Another option instead of Bob is glint-sleeve siphoner. The menace is pretty interesting, and you can flicker it with Displacer to get the energy you need if you aren't attacking.
I've been debating running it for some time now, but my favorite option in that slot is actually Smuggler's Copter. It is a bit more risky because you need a creature to crew but it makes your small creatures so much better, and the looting is invaluable at times.
I haven't scoured the whole thread, but has anyone tried Mulldrifter in the deck? I run a 1-of alongside 1 Skyspawner, and it really helps climb back out of a hole when you're behind. Being able to evoke and flicker with Displacer for 6 (usually 5 with temple out) and draw 4 cards feels really powerful.
I also play a 1-of of Tamiyo and she is also really great so far. She slows down aggressive decks and helps you dig to answers, and her ultimate is surprisingly doable and quite backbreaking.
I've only had a few matches in so far so I can't say for sure, but it feels more grindy and synergistic than when I was previously playing Eldrazi & Taxes. I think this is very much a tempo deck, so if your cards don't line up well you could be punished pretty hard, but several curves are just insane, like delay into Spell Queller into Nullifier. That's three spells countered, on curve, with two 2/3 fliers left over. I'll keep grinding and update. I will have this in paper by next week so I can get a feel for how it really performs
I have gone the same route, stripping the Taxes from Eldrazi & Taxes and emphasizing the flicker effects and tricks. Add in blue for Nullifier, Spell Queller, and Delay. My list is as follows:
The sideboard is up in the air right now, but I think some number of Vensers belong here, as well as Detention Sphere as a catch-all. And believe me, Stonecloaker is an absolute house and the card needs to start seeing more play.
Let me know what you guys think, but I think this is an excellent direction to take the concepts.
The SB obviously is loose, as the field isn't defined yet, but my only concerns for the MB are as follows:
- Jace is great, but it may be better for the aggression of the deck for him to just be Den Protector, this is something I will be testing soon
- Eerie Interlude is great in theory. In practice it has been merely solid. It depends on how the format shapes up whether this makes the final cut or not. Almost the entire creature base has ETB effects, so if there's ever a breath of space to fire off an interlude it is incredible, allowing you to draw cards, buff your team, get land, bounce opposing creatures, or just save your own from removal all feels good. Whether there will be that breath to use Interlude will make or break the card for me, but if you don't like it, it could easily be more removal a la Declaration, Silkwrap, Dromoka's Command, etc; or a few Always Watching.
Let me know what you guys think, so far in testing I have been just stampeding any opposition. The manabase is incredibly smooth with the large white base and Knight of the White Orchid. The raw power of this deck has been sold to me and it will be what I'm playing when SoI is released.
So the big question is how is our MU versus the eldrazi aggro? I feel like we have as good a chance as any, being that we aren't hurt terribly by chalice on two, and we have our own tks to take their smashers, etc. Has anyone tested it? (I run b/g heartless btw, for Stirrings, decay, worldbreaker)
I personally like to run a singleton Kozilek. He's not usually something I'm tutoring up when I'm ahead, but when I'm in topdeck mode he is the best possible card to draw and completely reload
So is the jury in on Descendants' Path yet? I saw a guy running it online with a fun-of Spaghetti Monster and I don't wanna wait til after a potential price spike lol
I totally agree, its a fine line between being a more versatile Stompy list and a bad Abzan list. That's why I've kept it low to the ground without lieges or Smiters. When I built the deck I just assumed good mana and started upgrading the deck. Kytheon is a better Dryad Militant, and in mid to late game, a much better Young Wolf. I feel a lot better about topdecking a Kytheon, with his indestructible ability, and there isn't much better than going T1 Experiment One, T2 Kytheon and anything else, T3 Strangleroot Geist and flipping to Gideon. I saw Voice as an upgrade to Tuskers, and Path obviously an upgrade to Dismember.
When you move in this direction, you give up the all-in-on-devotion plan, and thus aren't as explosive with your Aspect of Hydras, however once I conceded this, I put in Kitchen Finks and made the list very resilient, and its much easier to play from behind. So ultimately its a compromise on raw power in exchange for utility and resiliency. As far as MUs go, Burn is no longer a frantic race, but instead you become a relentless force with inherently powerful cards such as Dromoka's Command and Finks MD, and you get access to Firewalkers on top of Feed the Clan in the SB, its hard to lose. You still have a fast clock against infect with more ways to interact with their creatures. Grixis generally can't handle all the recursive creatures and Scooze and Thrun out of the board. Tron is something Mono Green Stompy probably holds a better MU against than me, but there is very little in my meta so it doesn't concern me in my case. The affinity MU is still tough, but better with paths and Kataki's (Which will soon be Stony Silence, I didn't buy into them when I should have, unfortunately).
If anyone is interested in going this route, I highly recommend it, as building this deck from Mono G Stompy creates a painless springboard into other decks in modern down the road, such as Abzan Coco or Hatebears
Essentially it utilizes white for the best Savannah Lions, Kytheon, which has been bonkers; Path and Voice. Dromoka's Command has been awesome, but it may not be as needed now that Twin is out, same can be said for Spellskite.
