What is everyone's thoughts on Nahiri, the Harbinger? I've seen some lists who have had success using Nahiri. I wanna try a list that is equivalent to the one I have in post #4561, except take out the BM main for a Nahiri, swap out a Swamp for either Godless Shrine or Sacred Foundry, and then in the side take out one of the Hazorets for the 2nd BM. Thoughts?
I have also liked 2 manamorphose. With the typical stock list of 20 lands, 8 creatures, and the rest spells, I saw 4 flex spots, so I used mine on 2 manamorphose, 1 LoTV, and 1 BM in the main. I have noticed sometimes that I would have hands with both LoTV and Reveler in hand, and it could get awkward if I don't want to discard LoTV to reveler but also don't want to discard reveler to LoTV if they're the only two cards in hand. I haven't given LtLH a try yet but I would like to, but finding space is hard. Current list that I'll be working with for the next couple weeks:
Another thing to note about Godless Shrine is that Andreas_Mueller had Nahiri in their list and so was a tiny bit more dependent on white other than lingering souls and Wear // Tear. I'm currently only on one sacred foundry because I only own one but I would probably play the 2nd sacred foundry before the godless shrine.
As for Dark Confidant, you have to have it survive for multiple turns for it to get as much as a Reveler would. It also dies to fatal push, abrupt decay, and bolt, whereas Reveler is much more resistant to.
More removal than the typical stock spell list, with 3 push main and 3 brutality main with the 4th of each in the side. This Modern Challenge looked to have a lot of humans so it makes sense.
0 manamorphoses. It makes sense to be honest, especially since it doesn't match well with Thalia, and again the modern challenge looked to have a lot of humans lists.
Going up to the full 8 discard.
No molten rains in the SB.
What do you all think? It seems tuned for the current meta and looks to be working.
I like that but I would play 19 lands alongside 3-4 Manamorphose. Manamorphose reduces the amount of needed lands to run but doesnt help when you need to decide whether a one lander hand is good enough or not.
I'd also like to note that Play Design for the Modern Super League also put out a Mardu Pyro list, with a different take than Pamplemousse. Here is their list:
I've been trying 4 manamorphoses recently as well. Maybe 4 is too much but so far it's definitely been relevant in reducing Reveler's cost, which is quite worth it to build around. Gerry Thompson kept mentioning during the Pro Tour that he wished he played more manamorphoses since he only played 1, and in his SCG articles he believes that a version with 4 manamorphoses will be the way to go. The list that I thought of is the same mainboard except with 1 more land over the 2nd LoTV. I still don't know if it's really that good but it's what I will try playing for this week.
2-1-1 today with Mardu Pyro. I played the same 75 as FlyingDelver's list, with 2 LoTV main and Hazoret in the side, the only difference was that I had an EE instead of the Surgical Extraction, everything else was the same. Here's how the matches went:
Round 1, Jund, 2-0. I saw again how the Mardu Pyro deck can stabilize well. My opponent had a single tarmogoyf that got out of bolt range, so I was able to bolt any Dark Confidants on sight. I was able to chain 2 revelers together, draw into fatal push to get rid of the tarmogoyf, then take over the game from there. Game 2 he drew multiple lands while I was able to swing in with Hazoret and he had no answer.
Round 2, Mardu Pyromancer, draw. I have no idea how to side for the mirror. Does anyone have thoughts on this? Both of us had multiple lingering souls in the graveyard and were trading off tokens. My opponent was able to get Reveler first that I couldn't deal with. Game 2 on the play it was again close but after the dust settled I was left with a single Elemental token that I was able to bash in with. We didn't have enough time for game 3 and so we drew.
Round 3, Ponza, 1-2. Game 1 he had 3 molten rains and a bunch of BBE's, couldn't deal with them. Game 2 I stuck a LoTV that took over the game. Game 3 was close. My opponent had 1 card in hand, a tireless tracker that was growing, and a BBE. I casted LoTV and decided to -2 to stabilize the board a bit more, but my opponent had an Inferno Titan in hand that I should have anticipated, considering it wasn't a land and if it was land destruction probably would have casted it.
