Played against Eldrazi Tron, Dredge, Counters Company, Esper Control with Painful Truths. I did pretty well against most except Counters Company as I had very few ways to disrupt once they had infinite mana.
I started with two Smugglers copter but after a few games of getting it out and completely dominating those games I quickly moved up to three. I am seriously considering going up to four because I want to draw one so badly.
This deck is capable of Some great sequencing:
T1, land Aether Vial
T2, tick Vial up 1, play land, vial in Thraben inspector, play land cast Smugglers copter
T3, tick vial up, play land, vial in disruptive two drop (Thalia or arbiter), play ghost quarter, land destroy.
One thing I love about copter is it makes good use of Blade Splicer and thraben Inspector as they get out classed quickly, but they make great copter pilots!
Thank you guys for all the sideboard tech!
In what type of matchups did you find Smuggler's Copter to be advantageous?
i love how both sides are like "you have no proof"
none of you have provided any form of significant statistical analysis to be like "you have no proof." think twice is good & bad in different situations. To say that it is all bad or all good is completely disingenuous and unproductive.
Wow. I really haven't 4-0'd in a long time. I finally did it with Jeskai Control tonight. It was a big showing today, and I played traditional tiered/known decks. Here are some notes before I go into game breakdowns:
[1] Think Twice is amazing at smoothing out even the awkwardest of draws
[2] 3-1 split of Snapcaster-Gearhulk proved to be a reasonably closer. However, I am unsure if 4 snapcaster is better or not.
[3] Secure the Wastes is by far the biggest & most effective closer in this deck. It being instant speed is a complete blow out
[4] Lightning Helix tonight felt very very MEH with all the Lingering Souls flying around
[5] Although bolt seemed mediocre staring down 4/4's and 5/5's, it helped we win games
[6] I am honestly not sure why Ajani is in the deck, but every time I played him...he was amazing.
Round 1: Eldrazi Torn
Game 1:
Neither of us knew what we were on and I kept a very solid 3 land, 1 serum, 3 removal hand. Although he continued to draw threats off of Seagate Wreckage, he simply could not beat Cryptic into Snap + Cryptic into Cryptic into Gearhulk + Cryptic. This game ended up being much closer in the end because he drew enough Ghost Quarters to destroy my Collonades
Game 2:
I keep a sketchy 6 with some tap lands, ajani, bolt, and path. He turns two a Chalice on 1, and I just get beat down by a bunch of Smashers and Seers. Was hoping to draw into a Supreme Verdict, but did not happen.
Game 3:
Sideboarding remains the same. This was largely an uneventful game. He decided to keep a hand without Relic or Chalice, and I simply outvalued him with all the removal. Supreme Verdict is simply a GIGANTIC HOSE to Eldrazi Tron strategies. He gets me down to 5 at one point, but a back breaking Sphinx's Revelation for 5 ultimately seals the game. At one point he Surgical'd my Path to Exiles, but didn't really accomplish much except hold back his board development.
Round 2: B/W Eldrazi (w/ lingering souls)
Game 1:
I know he is on some type of souls decks; however, I had to keep the traditional bolt, path, Ajani, serum, and 3 land hand. He opens the game with 2 discard spells, and strips me of removal. On turn 5, he taps out for 4 spirit tokens. Luckily, I topdeck a Supreme Verdict and pass. Next turn, he plays a Shambling Vent and pass. And here is where it got hilarious. I play Ajani onto an empty board, and +1'd his Shambling Vent for the next 5 turns, with removal & counter magic to backup. I armageddon my opponent, and he scoops.
