I think you got a ton of solid points in there. Regarding Shared Discovery--are you running Mind Spring? It is pure gold with Awakening Zone, far better than shared discovery because you get a TON of cards when you sac a few tokens. It's better with ROE because the tokens give you more time if you chump with them and more cards if u sac for mana. I honestly don't know what else to add. I am not sure that Treespeaker has a place in ours with Awakening Zone because a T2 Awakening Zone is the nuts (same reason I think you should drop that Archdruid...). Regarding a new decklist... Here's what I have been testing. It has seemed pretty damn solid so far... For those who hate so many decklists, my apologies, we Misty Monumenters are tryin to win some shizzle.
Thanks to Awakening Zone, the deck tests MONEY against Jund, siding out the Acidic Slimes for Spreading Seas (although Acidic is pretty good there too) and Negate for Flashfreeze. Routinely I can get Garruk down on 3 and after untapping 2 lands, I can have a token blocker AND enough mana to flashfreeze a Blightning. If I untap on turn 4 like this, it's either a huge Wolfbriar or a giant Mind Spring for 7 cards (4 lands, 1 dork, 2 tokens, 2 lands from Garruk). Drawing a new hand on turn 4 = pretty good. The flexibility of the blue splash means that this deck does not auto-scoop to sweepers. Negate-ing a DoJ or All is Dust and then putting Eldrazi down with they are tapped out is a game-changer. Against control decks (especially UWr) you can come back at them with a whopping 9 counters if you want to go up that high.
What is the reason you are running singleton Borderland Ranger? And who are the beaters in this deck, tokens under overrun?
I think the reason why you die out post board is because you tend to board out creatures in exchange of utility cards. Less creatures = bad.
I always keep creatures quantity. If I want to board in another equip, I our another one, If I need O-Rings, the PtE goes out. I board out creatures only if I want exchange to other creatures (e.g. Sparkmage). But you right, I need more creatures, and I know it. I will add Guides back to my MD.
Match 1 vs. RW Ally, win 2-0
He was newbie. It was easy to win, he could not stop my aggression. I was worried with his Talus Paladin but he was exiled soon.
Match 4 URW Control, loss 1-2
G1: I was definitely fast and he cannot answer all my triks. I win.
G2: He got Kor Firewalker from his sideboard, but I was mana-spamed and there was no creatures to reload my board. Loss.
G2: It was a curse. Mana-spam, no creatures, cannot swing. He finish me with Sphinx of Jwar Isle and Celestial Colonnade. Loss.
March 5 Mirror, win 1-2
I have won because I was more lucky with topdeck and had a stable mana.
I want to add a few notes.
First we need more creatures. There are often situation when I have equip on the table and fetches in my hand, but there is no one creature to swing with. And I want always see Ranger of Eos to reload my board, I will add forth.
I really mess Goblin Guides. They are good on open hand, nice target for Ranger if there is no other alternative, and you can target it by Kor Skyfisher if there is no goo targets (because you can easily return goblin to the game). I plan to return them to the MD.
Kitesail Apprentice was nice, if the cannot remove them he bacame a big flying target.
Elspeth, Knight-Errant helps when you want to swing and gain more life. I want to always see her in my MD.
Sejiri Steppe seems useless for me, never see it's shining.
If opponent has a lot of removal it is very painful for as. So we have to reload our board quickly. I think we need Giudes and full playset of Rangers. We can cut removal, or Kor Skyfisher. It is hard to deicide to remove Skufisher because he is nice, but it is a first target for opponent's removal. Kitesails can replace him as a flier, but not his tricks.
I've been testing this deck a few days online and it seems to be ok. It's really fast but nowhere near as consistent as Koros. I got the idea from that extended boros deck that is really good. I think with a bit of fine tuning, it can turn pretty deadly.
IMO this list seems unstable. You have lost a lot of advantages: reloading you board with Ranger of Eos, swinging with Goblin Bushwhacker, tricks and fliyng with Kor Skyfisher, improving guys with equipment.
