I'm having issues downloading modo on dual-booted mac. I have windows up but when I try to download modo it gets to ".net framework 4.5.2" and cant get past it. The loading bar fills up and then just starts over. If anyone can help me with this I would be very appreciative.
Don't get me wrong you wont be throwing down an army at every end step like spirits but there will be a lot of turns where you can simply hold up mana and make one of several plays you've set up and those plays are brutal. Turn five activate haunted dead and madness pariah onto the battlefield is almost always a complete game swing.
Looks like Im going a pretty different way then you guys. This list is based on a monoblack Vamp list Tom Ross tried out. The vamp synergies were not really cutting it so I look the madness theme that deck had going and tried some zombies. The result has been a deck that can play on its opponents endstep, Grind through decks and present powerful individual threats. Haunted Dead is probably going to raise some eyebrows but it is the business in this deck I swear.
Oh good I wasn't the only one. I proxied it up on Cocatrice last night. The deck is probably completely wrong but so far its a consistent turn five and seems pretty resilient since killing embodiment doesn't do much and playing Nissa's oath protects from D-Command.
If you are already playing green it makes sense to play more creature land effects. Lumbering Falls can also get you where you need to go although you'll need to put more work into it. If the UR one costs three or less to activate I think this deck may be very very good for that reason. Some of the Awaken cards are also worth considering although hopefully will see a cheaper version of the effect. Planar Outburst, Scatter to the Winds, and Costal Discover could all have a place.
If you want to be able to combo right on turn 5 in the WUR version a Briber's purse on zero gets you started.
Combining an animated land or Mana guy with retreat to Corhelm can put a ton of mana on the board pretty quickly.
I think this deck is still missing pieces but its coming together.
If battle has a cheap awaken card or if the UR manland is cheap enough I think this deck has a chance. It can cut creatures entirely and just play spells.
So its no surprise that this thread went pretty quite with how hateful the meta currently is and Origins doesn't really offer us anything but the Astronomer build did get some options. Herald of the pantheon might be our Goblin Electromancer. Here is my starting list.
A big plus for this deck over the standard version is that Dromoka's Command is much worse against us in that it will almost never get JA and because of how good DC is normally we should face less over-all enchantment hate. Tutelage can feed into our standard plan and kill them faster and easier but it also lets us put our opponent on a clock while persuing our own combo. They can't sit around and counter what we do.
The Starfield and the Sigil should let us play a reasonable game against decks that are to disruptive to combo. Evolutionary Leap means we can always find another creature against spot removal decks and all of these cards are enchantments so we can dig towards them with astronomer.
I've been lurking in this thread since the deck was brewed and finally decided to join. I had planned to do a Tournament Report of a PPTQ I took part in but I didn't end up doing well so eh. Still gonna post my decklist and some notes that I hope you'll all find interesting.
This deck is based heavily on the Zach Jesse decklist with some obvious modifications. I'll talk about a few of my choices.
Other DorksI know its a common debate whether you should play non-Carytid dorks or just more deck manipulation to find it. I was on the heavy delve build for along time before this and it would seem the dichotomy is pretty simple. Playing Carytid only gives you better play against the heavy and cheap removal decks but weakens your match-up substantially against green decks turning it from a slam dunk something less. Dragon Mantle also feels better when you play more guys and having an extra enchantment to sac feels good. Right now 8-10 dudes feels right.
Den Protector feels great and I doubt I'll ever go back to the Altar plan. The thing that hits me so strongly is how terribly it feels when I draw Altar and how good it feels to draw den protector letting you get back a vital combo piece.
Nyx-Fleece and Swan Song Were recent additions to the main deck. Swan Song feels like a slam dunk with the amount relevant main deck cards being played against us right now(Dromoka's Command, Foul-Tongue Invocation) but Nyx-fleece ram, a concession to monored, I feel was a mistake. I keep seeing the heavy delve lists plays Ram as a second creature and that confuses me the more I play with it. It feels underwhelming against any deck that isn't monored and because of their "Go wide" strategy never even felt that good there. They are gone.
Ojutai I tried the Dragonlord as a replacement for Prognostic Sphinx since it represents a faster clock and good interactions with ascendancy. I still found the card mostly to fragile against the decks we want it against. Its back to Prognostic Sphinx.
Deathmist Raptor However was a huge success. It was something that came to mind a few weeks ago but that I could only get the cards for recently. This is my anti-Esper plan and it works very well. Playing against Esper you board out the combo and board in threats, manipulation and counters. Keep you opponents from casting dig and get your 2 for 1's in and you could win a decent number of matches but are still unfavored Deathmist swings things in the other direction. Now even out Rattleclaws are must counter threats and we get them back constantly.
I have yet to find a plan against monored that I think is good enough but I'm going to keep looking. Here is the deck as it stands now.
I'm having issues downloading modo on dual-booted mac. I have windows up but when I try to download modo it gets to ".net framework 4.5.2" and cant get past it. The loading bar fills up and then just starts over. If anyone can help me with this I would be very appreciative.
2 Gier reach sanitarium
3 Grasp of Darkness
2 Collective Brutality
3 Haunted Dead
4 Relentless Dead
4 Cryptbreaker
4 Nantuko Husk
3 voldaren pariah
4 Stromkirk Condemned
2 Distended Mindbender
4 Asylum Visitor
2 Heir of Falkenrath
If you are already playing green it makes sense to play more creature land effects. Lumbering Falls can also get you where you need to go although you'll need to put more work into it. If the UR one costs three or less to activate I think this deck may be very very good for that reason. Some of the Awaken cards are also worth considering although hopefully will see a cheaper version of the effect. Planar Outburst, Scatter to the Winds, and Costal Discover could all have a place.