Round 4, Mono-G Tron, 2-1. Game 1 I drew into 3 lingering souls while my opponent had 2 Ugins and a World Breaker. I almost stabilized until they casted Ulamog and that was it. Game 2 it was a grind but LoTV was what carried me that game. I was able to ultimate her to get rid of Tron lands, and then bashed in with Revelers. Game 3 on the draw my starting hand was 1 IoK, 2 TS, 1 Molten Rain, 2 Lands, and Reveler. My opponent never had tron that game and couldn't cast anything. I drew into a 2nd Molten Rain and a LoTV to really seal the deal.
Thoughts on the list:
I was still in 2 manamorphose, 1 brutality in the main. Manamorphoses were almost always relevant in reducing the cost of Reveler, and it helped me cast the front half of lingering souls a couple times. Still not sure on manamorphose.
I don't think I saw LoTV in any of my game 1's. I still really like Hazoret and am trying to find a place for her in the main.
It was one of my first times playing G/R Ponza, so I'm not sure how to side for that, also it was my first time playing the mirror and really wasn't sure how to side. If anyone has tips for those 2 matchups that would be great. Thanks for reading!
Played Mardu Pyro for the first time today at my LGS and went 3-1. I've been playing Jund for the past few months even before BBE and I wanted to give this deck a try, I was able to borrow the cards that I needed from a friend (reveler, YP, etc.). Here is the list that I ran:
I ran the fulminator because I only had 1 molten rain but once I get molten rains I'll replace it.
Here is a quick report:
Round 1, Hollow One Vengevine (2-0). The first game is where I saw the power of the deck compared to a deck like Jund, with a YP out I was able to stabilize the board with Elemental tokens until I could find the answers for Vengevine. He had a pretty explosive start but I was able to hold on in the beginning thanks to YP. Through chipping in damage here and there I was able to turn the corner with a Reveler and win game 1. Game 2 I drew into 2 of my nihil spellbombs and 3 revelers, pretty quick win.
Round 2, B/W Tokens (2-0). First game was a struggle. I was able to discard a Gideon, Ally of Zendikar away but was able to play Ob Nixilis. It looked like the game was slowly going away until I topdeck a Reveler into blood moon, mountain, and dreadbore. He only had a basic plains so once I played blood moon I was able to take over from there. Game 2 he had turn 2 Rest in Peace, but I eventually found my 1 of Hazoret that took over the game fairly quickly.
Round 3, R/G Eldrazi (0-2). This was rough. In game 1 he thought-knot seer'd my reveler that I was going to play next turn, then followed up with reality smasher. Game 2 he thought-knot seer'd my hazoret that I was going to play next turn, then followed up with reality smasher. I thought that if I didn't get those two taken away I would have been in decent shape both games, but it happens.
Round 4, U/B Taking Turns (2-0). Both games played out as expected: discard their mine effect away, then get on the board as fast as possible before they could link turns together profitably. Fortunately in both games I was able to take away the Dictate of Kruphix before he could play it, as it would have been big game for him if it stuck.
Some thoughts on the deck:
The deck was really fun to play. Casting Faithless Looting was fun, and I believe that lingering souls is a good grind card to be playing now, especially with my local meta having a lot of Jund and control.
The manamorphoses were nice when in conjunction with YP. I'm not 100% on them though. I did get to manamorphose into manamorphose with a YP out one game which was sweet.
Hazoret did what I wanted her to do, act as another threat that didn't rely on the graveyard. She shined in every game that I got to play her in.
There's another modern event in two days so I'll probably run it back with Mardu again, then will see if I want to buy into it. So far though, I'm a fan.
I don't think anyone has mentioned it yet but for the Modern Super League, ChannelFireball's group came up with a Jund list that looks very close to the list that we've come up with here:
3 scooze and LtLH in the main, 12 1-drop discard spells, they decided to take out the 1 terminate and have the 25th land, 4 manlands, and no fulminator in the side.
I so far have felt fine with 24 lands, and it makes space for the spells other than the 12 1-drop spells, which I think is very important to not have too little 1-drop spells. The numbers for terminate, pulse, decay, kcommand can probably be tuned to your liking, but I like having access to all of these mainboard. I haven't had enough chance to work with Grim Lavamancer, but the times I have had it it's been amazing so I wanna have access to 2.
With spring break coming up I won't be able to test the list at my LGS until a week or so, but at the next opportunity this list is probably what I'm going to try.
