Hey guys, tested out multiform wonder to replace my wurmcoil engines and here are some of my thoughts
Pros: Resilient to bolt, 3 modes makes adapting for a finish good, handy blocker, comes out 1 turn earlier
Cons: Becomes a 5 mana grab a basic land thanks to path, terminate makes it less value than wurmcoil, you can run out of energy if games goes too long, which means u die.
After my testing i considered if i just want to play 3 batterskulls or add in 2 karns and 1 batterskull instead as multiform wonder wasnt doing what i needed.
Nice deck, i find that heroic intervention was pretty cool cause sometimes against random landy decks and artifact removal, you can protect 2 for 1 thus keeping the combo alive. Revenge is just to make sure i can stay as uninterrupted as possible.
So far tron matchups i just have to slow them down with stone rains and probably need to add some blood moons to my sideboard package.
Primal command is also a hidden gem in drawn out games, deals with any hate like stony silence, etc and also lets u tutor for a beatdown, plus delays burn..
Game 2: Opp mulls to 4, win through elf and batterskull beatdown
Side: None
Game 3: We both start off nicely, managed to tutor 3 lands in the first turn, but surprise sideboard from my opp with Thought Knot Seer stealing away my only choke, leading to death by eldrazi
Match 2 vs Colourless Tron (1-2)Loss
Game 1: Dies to Chalice at 1
Side: -4 vessel, +2 Grudge, +2 Stone Rain
Game 2: Manage to stone rain his tron lands in t2, slowing him down enough to ramp out for a Belcher win
Side: None
Game 3: Chalice at 1 kills me again, this time couldn't find my answers thus death to anything he throws at me.
Match 3 vs Jeskai Control(2-0)Win
Game 1: Opponent seems to be caught off guard as he lets me ramp uninterrupted and I finish him off with the belcher as he tapped out
Game 2: Opponent this time decides to save up counters for my belcher, but winces as i cast Gaea's Revenge followed by a Batterskull beatdown after he counters a belcher attempt, dies to a Gaea's Batterskull beatdown
Summary: Belcher is definitely fun, and I feel it is rather consistent. Matchup with tron is impossible if they reach natural tron, as they can just exile your lands making it hard to belcher in time, or just exiles the belcher before any serious damage is done.
Control is a better matchup as we can play around counters. So far, i am thinking of replacing Wurmcoil engine as It feels like a "6 mana search your library for a basic land card".Gaea's Revenge is definitely house against control.
I hope you guys enjoy this report, and give me feedbacks if any
After placing 4 MB End Hostilities, I feel that the deck works amazing against the mid range decks. I also placed SB Negates and Mindswipes for control matchups which gives a soft protection for the Dictate combo. So far, its looking good.
Have you tried out mainboard end hostilities in midrange meta, It felt like a better mid game solution for me, when i was up against aggro decks with fat stuff
Well, i think i will put the circle of Flame's into the SB for now, cause it has been a dead draw against abzan and temur decks, thus i am actually playtesting replacing it with tormenting voice to get the combo piece out faster as well as fuel for dig through time.
I don't have a sideboard yet cause in my region there are always big changes but I will most likely have Anger of the Gods,Negate's, and End Hostilities in the side.
Please give me thought on what you guys think on this list.
Hi, Just tested this deck on a range of different tier 1 standard decks, and I wanna know, how do we deal with prognostic sphinx, and what sideboards can we use against a permission heavy list like U/W control
If you want bounce, use disperse instead of vapor snag. You can even bounce back your control magic if they destroy your stolen permanent or if they have a more interesting permanent. The versatility of it is worth the extra mana. Making them lose 1 life will often prove to be irrelevent.
This is my first time hosting a thread as well as testing this new deck.....
Stick a while and test it....you will be suprised
What this deck mainly does is it makes use of its massive resources hence the ramping and plays a permission control style of play. When your opponents bring out their bombs, you use it against them. Like a boss.
I did a few playtests on mws and this are my results after playing with a few archetypes
u/w blade: this deck does its best by playing permission control and making use of their best creatures against them
U/B control: This deck does quite well with this because of the way it prolongs the game whereby this decks control value just makes it very annoying to u/b players
Mono-red burn: 50/50 ish.....if you can stall for 2 turns then it mostly makes the game progress easier
Mono black infect: untested
Township tokens: untested
pro's: Makes your opponent hate you, not on the hate radar and you get to have serious fun.
Cons: Landbase is shaky but manageable. fast aggro decks makes life hard
Pros: Resilient to bolt, 3 modes makes adapting for a finish good, handy blocker, comes out 1 turn earlier
Cons: Becomes a 5 mana grab a basic land thanks to path, terminate makes it less value than wurmcoil, you can run out of energy if games goes too long, which means u die.
After my testing i considered if i just want to play 3 batterskulls or add in 2 karns and 1 batterskull instead as multiform wonder wasnt doing what i needed.
So far tron matchups i just have to slow them down with stone rains and probably need to add some blood moons to my sideboard package.
Primal command is also a hidden gem in drawn out games, deals with any hate like stony silence, etc and also lets u tutor for a beatdown, plus delays burn..
