The big problem I see with cards like grasp is that they don't add anything to the graveyard. We need creatures and/or cycling cards, and interactive cards like that don't give either so it ends up half-wasting a turn because we're not progressing to our ACTUAL game plan. Cards like Gifted AEtherborn and Censor can at least give one half of that equation by boosting Vile Manifestation cheaply or getting us closer to 6 creatures in the yard.
I am curious about the Gift. Has the addition of a second one improved matchups, or is it a necessary evil that can be sided out game 2?
So this is what I played last night at my 5 round FNM. I lost one game to UR Control when I got stuck on 4 mana for half the deck, but didn't lose a game the rest of the night. Beat Temur Energy, 4 Color Visions/Approach of the Second Sun Control, 2x UR controls (with Bolas) and WB Zombies. I only had 3 archfiends, so I placed Lili in as I'd run her in a similar control version of this deck in the past. Lili over performed. Both abilities were relevant, and the fact that we get back zombies with gift makes her ult an actual goal, though we have so many good targets to buyback. Lurching rotbeast was great, and actually cast a few times. Gifted Aetherborn is a great card to easily side out vs control and pulled it's weight against zombies (would also have against pummeler which is big at my store). The other card that sticks out is Call the Bloodline. This card also over performed as, at times, I needed to stall and gain life with blocking, against control I needed cheap board presence. But mostly, the ability to guarantee 1 mana discard any card was huge for activating Archfiend and even curator. They also work well with the Aethersphere Harvester Sideboard.
Overall, very happy with the deck, and the two new inclusions of Lili and Call. The only thing I can think to get a 4th Archfiend would be to drop an Obstructionist (side or gone) as it was a GOOD card, but so situational that it felt weird being 2 of maindeck. There were times when I was stuck having to spend 3 mana on it one way or the other, and that took my turn.
How has the land count been for you who have tested? I've been testing this as well and 19 has felt really low, despite the fact that we cycle so much. I think after all the changes you described (removing Hollow One, Snipers to the side, Aetherborn maindeck), I have a similar deck that's running 21 lands. The two lands came in to replace 2 of the 4 Lurching Rotbeast that has been described above, and at least for me it's been fine. The reason I'm Ok with this is I have been pretty reliably able to hardcast the Gift or Eternalize Champion of Wits. I upped my land base to include 6 Islands and 5 Swamps, while still running the desert, because I noticed I had too many scenarios of lands entering tapped.
You might try Anticipate. I've been very happy with it, though I can see in other versions where you might want to be able to cast two one mana spells like discard and visions. In a deck like this, the filter ability of CHOOSING which of the 3 you get has been great. Also, because we have so many kill cards, it's nice to be able to hold up kill mana and, if the coast is "clear," filter EOT.
I agree with the Angel. It's too much dedication to get a little benefit. I'm wondering if a Wurmcoil Engine would be ideal, though a single Kitchen Finks wouldn't be BAD. Maybe it should just be a path to exile. Knight has been great for pressure and defense but mostly for soaking up kill spells. Having that kind of presence makes kill spells go towards Knight more than my Elves, and it also protects the Fatties because of that as well.
Hey guys. I've been getting a few ideas for Gifts from very different styles, from Birthday Gifts/Little Kid Abzan to Gifts Rock and even the crazy Arbor Elf version. What I've found is that I have more success with the Arbor Elf/Utopia Sprawl version because it allows more than one spell per turn, but also a more reliable way to cast my fatties. With this, Garruk has been great for untapping lands mostly, but also has doubled as a great Liliana -2 buffer. It's nice having the body to beat or block, but having the extra sacrifice target has been my favorite usage. Here's the deck (wooded foothills should be Verdant Catacombs, when I get them):
I've been very happy with the kill package, though I would like to find room for a path to exile. I tried running counterspells and discard in the main, but I always preferred to be proactive. Knight is a card I wasn't sure about in the beginning but it's been pretty successful for me. Like I said above, having cards to protect against Lili Sacrifice is huge, but getting another way to find that quick ghost quarter or Bog have been great.
Questions I have for everyone would be, which Rites targets have been best for you? I'm having most success with Grave Titan and Sphinx from the side, though Elesh Norn has shut out Affinity and Infect for me. Has anyone had success with Resto Angel? Ideally you get a value package of Thragust/Rhino/Angel/Rites, but sometimes that's risky if your angel target just gets killed.
Anticipate I've seen has been discussed, vs other cards like Telling Time, Serum Visions and the one that's Draw 2 Discard 2. Anticipate has been great for me because I'd rather have an instant to hold up Gifts if things are all clear or kill spells if necessary. But more importantly I already have 8 turn 1 plays I'd rather do so it makes more sense in this deck to have a turn 2 card advantage card. I just wonder if anyone's had better luck with other cards over anticipate and why.