Abzan is basically just BG with Lingering Souls and Stony Silence at this point, it's a reasonable direction to trend in. With nearly every 2-color midrange deck using Field of Ruin, you really can't just arbitrarily play a random assortment of 3-color cards anymore. Having to run a single Mountain puts a very real strain on our mana base, but at the same time it's hard to play 4 BBE, 3-4 Bolt 2 K-Command, and 2 Terminate without it. And that's ignoring sideboard cards like Anger of the Gods.
I thought about this a bit too. One of the nice aspects about Reid's Abzan build which was BG splashing for lingering souls and stony silence was that he didn't have to have white mana early on. Jund doesn't really have that luxury because of bolt, so I've just accepted that we are a 3-color midrange deck. I liked the mana base that Seth Manfield had in his TCGplayer article, where if you're going to run 5 manlands and 25 lands, max out on raging ravines, so his was running 4 ravines 1 treetop village.
@lowekevin123: I really like your list. I would only add Terminate instead of 1 Push since I'm not comfortable with playing only one Terminate but that's just me. I want to have more answers to bigger threats. I'll going to try this list (main deck) with the mentioned change.
i'm not sure if I want 25 or 24 lands but since I really want third Ooze (it was performing really good for me) and don't know what else to cut for it I'll start with cutting a land and go from there depending on how it works.
That's fair, at least in my area I don't have to worry too much about bigger threats. I really like my list in that it's lowering the curve with 24 lands with 13 1-drop spells, which helps the deck run smoother game 1, and then sideboard into more expensive cards if needed. Not having Abrupt Decay is definitely a real cost, but I'm not sure what I'd take out to have one.
As for Owen's list, that's a lot of ETB tapped lands..
Went 3-1 today with Jund, losing round 1 to Mardu Pyromancer and winning rounds 2-4 against Storm, Mono-U Merfolk, and Burn. Here is the list that I played
I liked the 9 fetchlands, as it gets me to 19 black sources and the mana felt a lot smoother when I could search for what I needed.
I didn't like the 3 IoK/3 TS, and will probably revert back to 4 IoK/2 TS.
I'm thinking of going to 1 Terminate and add another Bolt. I like the idea of having more reach as well as slightly lowering the curve, and especially in my local meta Terminate doesn't do a whole lot.
Since at least at my local event there were no Lantern, Tron, Affinity, or Hollow One in sight, as my local meta is a lot of U/W/x control and Burn, I'm probably going to take out one of the Ancient Grudges. Not sure what to add to take its place, my initial thoughts are the 2nd Maelstrom Pulse and Hazoret just cause I really like Hazoret.
Scooze was the MVP of the night, acting as graveyard hate against Storm and Mardu Pyromancer and then stabilizing against Merfolk and Burn. I really liked having 3 in the main and will probably stick with that, as well as 2 collective brutality 2 finks in the side.
I have another event on Sunday so I'll probably be running this list:
For those with SCG premium, Jadine posted an article about her playing Jund at SCG dallas. You don't have to talk about actual contents cause of the paywall, but what did she cover in her article? From the comments it looks like she talked about her deckbuilding decisions and possibly sideboard plans? Is there anything else she mentioned? I'm thinking about getting premium for a month just for this.
4 Young Pyromancer
4 Bedlam Reveler
Planeswalkers (1)
1 Liliana of the Veil
Spells (30)
4 Faithless Looting
4 Inquisition of Kozilek
3 Thoughtseize
2 Collective Brutality
4 Lightning Bolt
2 Fatal Push
1 Terminate
1 Dreadbore
3 Kolaghan’s Command
4 Lingering Souls
2 Manamorphose
1 Blood Moon
Lands (20)
4 Blackcleave Cliffs
4 Bloodstained Mire
4 Marsh Flats
2 Blood Crypt
1 Sacred Foundry
2 Mountain
3 Swamp
3 Nihil Spellbomb
2 Collective Brutality
2 Engineered Explosives
2 Wear // Tear
2 Hazoret the Fervent
1 Liliana of the Veil
1 Blood Moon
1 Anger of the Gods
1 Surgical Extraction
As for Dark Confidant, you have to have it survive for multiple turns for it to get as much as a Reveler would. It also dies to fatal push, abrupt decay, and bolt, whereas Reveler is much more resistant to.