I would run Mage Slayer over Quietus Spike any day of the week. It can be dropped by mystic and when strapped just murders for potentially double damage.
Mage Slayer is very promises, but we can put it on the battlefield only with Mystic help. But its looks nice, and we can test it. I think we should test all equip that can help In various situations. I suggest another one equipment whick is out from our colors, it is Behemoth Sledge. I saw it against me and it was very strong with its trample ability. I also want to repeat my previous suggestion to run Blazing Torch (for Vamps) and Trailblazer's Boots (e.g. for Jund) in SB. I have tasted Torch and it was nice.
The logic behind my running 2 Goblin Guides was for the fetches with rangerThere have been circumstances in the mid and late game where i have drilled through my bushwacker and steppe lynx that fetching the goblin guides allowed me to play them and strap them for good damage that turn without the need of the bushwacker. And i was thinking of running the Elite Vanguard as a one of so i have a reliable 3/1 to fetch for when i have no fetch lands than a 3/2 that allow draw or a 2/1 that i can't equip. This is my understanding so help me understand where it is wrong
When first Ranges appears on battlefield and you have 2 mountais it is worth to fetch Goblin Bushwhacker and someone white (it depends on the situation, Steppe Lynx if you can pump it or someone you can equip), you will play them next turn for WRR. It is important that second target is white, because otherwise you will need RRR next turn. It happens when Lynx and Kors are both bad for tutoring because you cannot pump them. In such case I just get someone depends on my felling of situation. About Goblin Guides, I prefer them for late game and do not want to cut something just for tutoring them at turn 4 or later. I think we have to avoid situations when we cannot pump Lynxes, hold fetchlands on the battlefield. Kors are much dependent on situation, and honesty I have no seen them shine. I think we still need to discuss Ranger's pack to find optimal solution.
I know you are fond of having 4 bolts, you can main 3 mystics and put the 4th in the board to replace journey so that you can accomodate the 4th bolt if you want to
How are Kor Duelist and Kitesail Apprentice in play? I have never seen them equipped online yet. I want to rebuild my Ranger pack. And my question from previous posts: should I run 4 Rangers or 3 is enough?
Do you miss PTE? It was instant and tricky spell, JtN isn't. Do you want to run Celestial Purges in sideboard.
@Xrii IMO running 2 copies of Goblin Guides is wrong. I you like them you must play 4 to get him for your open head, it means early aggression, love it. Your 2 copies means than you will get him in mid game, which is bad. To run or not to tun Guides, thats the question.
This is my observation. We need Journey to Nowhere, I went ahead and placed 2 in my main and 1 in my SB. I completely removed PTE from my 75.
Why have you deicided to play Journey to Nowhere instead of Path to Exile? I can share my feelings to PTE, it is great removal and it is instant, but I really dislike to ramp my oppenent, it is always bad for me. But cutting PTE means less trick (pump guys when attack, or prevent Tendrills of Corrution effect).
Also, I always encountered situations when my opponent has so much removals and sweepers that I needed the creatures with color protection that are resistant to removals so they don't die before I get to equip them.
It is true for me too. Decks like Jund just sweep the board and we have no chance.
I board out Kor Skyfisher, think it is bad against Vamps, and I still have to out something to board in Sparkmages. Earthquake sucks ageinst Vamps when they are flying and it looks like a bad draw, so out. And I board out Oblivion Ring and one Lightning Bolt to put Celestial Purge.