I've been debating running it for some time now, but my favorite option in that slot is actually Smuggler's Copter. It is a bit more risky because you need a creature to crew but it makes your small creatures so much better, and the looting is invaluable at times.
I haven't scoured the whole thread, but has anyone tried Mulldrifter in the deck? I run a 1-of alongside 1 Skyspawner, and it really helps climb back out of a hole when you're behind. Being able to evoke and flicker with Displacer for 6 (usually 5 with temple out) and draw 4 cards feels really powerful.
I also play a 1-of of Tamiyo and she is also really great so far. She slows down aggressive decks and helps you dig to answers, and her ultimate is surprisingly doable and quite backbreaking.
3x Adarkar Wastes
3x Caves of Koilos
4x Eldrazi Temple
2x Flooded Strand
1x Godless Shrine
1x Hallowed Fountain
1x Island
2x Marsh Flats
2x Plains
2x Polluted Delta
1x Swamp
1x Watery Grave
3x Flickerwisp
4x Spell Queller
2x Stonecloaker
3x Thought-Knot Seer
4x Tidehollow Sculler
2x Ulamog's Nullifier
2x Wall of Omens
4x Wasteland Strangler
4x Path to Exile
3x AEther Vial
The sideboard is up in the air right now, but I think some number of Vensers belong here, as well as Detention Sphere as a catch-all. And believe me, Stonecloaker is an absolute house and the card needs to start seeing more play.
Let me know what you guys think, but I think this is an excellent direction to take the concepts.
4 Thraben Inspector
3 Kytheon, Hero of Akros
4 Knight of the White Orchid
4 Consul's Lieutenant
4 Jace, Vryn's Prodigy
4 Thalia's Lieutenant
4 Reflector Mage
Instants:
4 Collected Company
3 Eerie Interlude
2 Declaration in Stone
Lands:
3 Port Town
3 Fortified Village
4 Canopy Vista
4 Prairie Stream
2 Islands
8 Plains
3 Dromoka's Command
3 Negate
3 Silkwrap
2 Always Watching
2 Lantern Scout
2 Den Protector
The SB obviously is loose, as the field isn't defined yet, but my only concerns for the MB are as follows:
- Jace is great, but it may be better for the aggression of the deck for him to just be Den Protector, this is something I will be testing soon
- Eerie Interlude is great in theory. In practice it has been merely solid. It depends on how the format shapes up whether this makes the final cut or not. Almost the entire creature base has ETB effects, so if there's ever a breath of space to fire off an interlude it is incredible, allowing you to draw cards, buff your team, get land, bounce opposing creatures, or just save your own from removal all feels good. Whether there will be that breath to use Interlude will make or break the card for me, but if you don't like it, it could easily be more removal a la Declaration, Silkwrap, Dromoka's Command, etc; or a few Always Watching.
Let me know what you guys think, so far in testing I have been just stampeding any opposition. The manabase is incredibly smooth with the large white base and Knight of the White Orchid. The raw power of this deck has been sold to me and it will be what I'm playing when SoI is released.
When you move in this direction, you give up the all-in-on-devotion plan, and thus aren't as explosive with your Aspect of Hydras, however once I conceded this, I put in Kitchen Finks and made the list very resilient, and its much easier to play from behind. So ultimately its a compromise on raw power in exchange for utility and resiliency. As far as MUs go, Burn is no longer a frantic race, but instead you become a relentless force with inherently powerful cards such as Dromoka's Command and Finks MD, and you get access to Firewalkers on top of Feed the Clan in the SB, its hard to lose. You still have a fast clock against infect with more ways to interact with their creatures. Grixis generally can't handle all the recursive creatures and Scooze and Thrun out of the board. Tron is something Mono Green Stompy probably holds a better MU against than me, but there is very little in my meta so it doesn't concern me in my case. The affinity MU is still tough, but better with paths and Kataki's (Which will soon be Stony Silence, I didn't buy into them when I should have, unfortunately).
If anyone is interested in going this route, I highly recommend it, as building this deck from Mono G Stompy creates a painless springboard into other decks in modern down the road, such as Abzan Coco or Hatebears
3 Forest
1 Oran-Rief, the Vastwood
4 Razorverge Thicket
3 Sunpetal Grove
4 Temple Garden
1 Treetop Village
4 Windswept Heath
1 Wooded Foothills
Enchantment (4)
4 Rancor
Creature (23)
4 Avatar of the Resolute
4 Experiment One
3 Kitchen Finks
3 Kytheon, Hero of Akros
1 Spellskite
4 Strangleroot Geist
4 Voice of Resurgence
2 Aspect of Hydra
2 Dromoka's Command
4 Path to Exile
4 Vines of Vastwood
1 Creeping Corrosion
3 Feed the Clan
3 Kataki, War's Wage
2 Kor Firewalker
2 Mirran Crusader
2 Scavenging Ooze
1 Thrun, the Last Troll
1 Back to Nature
Essentially it utilizes white for the best Savannah Lions, Kytheon, which has been bonkers; Path and Voice. Dromoka's Command has been awesome, but it may not be as needed now that Twin is out, same can be said for Spellskite.