Also, I'm wondering which man-lands have been the most successful for everyone. I figured colonnade since in the games you're animating you usually have the mana, so might as well have the one that dodges lightning bolt, but I can see the advantage of getting through blockers with Tar Pit.
I am curious about the Gift. Has the addition of a second one improved matchups, or is it a necessary evil that can be sided out game 2?
3 Gifted Aetherborn
2 Lurching Rotbeast
4 horror of the Broken Lands
3 Archfiend of Ifnir
4 Champion of Wits
2 Nimble Obstructionist
4 Curator of Mysteries
4 Striped Riverwinder
1 Call the Bloodline
3 Censor
3 Gate to the Afterlife
2 God-Pharaoh's Gift
6 Swamp
5 Island
4 Fetid Pools
4 Choked Estuary
1 Ipnu Rivulet
1 Dreamstealer
3 Ruthless Sniper
2 Scarab Feast
3 Flaying Tendrils
1 Consign//Oblivion
2 Negate
2 Drake Haven
So this is what I played last night at my 5 round FNM. I lost one game to UR Control when I got stuck on 4 mana for half the deck, but didn't lose a game the rest of the night. Beat Temur Energy, 4 Color Visions/Approach of the Second Sun Control, 2x UR controls (with Bolas) and WB Zombies. I only had 3 archfiends, so I placed Lili in as I'd run her in a similar control version of this deck in the past. Lili over performed. Both abilities were relevant, and the fact that we get back zombies with gift makes her ult an actual goal, though we have so many good targets to buyback. Lurching rotbeast was great, and actually cast a few times. Gifted Aetherborn is a great card to easily side out vs control and pulled it's weight against zombies (would also have against pummeler which is big at my store). The other card that sticks out is Call the Bloodline. This card also over performed as, at times, I needed to stall and gain life with blocking, against control I needed cheap board presence. But mostly, the ability to guarantee 1 mana discard any card was huge for activating Archfiend and even curator. They also work well with the Aethersphere Harvester Sideboard.
Overall, very happy with the deck, and the two new inclusions of Lili and Call. The only thing I can think to get a 4th Archfiend would be to drop an Obstructionist (side or gone) as it was a GOOD card, but so situational that it felt weird being 2 of maindeck. There were times when I was stuck having to spend 3 mana on it one way or the other, and that took my turn.
-Drakeraistlin
4 Arbor Elf
4 Knight of the Reliquary
1 Spellskite
1 Eternal Witness
1 Siege Rhino
1 Restoration Angel
1 Thragtusk
1 Grave Titan
1 Elesh Norn, Grand Cenobite
Planeswalkers
2 Garruk Wildspeaker
Spells
4 Utopia Sprawl
4 Gifts Ungiven
4 Anticipate
2 Abrupt Decay
1 Sultai Charm
1 Maelstrom Pulse
1 Murderous Cut
1 Go for the Throat
1 Unburial Rites
3 Windswept Heath
3 Wooded Foothills
1 Polluted Delta
1 Flooded Strand
2 Breeding Pool
2 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Celestial Colonnade
1 Urborg, Tomb of Yawgmoth
1 Gavony Township
1 Ghost Quarter
1 Bojuka Bog
2 Forest
1 Plains
1 Island
1 Swamp
2 Stony Silence
2 Negate
2 Kitchen Finks
1 Raven's Crime
1 Life from the Loam
1 Celestial Purge
1 Iona, Shield of Emeria
1 Sphinx of the Steel Wind
1 Creeping Corrosion
1 Inkwell Leviathan
1 Krosan Grip
1 Ashiok, Nightmare Weaver
I've been very happy with the kill package, though I would like to find room for a path to exile. I tried running counterspells and discard in the main, but I always preferred to be proactive. Knight is a card I wasn't sure about in the beginning but it's been pretty successful for me. Like I said above, having cards to protect against Lili Sacrifice is huge, but getting another way to find that quick ghost quarter or Bog have been great.
Questions I have for everyone would be, which Rites targets have been best for you? I'm having most success with Grave Titan and Sphinx from the side, though Elesh Norn has shut out Affinity and Infect for me. Has anyone had success with Resto Angel? Ideally you get a value package of Thragust/Rhino/Angel/Rites, but sometimes that's risky if your angel target just gets killed.
Anticipate I've seen has been discussed, vs other cards like Telling Time, Serum Visions and the one that's Draw 2 Discard 2. Anticipate has been great for me because I'd rather have an instant to hold up Gifts if things are all clear or kill spells if necessary. But more importantly I already have 8 turn 1 plays I'd rather do so it makes more sense in this deck to have a turn 2 card advantage card. I just wonder if anyone's had better luck with other cards over anticipate and why.
Also, I'm wondering which man-lands have been the most successful for everyone. I figured colonnade since in the games you're animating you usually have the mana, so might as well have the one that dodges lightning bolt, but I can see the advantage of getting through blockers with Tar Pit.