There was nice matchups. But there are still mana-screw sometimes. I play 25 lands and it is still a question, because it does not solve a screw problem. I also sound that I often has only one red source of mana on the battlefield and I want more to play Goblin Bushwhacker after Ranges's tutoring. Sejiri Steppe does not shine for me. It is awful to get it when when you are mana-screwed in the late game. And I have not seen it at my mid game yet. This is all needs more testing. Maybe I should play these symmetric pack of 24 land:
4 Steppe Lynx (It is good only if you can pump it next turn) 1 Goblin Bushwhacker (He is awesome, but it often happens when I have only 1 Mountain on the battlefield) 1 Kor Duelist (I have never seen him on the wave, no comments yet) 1 Dragonmaster Outcast (There was no situation when I was able to play him)
Here is my version of deck without Goblin Guides, I want to test it. It contains +2 Terramorphic Expanse, I want to have a land at each turn to pump my weenies. I also have added 2 Earthquakes to the MD, it is required emergency sweeper. So changes are:
I have only 3 Ranger of Eos, it is good card to reload my board, but I dont want them in my open hand. 3 or 4, that's the question.
After removing Goblin Guides I have less creates to target by Ranger's tutoring. I have 4 Lynxes, but if have no lands to pump them it is a bar board reloader. And I have Goblin Bushwhacker, Kor Duelist and Dragonmaster Outcast (he is instead of Kitesail Apprentice) as singletons. Is it enough or I should cut my removal for extra 1cmc creatures?
I want to try Dragonmaster Outcast, but he will be easily destroyed with removal (espetually by Jund) before my next upkeep. But i want to try. I think it will work pretty good against decks with less removal.
Yesturday I found that Celestial Purge sucks against Jund if they are running Master of the Wild Hunt of create Garruk's Beast tokens (there was a few matchups when the only removal in my hand was Purges, but he plays non-black non-red creatures). Are you put it to you SB?
EDIT: I have a suggestion. What's about put extra equip to the sideboard: Blazing Torch for Vamps and Trailblaizer's Boots for decks like Jund (they have tons of nonbasic lands)?
@Satyrius: Nice list, but I`m not sure about the 23 lands. I even considered 26 lands once, since we have a deck where we need to draw lands to win the game. It`s nice to play RoE, then play Bushwhacker and a Steppe Lynx the turn after, but if you don`t have the fetch in your hand, you`re screwed.
I have played a few matchups againt my friends today. I was running 23 lands (my list above). There was not so many games to make a decision. But, you right, I often play creatures and equip and need a landdrop, but the is no lands on topdeck. Next time I will try to play more lands.
I`m not sure about the Guides. The Mystic build wants to be good at mid-game and he`s definitely not the appropriate guy for such a deck.
I really likes Goblin Guides. He are very aggressive in early game. I will be very hard to lose them. But it seems they are will be cutted to fit more lands and Earthquake.
I hate Jund Charm and Pyroclasm against me! I cannot save my creatures from dying! What should I have to do with it.
I always have the same problem with mana, spamed or screwed. It seams very strange for me. If it is only screw, it means need more lands, but I am spamed too. Now I am trying to play 23 land in my deck. Who have tried to play 23 land, is it ok?
I deicide to play Mystic pack instead of classic version.
What's about Ranger? I'm running 3 of them, is is ok? I like this card to reload my board, but I want him on T4, not in my open hand.
I want to try Dragonmaster Outcast, it seems good on paper. But it is rare game when I have 6 land on the battlefield. And it is easy for my opponent to remove this bomb from the field before it blows. What do you think? Did you test him?
I also think about cutting Guides to get more space for extra Ranger, it's tutoring targets, equipment or removal (want two earthquakes main). But it scares me to loose these guys, because without their pack there is only one good fast first drop -- Lynx. Are you ok guys without Guides? Absence of Guides makes your deck less aggressive in early game, IMO. I am trying to fit Mystic pack, Skyfishers and Guides together to my new decklist.
Need a suggestion. Note, my meta has Jund (a lot of Jund), Boss Naya (it is more popular now), Mystic WW (always see them), less Vampires and a few control and combo decks.
Or deck became a WW splashed to red, not an agressive Boros. After all cuttings we have only few things of red in MB: 4 Plated Geopede, 1 Goblin Bushwhacker, 4 Lightning Bolt. What do you think about it?