4 Young Pyromancer
4 Bedlam Reveler
Planeswalkers (1)
1 Nahiri, the Harbinger
Spells (31)
4 Inquisition of Kozilek
4 Thoughtseize
4 Faithless Looting
4 Lightning Bolt
3 Fatal Push
2 Terminate
3 Collective Brutality
3 Kolaghan's Command
4 Lingering Souls
4 Blackcleave Cliffs
4 Bloodstained Mire
4 Marsh Flats
2 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
2 Mountain
2 Swamp
1 Fatal Push
2 Crackling Doom
1 Collective Brutality
4 Leyline of the Void
1 Worship
1 Nihil Spellbomb
1 Engineered Explosives
2 Wear // Tear
1 Liliana of the Veil
1 Goblin Rabblemaster
Some things that stand out
What do you all think? It seems tuned for the current meta and looks to be working.
Yeah I agree with the 19 lands. Here is the list I'm going try at Modern tonight at an LGS and probably on Thursday:
4 Young Pyromancer
4 Bedlam Reveler
Planeswalkers (1)
1 Liliana of the Veil
Spells (32)
4 Inquisition of Kozilek
3 Thoughtseize
4 Faithless Looting
4 Lightning Bolt
2 Fatal Push
2 Terminate
2 Collective Brutality
4 Manamorphose
3 Kolaghan's Command
4 Lingering Souls
4 Blackcleave Cliffs
4 Bloodstained Mire
3 Marsh Flats
1 Wooded Foothills
2 Blood Crypt
1 Sacred Foundry
2 Mountain
2 Swamp
3 Molten Rain
2 Surgical Extraction
2 Collective Brutality
2 Nihil Spellbomb
2 Engineered Explosives
2 Wear // Tear
1 Liliana of the Veil
1 Hazoret, the Fervent
4 Young Pyromancer
4 Bedlam Reveler
Planeswalkers (2)
2 Liliana of the Veil
Spells (32)
4 Inquisition of Kozilek
3 Thoughtseize
4 Faithless Looting
4 Lightning Bolt
2 Fatal Push
2 Terminate
2 Collective Brutality
4 Manamorphose
3 Kolaghan's Command
4 Lingering Souls
4 Blackcleave Cliffs
4 Bloodstained Mire
1 Marsh Flats
2 Arid Mesa
2 Blood Crypt
1 Sacred Foundry
2 Mountain
1 Swamp
1 Inspiring Vantage
1 Collective Brutality
1 Blood Moon
1 Hazoret the Fervent
2 Grafdigger's Cage
2 Grim Lavamancer
2 Nihil Spellbomb
2 Wear // Tear
2 Engineered Explosives
1 Anger of the Gods
1 Liliana, the Last Hope
I've been trying 4 manamorphoses recently as well. Maybe 4 is too much but so far it's definitely been relevant in reducing Reveler's cost, which is quite worth it to build around. Gerry Thompson kept mentioning during the Pro Tour that he wished he played more manamorphoses since he only played 1, and in his SCG articles he believes that a version with 4 manamorphoses will be the way to go. The list that I thought of is the same mainboard except with 1 more land over the 2nd LoTV. I still don't know if it's really that good but it's what I will try playing for this week.
Round 1, Jund, 2-0. I saw again how the Mardu Pyro deck can stabilize well. My opponent had a single tarmogoyf that got out of bolt range, so I was able to bolt any Dark Confidants on sight. I was able to chain 2 revelers together, draw into fatal push to get rid of the tarmogoyf, then take over the game from there. Game 2 he drew multiple lands while I was able to swing in with Hazoret and he had no answer.
Round 2, Mardu Pyromancer, draw. I have no idea how to side for the mirror. Does anyone have thoughts on this? Both of us had multiple lingering souls in the graveyard and were trading off tokens. My opponent was able to get Reveler first that I couldn't deal with. Game 2 on the play it was again close but after the dust settled I was left with a single Elemental token that I was able to bash in with. We didn't have enough time for game 3 and so we drew.