6 forest
1 mountain
Spells
4 Lay of the land
4 Attune to aether
4 Recross the paths
1 Primal command
4 Ancient Stirrings
4 Caravan Vigil
2 Rampant Growth
2 Wurmcoil Engine
4 Simian Spirit Guide
4 Chancellor of the tangle
4 Sakura-Tribe Elder
4 Elvish mystic
Enchantment
4 Utopia Sprawl
4 Vessel of nascency
1 Batterskull
Sidedeck:(10)
1 Choke
2 Heroic Intervention
3 Gaea's Revenge
2 Stone Rain
2 Ancient Grudge
Region: Malaysia
Tourney report from my recent Modern event at local tourney
Meta Breakdown:
U/W Control
U/W Tron and GR Tron
Colourless Eldrazi Tron
Bantdrazi
Bant Knightfall
Grixis Control
Jund Shadow
Jeskai Control
And others janks
Match 1 vs Esper Thopter Foundry (1-2)(Loss)
Game 1: Loss to Thopter foundry and sword of the meek combo, couldn't race in time to belcher out
Side: -1 recross, -4 vessel, +1 choke, +2 ancient grudge, +2 Heroic Intervention
Game 2: Opp mulls to 4, win through elf and batterskull beatdown
Side: None
Game 3: We both start off nicely, managed to tutor 3 lands in the first turn, but surprise sideboard from my opp with Thought Knot Seer stealing away my only choke, leading to death by eldrazi
Match 2 vs Colourless Tron (1-2)Loss
Game 1: Dies to Chalice at 1
Side: -4 vessel, +2 Grudge, +2 Stone Rain
Game 2: Manage to stone rain his tron lands in t2, slowing him down enough to ramp out for a Belcher win
Side: None
Game 3: Chalice at 1 kills me again, this time couldn't find my answers thus death to anything he throws at me.
Match 3 vs Jeskai Control(2-0)Win
Game 1: Opponent seems to be caught off guard as he lets me ramp uninterrupted and I finish him off with the belcher as he tapped out
Side: -2 wurmcoil, -1 recross, -1 Vessel, +1 choke, +3 Gaea's Revenge
Game 2: Opponent this time decides to save up counters for my belcher, but winces as i cast Gaea's Revenge followed by a Batterskull beatdown after he counters a belcher attempt, dies to a Gaea's Batterskull beatdown
Summary: Belcher is definitely fun, and I feel it is rather consistent. Matchup with tron is impossible if they reach natural tron, as they can just exile your lands making it hard to belcher in time, or just exiles the belcher before any serious damage is done.
Control is a better matchup as we can play around counters. So far, i am thinking of replacing Wurmcoil engine as It feels like a "6 mana search your library for a basic land card".Gaea's Revenge is definitely house against control.
I hope you guys enjoy this report, and give me feedbacks if any
1 Keranos, God of Storms
Enchantment(14)
4 Banishing Light
4 Circle of Flame
3 Dictate of the Twin Gods
3 Suspension Field
Instant(20)
4 Deflecting Palm
4 Dig Through time
4 Jeskai Charm
4 Lightning Strike
4 Magma Jet
4 Battlefield Forge
2 Island
2 Mountain
4 Mystic Monastery
3 Plains
4 Temple of Epiphany
4 Temple of Triumph
2 Sarkhan, the Dragonspeaker
I don't have a sideboard yet cause in my region there are always big changes but I will most likely have Anger of the Gods,Negate's, and End Hostilities in the side.
Please give me thought on what you guys think on this list.
Currently testing: GW Exalted, BW tempo, Mono-green stomp
My MTGO ID is reishan
[MTGS]Reishan
Country: Malaysia
Timezone: Gmt +8
Availability: Midnight and beyond
Currently playing:
BW Control
Hmm, I will try this, yeah i have the feeling i rather need more Reins than the use of corrupted conscience.
Stick a while and test it....you will be suprised
What this deck mainly does is it makes use of its massive resources hence the ramping and plays a permission control style of play. When your opponents bring out their bombs, you use it against them. Like a boss.
1x Frost Titan
2x Solemn Simulacrum
4x Bird Of Paradise
4x Snapcaster Mage
Lands
4x Hinterland Harbour
1x Shimmering Grotto
8x Island
5x Forest
4x Mana Leak
3x Dissipate
3x Mind Control
3x Corrupted Conscience
4x Think Twice
2x Volition Reins
4x Vapor Snag
4x Rampant Growth
3x Tumble Magnet
Planewalkers
1x Karn Liberated
I did a few playtests on mws and this are my results after playing with a few archetypes
u/w blade: this deck does its best by playing permission control and making use of their best creatures against them
U/B control: This deck does quite well with this because of the way it prolongs the game whereby this decks control value just makes it very annoying to u/b players
Mono-red burn: 50/50 ish.....if you can stall for 2 turns then it mostly makes the game progress easier
Mono black infect: untested
Township tokens: untested
pro's: Makes your opponent hate you, not on the hate radar and you get to have serious fun.
Cons: Landbase is shaky but manageable. fast aggro decks makes life hard
Feedback much appreciated.