If you want to be able to combo right on turn 5 in the WUR version a Briber's purse on zero gets you started.
Combining an animated land or Mana guy with retreat to Corhelm can put a ton of mana on the board pretty quickly.
I think this deck is still missing pieces but its coming together.
4 Sylvan Caryatid
4 Meletis Astronomer
3 herald of the Pantheon
2 Nyx-Born Rollickor
2 Akroan Crusader
Enchantments:
4 Jeskai Ascendancy
3 Sphinx's Tutelage
4 Dragon Mantle
4 Karametra's Favor
3 Chosen by heliod
4 Retraction Helix
4 Springleaf Drum
Lands:
2 Battlefield Forge
4 Frontier Bivouac
3 Mana Confluence
4 Mystic Monastery
1 Shivan Reef
2 Temple of Plenty
3 Yavimaya Coast
3 Dictate of Kruphrix
4 Nyx-Fleece Ram
2 Evolutionary Leap
1 Sigil of the Empty Throne
2 Starfield of Nyx
1 Herald of the Pantheon
A big plus for this deck over the standard version is that Dromoka's Command is much worse against us in that it will almost never get JA and because of how good DC is normally we should face less over-all enchantment hate. Tutelage can feed into our standard plan and kill them faster and easier but it also lets us put our opponent on a clock while persuing our own combo. They can't sit around and counter what we do.
The Starfield and the Sigil should let us play a reasonable game against decks that are to disruptive to combo. Evolutionary Leap means we can always find another creature against spot removal decks and all of these cards are enchantments so we can dig towards them with astronomer.
I've been lurking in this thread since the deck was brewed and finally decided to join. I had planned to do a Tournament Report of a PPTQ I took part in but I didn't end up doing well so eh. Still gonna post my decklist and some notes that I hope you'll all find interesting.
4 Sylvan Carytid
4 Rattleclaw Mystic
1 Den Protector
2 Nyx-Fleece Ram
Combo Pieces
4 Jeskai Ascendancy
4 Dragon Mantle
2 Briber's Purse
4 Retraction Helix
3 Twin Flame
Deck Manipulation
3 Dig Through Time
4 Anticipate
3 Commune with the Gods
2 Swan Song
Lands
1 Forest
1 Island
3 Frontier Bivouac
4 Mana Confluence
1 Shivan Reef
2 Temple of Abandon
2 Temple of Enlightenment
3 Temple of Mystery
1 Temple of Plenty
2 Yavimaya Coast
2 Dragonlord Ojutai
1 Den Protector
3 Deathmist Raptor
2 Swan Song
1 Nyx-Fleece Ram
3 Seismic Rupture
1 Reviving Melody
1 Treasure Cruise
1 Dig Through Time
This deck is based heavily on the Zach Jesse decklist with some obvious modifications. I'll talk about a few of my choices.
Other DorksI know its a common debate whether you should play non-Carytid dorks or just more deck manipulation to find it. I was on the heavy delve build for along time before this and it would seem the dichotomy is pretty simple. Playing Carytid only gives you better play against the heavy and cheap removal decks but weakens your match-up substantially against green decks turning it from a slam dunk something less. Dragon Mantle also feels better when you play more guys and having an extra enchantment to sac feels good. Right now 8-10 dudes feels right.
Den Protector feels great and I doubt I'll ever go back to the Altar plan. The thing that hits me so strongly is how terribly it feels when I draw Altar and how good it feels to draw den protector letting you get back a vital combo piece.
Nyx-Fleece and Swan Song Were recent additions to the main deck. Swan Song feels like a slam dunk with the amount relevant main deck cards being played against us right now(Dromoka's Command, Foul-Tongue Invocation) but Nyx-fleece ram, a concession to monored, I feel was a mistake. I keep seeing the heavy delve lists plays Ram as a second creature and that confuses me the more I play with it. It feels underwhelming against any deck that isn't monored and because of their "Go wide" strategy never even felt that good there. They are gone.
Ojutai I tried the Dragonlord as a replacement for Prognostic Sphinx since it represents a faster clock and good interactions with ascendancy. I still found the card mostly to fragile against the decks we want it against. Its back to Prognostic Sphinx.
Deathmist Raptor However was a huge success. It was something that came to mind a few weeks ago but that I could only get the cards for recently. This is my anti-Esper plan and it works very well. Playing against Esper you board out the combo and board in threats, manipulation and counters. Keep you opponents from casting dig and get your 2 for 1's in and you could win a decent number of matches but are still unfavored Deathmist swings things in the other direction. Now even out Rattleclaws are must counter threats and we get them back constantly.
I have yet to find a plan against monored that I think is good enough but I'm going to keep looking. Here is the deck as it stands now.
4 Sylvan Carytid
4 Rattleclaw Mystic
1 Den Protector
1 Kiora's Follower
Combo Pieces
4 Jeskai Ascendancy
4 Dragon Mantle
2 Briber's Purse
4 Retraction Helix
3 Twin Flame
Deck Manipulation
3 Dig Through Time
4 Anticipate
4 Commune with the Gods
2 Swan Song
Lands
1 Forest
1 Island
3 Frontier Bivouac
4 Mana Confluence
1 Shivan Reef
2 Temple of Abandon
2 Temple of Enlightenment
3 Temple of Mystery
1 Temple of Plenty
2 Yavimaya Coast
2 Prognostic Sphinx
1 Den Protector
4 Deathmist Raptor
2 Swan Song
3 Seismic Rupture
2 Reviving Melody
1 Dig Through Time