Round 3, Ponza, 1-2. Game 1 he had 3 molten rains and a bunch of BBE's, couldn't deal with them. Game 2 I stuck a LoTV that took over the game. Game 3 was close. My opponent had 1 card in hand, a tireless tracker that was growing, and a BBE. I casted LoTV and decided to -2 to stabilize the board a bit more, but my opponent had an Inferno Titan in hand that I should have anticipated, considering it wasn't a land and if it was land destruction probably would have casted it.
Round 4, Mono-G Tron, 2-1. Game 1 I drew into 3 lingering souls while my opponent had 2 Ugins and a World Breaker. I almost stabilized until they casted Ulamog and that was it. Game 2 it was a grind but LoTV was what carried me that game. I was able to ultimate her to get rid of Tron lands, and then bashed in with Revelers. Game 3 on the draw my starting hand was 1 IoK, 2 TS, 1 Molten Rain, 2 Lands, and Reveler. My opponent never had tron that game and couldn't cast anything. I drew into a 2nd Molten Rain and a LoTV to really seal the deal.
Thoughts on the list:
It was one of my first times playing G/R Ponza, so I'm not sure how to side for that, also it was my first time playing the mirror and really wasn't sure how to side. If anyone has tips for those 2 matchups that would be great. Thanks for reading!
4 Bedlam Reveler
4 Young Pyromancer
1 Hazoret the Fervent
Spells (30)
4 Inquisition of Kozilek
3 Thoughtseize
2 Fatal Push
4 Lightning Bolt
1 Terminate
1 Dreadbore
2 Manamorphose
4 Faithless Looting
4 Lingering Souls
3 Kolaghan's Command
2 Collective Brutality
1 Blood Moon
Lands (20)
4 Blackcleave Cliffs
4 Bloodstained Mire
4 Marsh Flats
2 Blood Crypt
1 Sacred Foundry
3 Mountain
2 Swamp
3 Nihil Spellbomb
1 Molten Rain
1 Fulminator Mage
1 Blood Moon
2 Liliana of the Veil
2 Collective Brutality
1 Anger of the Gods
2 Engineered Explosives
2 Wear // Tear
I ran the fulminator because I only had 1 molten rain but once I get molten rains I'll replace it.
Here is a quick report:
Round 1, Hollow One Vengevine (2-0). The first game is where I saw the power of the deck compared to a deck like Jund, with a YP out I was able to stabilize the board with Elemental tokens until I could find the answers for Vengevine. He had a pretty explosive start but I was able to hold on in the beginning thanks to YP. Through chipping in damage here and there I was able to turn the corner with a Reveler and win game 1. Game 2 I drew into 2 of my nihil spellbombs and 3 revelers, pretty quick win.
Round 2, B/W Tokens (2-0). First game was a struggle. I was able to discard a Gideon, Ally of Zendikar away but was able to play Ob Nixilis. It looked like the game was slowly going away until I topdeck a Reveler into blood moon, mountain, and dreadbore. He only had a basic plains so once I played blood moon I was able to take over from there. Game 2 he had turn 2 Rest in Peace, but I eventually found my 1 of Hazoret that took over the game fairly quickly.
Round 3, R/G Eldrazi (0-2). This was rough. In game 1 he thought-knot seer'd my reveler that I was going to play next turn, then followed up with reality smasher. Game 2 he thought-knot seer'd my hazoret that I was going to play next turn, then followed up with reality smasher. I thought that if I didn't get those two taken away I would have been in decent shape both games, but it happens.
Round 4, U/B Taking Turns (2-0). Both games played out as expected: discard their mine effect away, then get on the board as fast as possible before they could link turns together profitably. Fortunately in both games I was able to take away the Dictate of Kruphix before he could play it, as it would have been big game for him if it stuck.
Some thoughts on the deck:
There's another modern event in two days so I'll probably run it back with Mardu again, then will see if I want to buy into it. So far though, I'm a fan.
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
4 Bloodbraid Elf
Land (25)
1 Twilight Mire
2 Swamp
3 Raging Ravine
1 Treetop Village
4 Blackcleave Cliffs
1 Blood Crypt
2 Overgrown Tomb
1 Stomping Ground
1 Forest
4 Bloodstained Mire
1 Wooded Foothills
4 Verdant Catacombs
1 Kolaghan's Command
3 Lightning Bolt
3 Fatal Push
1 Abrupt Decay
3 Thoughtseize
1 Maelstrom Pulse
3 Inquisition of Kozilek
Planeswalker (5)
1 Liliana, the Last Hope
4 Liliana of the Veil
2 Grim Lavamancer
2 Kitchen Finks
2 Grafdigger's Cage
2 Ancient Grudge
1 Maelstrom Pulse
2 Anger of the Gods
2 Collective Brutality
2 Tireless Tracker
3 scooze and LtLH in the main, 12 1-drop discard spells, they decided to take out the 1 terminate and have the 25th land, 4 manlands, and no fulminator in the side.