Game 2:
I have a 6 card hand with mainly 2 Paths and 1 Think Twice. My opponent has an incredibly disruptive start with 2 Tidehollow Scullers and 2 Collective Brutalities. I make a gigantic punt during this game attempting to Surgical his Lingering Souls, while he had 1 mana up to activate Relic. I manage to cast a Timely Reinforcements to draw out the game longer, until at one point I am facing down two Sin Collectors (exiling bolt & path), 1 Matter Reshaper, and 1 Reality Smasher. At 4 life...I topdeck into Engineered Explosives. I count out my mana, and have enough to set the explosives at 2, blow up the collectors, bolt the reshaper, and path the reality smasher. Eventually, I draw (with the help of Think Twice) into a Sphinx's Revelation which my opponent simply cannot overcome.
Round 3: B/W Eldrazi (w/ lingering souls) AGAIN
Game 1:
Honestly this game was very fuzzy, except for the fact that I kept drawing into Paths & Supreme Verdicts. Sphinx's Revelation drew me into relevant threats and Collonades put the game out of reach. As I write this report out, it has suddenly dawn on me why Think Twice & Desolate Lighthouse are amazing. I used to hate on these cards; however, I think they simply turn LUCK in our favor. How can we possibly draw dead if we can nearly STACK OUR DECK.
Game 2:
I keep a sketchy 6 hand with 4 lands, 1 think twice, and 1 path. My opponent plays a very traditional Eldrazi game with some hand disruption, Reshapers, Seers, and Smashers that I am luckily able to draw answers to throughout the game. My Timely Reinforcement kept me in the game as I took a few hits from Smasher and chump blocked the rest. My biggest mistake of this game was after casting Serum Visions, I scryed a Supreme Verdict to draw on my next turn to completely turn the game around. However, I made the error of searching for basic land after having one of my Snapcasters Path'd. Despite feeling the pain of my mistake, I manage to topdeck into a Secure the Wastes that I cast on his step for 8, allowing me to chump block. I make the strategic move to keep back enough soldiers to block, while gradually wittling down his life total. A timely Sphinx's Revelation yielded an Izzet Staticaster; however, that was Seer'd away. On the final turn of the game, my opponent played to his outs and left only a single spirit token to block my Collonade. However with 4 soldiers in play, I swung for 4 and bolted him for the final 3.
Round 4: Ad Nauseum
Game 1:
This is an abysmal game 1 for every blue control deck. He combo'd out quick and we move on quickly. Luckily for me, this LGS has alot of combo players, and I proceed to sideboard HEAVY
Game 2:
My opponent seems to have kept a hand with a bunch of hand disruption but very little combo speed, which I believe is the most important component for the Ad Nauseum player. Although he manages to Thoughtseize my Stony Silence out, I actually win the matchup with a grip full of negates, disenchants, and 2 snapcasters to recur my answers. At one point, I cast Canonist, and he spends 2 Pact of Negations knowing that he cannot beat it. Although Canonist never resolved, I tapped out for a Secure the Wastes on his next turn, and he suicides to Ad Nauseaum lol.
Game 3:
I keep a very solid hand of 2 snapcaster, 1 runed halo, 1 stony silence, and lands. My opponent this time keeps a hand with no hand disruption. I spend the first few turns developing my mana and establishing a board with Stony Silence and Runed Halo (for lightning storm). My opponent clearly was not expecting Halo, and maybe had one Echoing Truth to answer it. However, I still knew I could die to a Laboratory Maniac combo. On my opponent's turn 4, I click Clique him to reveal 2 Phyrexian Unlife, 1 Pentad Prism, and lands. I realized with my hand of double Snapcaster and Collonade that I could beat Unlife, so I make him keep his hand. After this point, nothing eventful happens as he eventually dies to infect damage to my board. He attempted at one point to combo off, but lost to Cryptic like they always do.