@Charoots, why are you running only one copy of Elspeth in your MB? It seems like she is very random. And then did you board in the second one? IMO If you want to topdeck the card, you should run at least two copies of it.
@Cahoots: What makes the Skyfisher so good? I play Guides and I don`t like them against most of the matchups. Should I consider to cut them (2) and play Kor Skyfishers instead?
Skyfisher rocks. It can work as early flyer or give some good triks in the mid game. Equipped Skyfisher is worth, if they cannot answer or block him wins the game. It is hard to feel him and find the way, but if you will do it, you will love it. Put 3 to MB.
What is the reason you are running singleton Borderland Ranger? And who are the beaters in this deck, tokens under overrun?
UPD: Does Spreading Seas work for you?
I always keep creatures quantity. If I want to board in another equip, I our another one, If I need O-Rings, the PtE goes out. I board out creatures only if I want exchange to other creatures (e.g. Sparkmage). But you right, I need more creatures, and I know it. I will add Guides back to my MD.
4 Steppe Lynx
4 Plated Geopede
4 Stoneforge Mystic
3 Ranger of Eos
3 Kor Skyfisher
1 Goblin Bushwhacker
1 Kor Duelist
1 Kitesail Apprentice
1 Dragonmaster Outcast
Equipment 4
1 Basilisk Collar
3 Adventuring Gear
4 Lightning Bolt
2 Earthquake
2 Path to Exile
Planeswalkers 1
1 Elspeth, Knight-Errant
Lands 25
4 Arid Mesa
4 Marsh Flats
4 Scalding Tarn
2 Terramorphic Expanse
2 Sejiri Steppe
4 Plains
5 Mountain
2 Manabarbs
4 Cunning Sparkmage
3 Kor Firewalker
2 Oblivion Ring
1 Journey to Nowhere
1 Elspeth, Knight-Errant
1 Blazing Torch
1 Trailblazer's Boots
Match 1 vs. RW Ally, win 2-0
He was newbie. It was easy to win, he could not stop my aggression. I was worried with his Talus Paladin but he was exiled soon.
Match 2 vs. BR Vamps. loss 0-2
G1: Bad draw. he removes my creatures with Gatekeeper of Malakir, Terminate and Bituminous Blast. Loss.
G2: After side he got more removal for my weenies, and also destroy my Basilisk Collar with Tuktuk Scrapper. Then Vampire Nighthawk, Malakir Bloodwitch, Vampire Nocturnus. Loss.
Match 3 vs. UW Control, win 2-0
He was to slow and I have easyly recover after Day of Judgment, and even Jace, the Mind Sculptor was not a problem.
Match 4 URW Control, loss 1-2
G1: I was definitely fast and he cannot answer all my triks. I win.
G2: He got Kor Firewalker from his sideboard, but I was mana-spamed and there was no creatures to reload my board. Loss.
G2: It was a curse. Mana-spam, no creatures, cannot swing. He finish me with Sphinx of Jwar Isle and Celestial Colonnade. Loss.
March 5 Mirror, win 1-2
I have won because I was more lucky with topdeck and had a stable mana.
I want to add a few notes.
If opponent has a lot of removal it is very painful for as. So we have to reload our board quickly. I think we need Giudes and full playset of Rangers. We can cut removal, or Kor Skyfisher. It is hard to deicide to remove Skufisher because he is nice, but it is a first target for opponent's removal. Kitesails can replace him as a flier, but not his tricks.
IMO this list seems unstable. You have lost a lot of advantages: reloading you board with Ranger of Eos, swinging with Goblin Bushwhacker, tricks and fliyng with Kor Skyfisher, improving guys with equipment.
Mage Slayer is very promises, but we can put it on the battlefield only with Mystic help. But its looks nice, and we can test it. I think we should test all equip that can help In various situations. I suggest another one equipment whick is out from our colors, it is Behemoth Sledge. I saw it against me and it was very strong with its trample ability. I also want to repeat my previous suggestion to run Blazing Torch (for Vamps) and Trailblazer's Boots (e.g. for Jund) in SB. I have tasted Torch and it was nice.
