuff but not Marvel type powerful as our engine can be interrupted quite easily so sometimes being able to answer an opposing Gifts, PW or just problematic permanent was I decided to test it. It cycles for 1 as well.
No competitive deck is taking up 4 slots for Dissposses in the side. At the height of marvel I would only have at most 2 in the side.
I'm thinking to rebuild this, play no gearhulks, but add 4 Fairgrounds Warden and some Angel of Sanctions, and maybe some highend cards like Angel of Deliverance, Nephalia Moondrakes. The thinking is just overtax them with plenty of targeted removal, to go along with all the 4/4s you're throwing at them.
As a completely different idea, I was thinking of melding Hidden Stockpile and Anointed Procession with this deck. So you use Stockpile to sacrifice your own creatures (Sacred Cat, Thraben Inspector, etc.) to fill the grave, then get your Gift out and eternalize Anointer Priest to get 2 4/4s, gain 4 life and etc. Early game, deck gets pretty hilarious when you have Stockpile and Gate out. You swing with your pile of creatures daring them to block, because you want stuff to die every way from Sunday, and then just generate more creatures anyway to survive the attackback. But... I think the list needs something to really work well.
// 7 Artifact
3 God-Pharaoh's Gift
4 Gate to the Afterlife
// 22 Creature
2 Yahenni, Undying Partisan
4 Anointer Priest
4 Sacred Cat
4 Relentless Dead
4 Cryptbreaker
4 Dread Wanderer
4 Hidden Stockpile
4 Anointed Procession
// 23 Land
4 Plains
4 Swamp
4 Evolving Wilds
4 Concealed Courtyard
3 Westvale Abbey
4 Shambling Vent
3 Aethersphere Harvester
2 Cast Out
2 Transgress the Mind
2 Declaration in Stone
2 Dusk // Dawn
2 Fumigate
2 Fragmentize
The zombies, just trying them here, could do with other cards instead. There's some wild synergy in a deck that can sac for value and bring stuff back over and over.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
I was considering going Bant largely to get Ramunap Excavator as it seemed that getting mana was one of the issues I was having when milling myself, Nissa, Steward of Elements for scry affect as well as getting creatues/lands onto the field, Kiora, Master of the Depths could fill this role as well (possibly Tamiyo ) Ramunap Hydra might get some value as well, particularly with deserts being in the deck (becoming a 6/6 Vigilance, Reach, Trample seems good). River Hoopoe could be a decent 2 drop for flying, card draw and life game. I'm not sold on this route though, just some thoughts.
Course going Esper might be worth it for the removal (along with other cards mentioned above), Fatal Push, Bontu's Last Reckoning (or similar spell), Noxious Gearhulk seems almost better and/or compliment Cataclysmic Gearhulk as dropping him didn't help me get stabilized, while leaving them with options.
As for lands, I tried Westvale Abbey unfortunately the only time I got to use it, it got bounced and wasn't able to stabilize enough to win. So I was thinking of switching it out for Hostile Desert, a nice threat when lands get tossed into the yard.
// 60 Maindeck
// 7 Artifact
3 God-Pharaoh's Gift
4 Gate to the Afterlife
// 22 Creature
2 Cataclysmic Gearhulk
4 Angel of Invention
4 Champion of Wits
4 Thraben Inspector
4 Minister of Inquiries
4 Sunscourge Champion
// 23 Land
2 Irrigated Farmland
4 Ipnu Rivulet
4 Island
4 Port Town
4 Prairie Stream
5 Plains
// 8 Sorcery
4 Refurbish
4 Strategic Planning
// 15 Sideboard
// 2 Artifact
SB: 2 Crook of Condemnation
// 1 Creature
SB: 1 Linvala, the Preserver
// 4 Enchantment
SB: 4 Authority of the Consuls
// 3 Instant
SB: 3 Dispel
// 5 Sorcery
SB: 2 Fragmentize
SB: 3 Declaration in Stone
Authority beats mono red almost singlehandedly. I might try a version with a light black splash, but unlike the other options here, I'd do it solely for Collective Brutality which is the sole best card against mono red compared to the other options. Deck is the real deal, incredibly difficult to play, especially around hate, but also extremely rewarding to do so. For those that feel as if it is not performing to snuff, there are a ton of sequencing tricks to the deck that can force your opponents into some really awkward spots. Try this out sometime! And understand your game plan each match!
// 10 Artifact
3 Gate to the Afterlife
3 God-Pharaoh's Gift
4 Perpetual Timepiece
// 23 Creature
1 Angel of Invention
4 Champion of Wits
4 Minister of Inquiries
4 Thraben Inspector
4 Sunscourge Champion
2 Angel of Sanctions
4 Fairgrounds Warden
4 Ipnu Rivulet
2 Irrigated Farmland
4 Island
5 Plains
4 Port Town
4 Prairie Stream
// 4 Sorcery
4 Refurbish
1 Selfless Spirit
2 Cast Out
4 Authority of the Consuls
2 Negate
2 Declaration in Stone
2 Fragmentize
2 Fumigate
Reallly liking this scheme over the Gearhulk plan. Through in some great ideas from Minniehajj, and then these changes:
AND no gearhulks to destroy one of them.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
Perpetual Timepiece seems nice, but I don't want to many non-creatures. I have added some cyclers from the UB list, which are still pretty decent on their own (Sphinx and Hexproof dude) and cutted to 3 Gate to the Afterlife, 3 God-Pharaoh's Gift and 3 Refurbish.