This finish was something I really needed after a brutal 5-days at GP Vegas, where I misplayed alot and drew abysmal hands playing Grixis Shadow & Dredge. However, my recent stint with playing Legacy Topless Miracles inspired me to the play this Jeskai list, which weirdly has alot of similarities. Moving forward, I think there is a strong argument to either play simply Azorius or maybe Esper as Fatal Push would have been useful. However as my match report shows, sometimes Ajani, Lightning Bolt, and Electrolyze are TOO GOOD in an unexpecting field.
can a moderator please suspend "xTestTubeBabyx" for the next week or so for posting perhaps the whiniest and most childish forum post I have read in years?
his inability to handle an ounce of criticism is frightening, especially given that he likes to take cheap shots at people's credibility and character. this should be unacceptable behavior. clearly, he is not here to provide information, but simply to spew his thoughts while putting down others.
Outside of Spellskite is Fleshbag Marauder/Merciless Executioner the best tech for Bogles?
The trample from Rancor just puts me on a clock to fast to complete the combo. Doesn't help that almost 20% of the deck is meaningless beccause they targeted abilities.
You know, I think I mentioned this in another thread, but if they really wanted to shake up modern why haven't they banned Shock Lands, Kahn's / Zendikar fetches, fast lands, and a few of the more powerful phyrexian mana cards? It seems like the problem in Modern is that in an unknown format aggro with multiple colors is way too strong of an initial strategy, so banning anything that lets easy manafixing early game would force a lot of decks to either go one or two color, or slow down and do something else.
Idk, completely disagree with removing fetches and/or shocks.
The more you remove variance, the more skill takes over as the determining factor in whether you win or lose a match. Fetches remove "variance" in multiple ways.
Its like how WOTC implemented the "new mulliagn" rule because they got tired of watching "one" person getting to play magic due to "variance". Fetches also do more than just "fix", they add the thinning and shuffling element; for example in running cards like Sage of Epityr or Halimar Depths, you can fetch away the cards if you don't want them. Or you can just fetch to thin and not top deck a land.
I like being able to reliably cast my spells and execute my game plan; I also like being able to play multiple colors, which opens up deck ideas and makes for more interesting games.
Patrick Sullivan (whose tag is "@basicmountain" btw) always mentions getting rid of fetches; but that's easy when you primarily play mono-colored decks and linear strategies.
I prefer a pace alittle faster than Standard but generally slower than Legacy.
If I lose, let it be because I was outplayed, not out mana'd...
Fetches and Shocklands provide that environment, esp in a format with Serum Visions as their best non-land "fixer".
Thats the thing, though. Fixing draws should be a strength of blue, not of general lands, and there are still fetches that can allow for more consistent play via Evolving Wilds and panoramas, which help balance out the splashing of colors by trading speed for consistency. There shouldn't be a card that outright has no trade offs and we already know life is not a good trade for something in modern when the format is so fast that it hardly matters. The game needs to slow down to have more strategies become viable, especially if they are going to support the format via standard trickle down. Otherwise the only solution is concede that modern should be a powerful format and the cards needed to support it effectively must be printed through other means. Probably set card products and casual products.
I like powerful, but I don't like a game that ends before it even begins, and that is what shock lands + kahn's / Zen fetches accomplish in lieu with the fast lands from scars of mirrodin.
lol wut?
just go play pauper. use all the evolving wilds you like there.
played nearly 15 practice games against BW tokens/souls or U/W spirits...wtf...
Thank you guys for all the sideboard tech!
In what type of matchups did you find Smuggler's Copter to be advantageous?
none of you have provided any form of significant statistical analysis to be like "you have no proof." think twice is good & bad in different situations. To say that it is all bad or all good is completely disingenuous and unproductive.
Wow. I really haven't 4-0'd in a long time. I finally did it with Jeskai Control tonight. It was a big showing today, and I played traditional tiered/known decks. Here are some notes before I go into game breakdowns:
[1] Think Twice is amazing at smoothing out even the awkwardest of draws
[2] 3-1 split of Snapcaster-Gearhulk proved to be a reasonably closer. However, I am unsure if 4 snapcaster is better or not.