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
4 Bloodbraid Elf
Land (24)
4 Verdant Catacombs
3 Bloodstained Mire
1 Wooded Foothills
3 Raging Ravine
4 Blackcleave Cliffs
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Swamp
2 Forest
1 Twilight Mire
3 Lightning Bolt
3 Fatal Push
4 Inquisition of Kozilek
2 Thoughtseize
1 Abrupt Decay
1 Terminate
1 Maelstrom Pulse
1 Kolaghan's Command
Planeswalkers (5)
1 Liliana, the Last Hope
4 Liliana of the Veil
3 Fulminator Mage
2 Grim Lavamancer
2 Collective Brutality
2 Ancient Grudge
2 Nihil Spellbomb
1 Kitchen Finks
1 Hazoret the Fervent
1 Maelstrom Pulse
1 Anger of the Gods
I so far have felt fine with 24 lands, and it makes space for the spells other than the 12 1-drop spells, which I think is very important to not have too little 1-drop spells. The numbers for terminate, pulse, decay, kcommand can probably be tuned to your liking, but I like having access to all of these mainboard. I haven't had enough chance to work with Grim Lavamancer, but the times I have had it it's been amazing so I wanna have access to 2.
With spring break coming up I won't be able to test the list at my LGS until a week or so, but at the next opportunity this list is probably what I'm going to try.
I thought about this a bit too. One of the nice aspects about Reid's Abzan build which was BG splashing for lingering souls and stony silence was that he didn't have to have white mana early on. Jund doesn't really have that luxury because of bolt, so I've just accepted that we are a 3-color midrange deck. I liked the mana base that Seth Manfield had in his TCGplayer article, where if you're going to run 5 manlands and 25 lands, max out on raging ravines, so his was running 4 ravines 1 treetop village.
That's fair, at least in my area I don't have to worry too much about bigger threats. I really like my list in that it's lowering the curve with 24 lands with 13 1-drop spells, which helps the deck run smoother game 1, and then sideboard into more expensive cards if needed. Not having Abrupt Decay is definitely a real cost, but I'm not sure what I'd take out to have one.
As for Owen's list, that's a lot of ETB tapped lands..
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
4 Bloodbraid Elf
Lands (24)
4 Verdant Catacombs
3 Bloodstained Mire
2 Wooded Foothills
4 Blackcleave Cliffs
3 Raging Ravine
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Swamp
1 Forest
1 Twilight Mire
3 Fatal Push
3 Lightning Bolt
3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse
2 Terminate
2 Kolaghan’s Command
Planeswalkers (4)
4 Liliana of the Veil
3 Fulminator Mage
2 Collective Brutality
2 Nihil Spellbomb
2 Kitchen Finks
2 Ancient Grudge
1 Kolaghan’s Command
1 Golgari Charm
1 Liliana, the Last Hope
1 Grim Lavamancer
Some changes and thoughts going forward:
I have another event on Sunday so I'll probably be running this list:
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
4 Bloodbraid Elf
Lands (24)
4 Verdant Catacombs
3 Bloodstained Mire
2 Wooded Foothills
4 Blackcleave Cliffs
3 Raging Ravine
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Swamp
1 Forest
1 Twilight Mire
3 Fatal Push
4 Lightning Bolt
4 Inquisition of Kozilek
2 Thoughtseize
1 Maelstrom Pulse
1 Terminate
2 Kolaghan’s Command
Planeswalkers (4)
4 Liliana of the Veil
3 Fulminator Mage
2 Collective Brutality
2 Nihil Spellbomb
2 Kitchen Finks
1 Ancient Grudge
1 Kolaghan’s Command
1 Golgari Charm
1 Liliana, the Last Hope
1 Grim Lavamancer
1 Hazoret the Fervent/Maelstrom Pulse