When first Ranges appears on battlefield and you have 2 mountais it is worth to fetch Goblin Bushwhacker and someone white (it depends on the situation, Steppe Lynx if you can pump it or someone you can equip), you will play them next turn for WRR. It is important that second target is white, because otherwise you will need RRR next turn. It happens when Lynx and Kors are both bad for tutoring because you cannot pump them. In such case I just get someone depends on my felling of situation. About Goblin Guides, I prefer them for late game and do not want to cut something just for tutoring them at turn 4 or later. I think we have to avoid situations when we cannot pump Lynxes, hold fetchlands on the battlefield. Kors are much dependent on situation, and honesty I have no seen them shine. I think we still need to discuss Ranger's pack to find optimal solution.
How are Kor Duelist and Kitesail Apprentice in play? I have never seen them equipped online yet. I want to rebuild my Ranger pack. And my question from previous posts: should I run 4 Rangers or 3 is enough?
Do you miss PTE? It was instant and tricky spell, JtN isn't. Do you want to run Celestial Purges in sideboard.
You have dropped Elspeth from MD, why?
Why have you deicided to play Journey to Nowhere instead of Path to Exile? I can share my feelings to PTE, it is great removal and it is instant, but I really dislike to ramp my oppenent, it is always bad for me. But cutting PTE means less trick (pump guys when attack, or prevent Tendrills of Corrution effect).
It is true for me too. Decks like Jund just sweep the board and we have no chance.
Show your full decklist plz, I want to compare it with mine.
4 Cunning Sparkmage
3 Goblin Ruinblaster
3 Celestial Purge
1 Elspeth, Knight-Errant
1 Blazing Torch
1 Trailblazer's Boots
My sideboarding against Vamps:
IN: +4 Cunning Sparkmage, +3 Celestial Purge, +1 Blazing Torch
OUT: -3 Kor Skyfisher, -2 Oblivion Ring, -2 Earthquake, -1 Lightning Bolt
I board in playset of Cunning Sparkmage, because they are awesome with Basilisk Collar, you know. IMO Celestial Purge is best removal for all Vamps (except of Malakir Bloodwitch). I have tested Blazing Torch and like it. I have equiped my Steppe Lynx with Torch, play a fetch, and attack with Lynx and Geopede, he had to think alot about blocking.
I board out Kor Skyfisher, think it is bad against Vamps, and I still have to out something to board in Sparkmages. Earthquake sucks ageinst Vamps when they are flying and it looks like a bad draw, so out. And I board out Oblivion Ring and one Lightning Bolt to put Celestial Purge.
There was nice matchups. But there are still mana-screw sometimes. I play 25 lands and it is still a question, because it does not solve a screw problem. I also sound that I often has only one red source of mana on the battlefield and I want more to play Goblin Bushwhacker after Ranges's tutoring. Sejiri Steppe does not shine for me. It is awful to get it when when you are mana-screwed in the late game. And I have not seen it at my mid game yet. This is all needs more testing. Maybe I should play these symmetric pack of 24 land:
4 Marsh Flats
4 Scalding Tarn
2 Terramorphic Expanse
5 Plains
5 Mountain
I miss my Goblin Guides, early game is often boring.
I also need to compile good pack for Ranger tutoring. My current seems not flexible and unstable:
1 Goblin Bushwhacker (He is awesome, but it often happens when I have only 1 Mountain on the battlefield)
1 Kor Duelist (I have never seen him on the wave, no comments yet)
1 Dragonmaster Outcast (There was no situation when I was able to play him)
Need suggestions for Ranger's tutoring too.