[3] Secure the Wastes is by far the biggest & most effective closer in this deck. It being instant speed is a complete blow out
[4] Lightning Helix tonight felt very very MEH with all the Lingering Souls flying around
[5] Although bolt seemed mediocre staring down 4/4's and 5/5's, it helped we win games
[6] I am honestly not sure why Ajani is in the deck, but every time I played him...he was amazing.
Round 1: Eldrazi Torn
Game 1:
Neither of us knew what we were on and I kept a very solid 3 land, 1 serum, 3 removal hand. Although he continued to draw threats off of Seagate Wreckage, he simply could not beat Cryptic into Snap + Cryptic into Cryptic into Gearhulk + Cryptic. This game ended up being much closer in the end because he drew enough Ghost Quarters to destroy my Collonades
Sideboarding:
OUT: 1 bolt, 1 helix, 1 electrolyze, 1 ajani
IN: 1 explosives, 2 timely reinforcements, 1 disenchant
Game 2:
I keep a sketchy 6 with some tap lands, ajani, bolt, and path. He turns two a Chalice on 1, and I just get beat down by a bunch of Smashers and Seers. Was hoping to draw into a Supreme Verdict, but did not happen.
Game 3:
Sideboarding remains the same. This was largely an uneventful game. He decided to keep a hand without Relic or Chalice, and I simply outvalued him with all the removal. Supreme Verdict is simply a GIGANTIC HOSE to Eldrazi Tron strategies. He gets me down to 5 at one point, but a back breaking Sphinx's Revelation for 5 ultimately seals the game. At one point he Surgical'd my Path to Exiles, but didn't really accomplish much except hold back his board development.
Round 2: B/W Eldrazi (w/ lingering souls)
Game 1:
I know he is on some type of souls decks; however, I had to keep the traditional bolt, path, Ajani, serum, and 3 land hand. He opens the game with 2 discard spells, and strips me of removal. On turn 5, he taps out for 4 spirit tokens. Luckily, I topdeck a Supreme Verdict and pass. Next turn, he plays a Shambling Vent and pass. And here is where it got hilarious. I play Ajani onto an empty board, and +1'd his Shambling Vent for the next 5 turns, with removal & counter magic to backup. I armageddon my opponent, and he scoops.
Sideboarding:
OUT: 1 helix, 1 cryptic command, 1 bolt, 1 ajani, 1 negate
IN: 1 explosives, 1 surgical, 1 staticaster, 2 timely reinforcements
Game 2:
I have a 6 card hand with mainly 2 Paths and 1 Think Twice. My opponent has an incredibly disruptive start with 2 Tidehollow Scullers and 2 Collective Brutalities. I make a gigantic punt during this game attempting to Surgical his Lingering Souls, while he had 1 mana up to activate Relic. I manage to cast a Timely Reinforcements to draw out the game longer, until at one point I am facing down two Sin Collectors (exiling bolt & path), 1 Matter Reshaper, and 1 Reality Smasher. At 4 life...I topdeck into Engineered Explosives. I count out my mana, and have enough to set the explosives at 2, blow up the collectors, bolt the reshaper, and path the reality smasher. Eventually, I draw (with the help of Think Twice) into a Sphinx's Revelation which my opponent simply cannot overcome.
Round 3: B/W Eldrazi (w/ lingering souls) AGAIN
Game 1:
Honestly this game was very fuzzy, except for the fact that I kept drawing into Paths & Supreme Verdicts. Sphinx's Revelation drew me into relevant threats and Collonades put the game out of reach. As I write this report out, it has suddenly dawn on me why Think Twice & Desolate Lighthouse are amazing. I used to hate on these cards; however, I think they simply turn LUCK in our favor. How can we possibly draw dead if we can nearly STACK OUR DECK.