Favourite Deck: Elves (Modern & Legacy)
Standard: New Perspectives Combo
Modern: GW Hatebears | Death and Taxes | Eldrazi and Taxes | Abzan Liege | Abzan Company
Commander: The Gitrog Monster (Combo) | Noyan Dar, Roil Shaper (Control) | RIP Leovold Sultai (Elvestorm, no unfair locks) | Mono G (Yisan or Titania)
Tiny Leaders: Too many decks to keep track of
Pauper: RIP UR Drake | Mono B | GBx Goodstuff | Jund "Melira"
4 God-Pharaoh's Gift
// 16 Creature
4 Insolent Neonate
4 Angel of Invention
4 Combustible Gearhulk
4 Sunscourge Champion
// 23 Land
4 Inspiring Vantage
4 Needle Spires
1 Shefet Dunes
2 Plains
4 Drownyard Temple
4 Mountain
4 Ramunap Ruins
2 Nahiri, the Harbinger
// 15 Sorcery
4 Cathartic Reunion
4 Tormenting Voice
3 Madcap Experiment
4 Refurbish
// 4 Creature
4 Thought-Knot Seer
// 3 Enchantment
3 Authority of the Consuls
// 6 Instant
4 Abrade
2 Chandra's Defeat
// 2 Sorcery
2 Declaration in Stone
Understand Perpetutal Timepiece replaces the more conventional Strategic Planning so I did not cut creatures. In my opinion, replacing this with a cycling creature means cutting your graveyard depth by a ton (like 2 creatures instead of 6, and often 0 GPG in the graveyard), and that makes Refurbish vastly less consistent and Gate to the Afterlife much slower, to the extent I would consider cutting Gate entirely and playing a more midrange game plan.
Never tried W/R myself. But looking at that list, Nahiri seems great. Combustible Gearhulk I'm not sure is worth the slot. Not having it makes Madcap Experiment 100% reliable. Get that guy who deals 3 damage to all creatures instead.
Also, have a try with Combat Celebrant. As 4/4s with haste those cards have a ridiculous effect.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
4x Minister of Inquiries
4x Thraben Inspector
CMC2
4x Wharf Infiltrator
4x Strategic Planning
CMC3
4x Gate to the Afterlife
4x Champion of Wits
CMC4
4x Refurbish
3x Cataclysmic Gearhulk
3x Angel of Invention
3x God-Pharaoh’s Gift
Land
2x Hostile Desert
4x Port Town
4x Prairie Stream
4x Irrigated Farmland
5x Island
4x Plains
4x Authority of the Consuls
4x Mausoleum Wanderer
2x Hope of Ghirapur
1x Cataclysmic Gearhulk
2x Fragmentize
2x Declaration in Stone
Level 1 Judge
2x Angel of Invention
2x Angel of Sanctions
3x Champion of Wits
2x Fairgrounds Warden
3x Minister of Inquiries
4x Sunscourge Champion
1x Thalia, Heretic Cathar
4x Thraben Inspector
Enchantment (2)
2x Stasis Snare
Land (23)
2x Hostile Desert
4x Ipnu Rivulet
2x Irrigated Farmland
4x Island
4x Plains
4x Port Town
3x Prairie Stream
2x Aethersphere Harvester
2x Gate to the Afterlife
3x God-Pharaoh's Gift
4x Perpetual Timepiece
Sorcery (3)
3x Refurbish
3x Authority of the Consuls
2x Crook of Condemnation
2x Declaration in Stone
2x Fragmentize
2x Fumigate
2x Metallic Rebuke
2x Selfless Spirit
All the 3x make the list feel unfocused, but I'm hedging against aggressive lists. This will slow down the Gift side of things on average, but I hope it works out. With Stasis Snare in the mix here, I want to try Restoration Specialist for when Snare gets milled, or with the extra artifact presence, Glint-Nest Crane could be made to work. Adding more artifacts (possibly Walking Ballista) would be desired to make that card more reliable.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
I agree on the land count, and the minister and champion count. Angel of Sanctions has its uses though, for example exiling the opponent's Gift or Angel of Invention token. Or whatever else needs to die. Also it can reanimate itself when needed. Those other cards can't do that. Nevertheless, I have moved back to Gearhulk main.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
This past weekend I played this version in two Game Day events and reached the finals twice and won one of them.
4 Thraben Inspector
4 Minister of Inquiries
4 Sunscourge Champion
4 Champion of Wits
3 Cataclysmic Gearhulk
4 Angel of Invention
4 Strategic Planning
4 Refurbish
4 God-Pharaoh's Gift
3 Island
7 Plains
4 Prairie Stream
4 Port Town
2 Irrigated Farmland
2 Hostile Desert
3 Ipnu Rivulet
Sideboard:
4 Authority of the Consuls
2 Fumigate
4 Negate
2 Angel of Sanctions
1 Linvala, the Preserver
2 Forsake the Worldly
The Angel of Sanctions has been performing well for me, especially when it is protected by Negate. An Angel of Invention eternalized by God-Pharaoh's Gift (6/6) and Angel of Sanctions is 10 damage in the air. So it only takes two attacks to win. It can also get rid of pesky planeswalkers and reset them and target Cast Out on God-Pharaoh's Gift or Cataclysmic Gearhulk. I kind of miss Mausoleum Wanderer and Gate to the Afterlife but these cards seem too slow versus Ramunap Red/Red Desert Wins. I would probably return them if the format slows down. While I wanted a second Linvala and couldn't find one, I noticed that I didn't want/need her that much since Sunscourge Champion was doing a heck of a job slowing down faster decks and attacking control decks.