MD
-4 Goblin Guide
-1 Kitesail Apprentice
+2 Terramorphic Expanse
+2 Earthquake
+1 Dragonmaster Outcast
SB
-2 Earthquake
+1 Basilisk Collar (for artifact destruction emergency)
+1 Oblivion Ring
4 Steppe Lynx
4 Plated Geopede
4 Stoneforge Mystic
3 Ranger of Eos
3 Kor Skyfisher
1 Goblin Bushwhacker
1 Kor Duelist
1 Dragonmaster Outcast
Equipment 3
1 Basilisk Collar
2 Adventuring Gear
Removal 10
4 Lightning Bolt
2 Earthquake
2 Path to Exile
2 Oblivion Ring
1 Elspeth, Knight-Errant
Lands 25
4 Arid Mesa
4 Marsh Flats
4 Scalding Tarn
2 Terramorphic Expanse
2 Sejiri Steppe
5 Plains
4 Mountain
2 Manabarbs
4 Cunning Sparkmage
3 Goblin Ruinblaster
3 Celestial Purge
1 Elspeth, Knight-Errant
1 Basilisk Collar
1 Oblivion Ring
The things I doubt about:
EDIT: I have a suggestion. What's about put extra equip to the sideboard: Blazing Torch for Vamps and Trailblaizer's Boots for decks like Jund (they have tons of nonbasic lands)?
I have played a few matchups againt my friends today. I was running 23 lands (my list above). There was not so many games to make a decision. But, you right, I often play creatures and equip and need a landdrop, but the is no lands on topdeck. Next time I will try to play more lands.
I do not like Kitesail Apprentice it is really dead card on draw if you have no equipment.
I really likes Goblin Guides. He are very aggressive in early game. I will be very hard to lose them. But it seems they are will be cutted to fit more lands and Earthquake.
I hate Jund Charm and Pyroclasm against me! I cannot save my creatures from dying! What should I have to do with it.
I deicide to play Mystic pack instead of classic version.
What's about Ranger? I'm running 3 of them, is is ok? I like this card to reload my board, but I want him on T4, not in my open hand.
I want to try Dragonmaster Outcast, it seems good on paper. But it is rare game when I have 6 land on the battlefield. And it is easy for my opponent to remove this bomb from the field before it blows. What do you think? Did you test him?
I also think about cutting Guides to get more space for extra Ranger, it's tutoring targets, equipment or removal (want two earthquakes main). But it scares me to loose these guys, because without their pack there is only one good fast first drop -- Lynx. Are you ok guys without Guides? Absence of Guides makes your deck less aggressive in early game, IMO. I am trying to fit Mystic pack, Skyfishers and Guides together to my new decklist.
Need a suggestion. Note, my meta has Jund (a lot of Jund), Boss Naya (it is more popular now), Mystic WW (always see them), less Vampires and a few control and combo decks.
4 Steppe Lynx
4 Plated Geopede
4 Goblin Guide
4 Stoneforge Mystic
3 Ranger of Eos
3 Kor Skyfisher
1 Goblin Bushwhacker
1 Kor Duelist
1 Kitesail Apprentice
Equipment 3
1 Basilisk Collar
2 Adventuring Gear
4 Lightning Bolt
2 Path to Exile
2 Oblivion Ring
Planeswalkers 1
1 Elspeth, Knight-Errant
Lands 23
4 Arid Mesa
4 Marsh Flats
4 Scalding Tarn
2 Sejiri Steppe
5 Plains
4 Mountain
2 Manabarbs
2 Earthquake
4 Cunning Sparkmage
3 Goblin Ruinblaster
3 Celestial Purge
1 Elspeth, Knight-Errant
Or deck became a WW splashed to red, not an agressive Boros. After all cuttings we have only few things of red in MB: 4 Plated Geopede, 1 Goblin Bushwhacker, 4 Lightning Bolt. What do you think about it?
Skyfisher rocks. It can work as early flyer or give some good triks in the mid game. Equipped Skyfisher is worth, if they cannot answer or block him wins the game. It is hard to feel him and find the way, but if you will do it, you will love it. Put 3 to MB.