Sideboarding (same as before):
OUT: 1 helix, 1 cryptic command, 1 bolt, 1 ajani, 1 negate
IN: 1 explosives, 1 surgical, 1 staticaster, 2 timely reinforcements
Game 2:
I keep a sketchy 6 hand with 4 lands, 1 think twice, and 1 path. My opponent plays a very traditional Eldrazi game with some hand disruption, Reshapers, Seers, and Smashers that I am luckily able to draw answers to throughout the game. My Timely Reinforcement kept me in the game as I took a few hits from Smasher and chump blocked the rest. My biggest mistake of this game was after casting Serum Visions, I scryed a Supreme Verdict to draw on my next turn to completely turn the game around. However, I made the error of searching for basic land after having one of my Snapcasters Path'd. Despite feeling the pain of my mistake, I manage to topdeck into a Secure the Wastes that I cast on his step for 8, allowing me to chump block. I make the strategic move to keep back enough soldiers to block, while gradually wittling down his life total. A timely Sphinx's Revelation yielded an Izzet Staticaster; however, that was Seer'd away. On the final turn of the game, my opponent played to his outs and left only a single spirit token to block my Collonade. However with 4 soldiers in play, I swung for 4 and bolted him for the final 3.
Round 4: Ad Nauseum
Game 1:
This is an abysmal game 1 for every blue control deck. He combo'd out quick and we move on quickly. Luckily for me, this LGS has alot of combo players, and I proceed to sideboard HEAVY
Sideboarding:
OUT: 1 ajani, 2 bolt, 1 helix, 1 electrolyze, 4 path, 3 verdict
IN: 1 disenchant, 1 clique, 2 surgical, 1 explosives, 1 canonist, 2 runed halo, 2 stony silence, 1 dispel, 1 negate
Game 2:
My opponent seems to have kept a hand with a bunch of hand disruption but very little combo speed, which I believe is the most important component for the Ad Nauseum player. Although he manages to Thoughtseize my Stony Silence out, I actually win the matchup with a grip full of negates, disenchants, and 2 snapcasters to recur my answers. At one point, I cast Canonist, and he spends 2 Pact of Negations knowing that he cannot beat it. Although Canonist never resolved, I tapped out for a Secure the Wastes on his next turn, and he suicides to Ad Nauseaum lol.
Game 3:
I keep a very solid hand of 2 snapcaster, 1 runed halo, 1 stony silence, and lands. My opponent this time keeps a hand with no hand disruption. I spend the first few turns developing my mana and establishing a board with Stony Silence and Runed Halo (for lightning storm). My opponent clearly was not expecting Halo, and maybe had one Echoing Truth to answer it. However, I still knew I could die to a Laboratory Maniac combo. On my opponent's turn 4, I click Clique him to reveal 2 Phyrexian Unlife, 1 Pentad Prism, and lands. I realized with my hand of double Snapcaster and Collonade that I could beat Unlife, so I make him keep his hand. After this point, nothing eventful happens as he eventually dies to infect damage to my board. He attempted at one point to combo off, but lost to Cryptic like they always do.
This finish was something I really needed after a brutal 5-days at GP Vegas, where I misplayed alot and drew abysmal hands playing Grixis Shadow & Dredge. However, my recent stint with playing Legacy Topless Miracles inspired me to the play this Jeskai list, which weirdly has alot of similarities. Moving forward, I think there is a strong argument to either play simply Azorius or maybe Esper as Fatal Push would have been useful. However as my match report shows, sometimes Ajani, Lightning Bolt, and Electrolyze are TOO GOOD in an unexpecting field.
his inability to handle an ounce of criticism is frightening, especially given that he likes to take cheap shots at people's credibility and character. this should be unacceptable behavior. clearly, he is not here to provide information, but simply to spew his thoughts while putting down others.
The trample from Rancor just puts me on a clock to fast to complete the combo. Doesn't help that almost 20% of the deck is meaningless beccause they targeted abilities.
lol wut?
just go play pauper. use all the evolving wilds you like there.
Is this landbase consistent enough for this B/W Eldrazi deck? I do not have access to Marsh Flats.
If not, any improvements greatly appreciated.
also not sure how essential shambling is.