I considered getting into Standard in the Scars-Innistrad season, initially via a WU Haunted Humans build, and then with a WB Tokens deck. The token deck was the only one I ever got relatively complete, and even then I only pitted it against a couple people's decks at school. I never brought it to an FNM.
Since then, I've been mostly into casual and EDH. However, I have a growing interest in modern, and I recently started putting together a RWU control deck(though it might end up being midrange)to start testing and possibly bringing to weekly modern matches at some of the stores near me. In my time of watching standard, I've seen more things that I found uninteresting than I found vaguely interesting or good.
Norn's Annex is going away in favor of Ghostly Prison once I get my hands on one.
I'm also writing up a detailed write up on the reasons why I run most of the cards that I do. When that's done, there'll be an explanation for both Defense Grid and Thalia. Believe me, I'd love it if they only affected opponents.
Grand Arbiter Augustin IV is known fairly well for his....talents. That being said, I think I go slightly less heavy on the taxation and lock effects and have slightly more general permission than some other lists. This particular deck usually gets played against 2 or 3 opponents. It does fairly well in 1v1, but having the other players actually helps, as I can just play them against each other. Politics is the realm of the Azorius Senate, after all. With that said, let's get started with the list.
Defense Grid-Helps defend against other people's counterspells and various instant speed stuff when I'm trying to pass a comprehensive tax bill onto the battlefield.
There's gonna be some alterations made to this over time. For one thing, Leonin Arbiter is probably going to get added at some point. With that said, thoughts?
Stoneforge Mystic was added in the later Caw-Blade variant that everyone knows about.
Jace was used in tandem with hawks to good effect, but even without him, it's another shuffle effect with some potential blockers and early pressure. I want to play things more draw-go myself, but you and I both know Modern has been giving decks that try to go full draw-go a hard time at the least, so anything that might help is something worth considering.
I'm going to test them, see if they make any difference. Obviously if they don't, I'll be right on stating it.
Well, there was a deck called "Caw-Go" that used to exist a few Standard seasons back. It was a control deck that ran Squadron Hawk as its only creature(other than Celestial Colonnade)to provide both early pressure and blockers as needed. I haven't piloted the deck often enough to know if Squadron Hawks are any good in this build, but I do believe we don't have the best early game around. Something similar to this could be helpful, even if it just clogs up a board full of Goyfs until we get over 4 mana.
Probably a few things I'm forgetting right now, but the thing I want most of all is a larger print run. Not core set large, but definitely bigger than that tiny "they're mostly bought and paid for before they even arrive at the LGS" print run of Modern Masters Mk.1
I'm curious, has anyone tried Chandra, the Firebrand? I feel like, while she probably wouldn't be optimal in all matchups, she has the potential to provide a lot of value with its -2. I also feel like it might be a little too slow, and I haven't had any chances to field-test it myself recently.
I'm curious, do you folks believe getting into RWU control to be worth the while at the moment? I've been eyeing the Modern format for a while looking for control decks to play, and decided RWU will be my entry point.
I think you've got terms mixed up. It is POSSIBLE. You still have the Hawks, the Souls, Blades, Snapcasters, etc. You have alternatives to the cards on the banlist(albeit significantly powered down alternatives). It is very possible. How VIABLE or COMPETITIVE it is, on the other hand, I'm not so sure on. The closest decks I've seen to what you're thinking of are some of the Geist builds.
I guess the question I would have to ask is are you looking to make a competitive modern deck that you want to try and get into tournaments with, or do you want one you can put together and play at your LGS?
I just wanted to state that I was kidding about banhammer being applied to Snapcaster Mage. Between the grave hate and how rough control and tempo have it where they exist, I don't see it happening ever anytime soon.
And what would you propose they unban? I think it's been established that if GGT came back, it wouldn't amount to more than a token gesture by Wizards to show that they're willing to sometines unban cards. The artifact lands aren't coming back. Jace 2.0 is probably never coming back. Wild Nacatl might come back if only to have another aggro deck besides affinity exist. Aside from what I listed, what would really, if it was unbanned, have any significant and positive impact on the format?
I don't see them banning Deathrite anytime soon. I'm honestly expecting just to see "No change" yet again. The only ban I can predict with some degree of certainty is Birthing Pod due to creature power creep, but even then I doubt that will happen soon.
On a sidenote if something ridiculous happens like Snapcaster Mage being banned for "being too consistent" or something, I probably won't be looking at the format for a long time.
It's probably just going to be more "No Change". I'm sure they've spent at least some time looking into the Modern situation and realized, much like we have, that there are some issues(BGx just splashing for whatever the best stuff is, control barely clinging on in top tier, highly greedy manabases only outclassed by last season's Standard, etc). I think it is possible they added some cards into Born of the Gods and Journey into Nyx intended to fix some of the issues. We'll probably just have to wait and see.
Since then, I've been mostly into casual and EDH. However, I have a growing interest in modern, and I recently started putting together a RWU control deck(though it might end up being midrange)to start testing and possibly bringing to weekly modern matches at some of the stores near me. In my time of watching standard, I've seen more things that I found uninteresting than I found vaguely interesting or good.
I'm also writing up a detailed write up on the reasons why I run most of the cards that I do. When that's done, there'll be an explanation for both Defense Grid and Thalia. Believe me, I'd love it if they only affected opponents.
Grand Arbiter Augustin IV is known fairly well for his....talents. That being said, I think I go slightly less heavy on the taxation and lock effects and have slightly more general permission than some other lists. This particular deck usually gets played against 2 or 3 opponents. It does fairly well in 1v1, but having the other players actually helps, as I can just play them against each other. Politics is the realm of the Azorius Senate, after all. With that said, let's get started with the list.
1x Grand Arbiter Augustin IV
Creatures
1x Imposing Sovereign
1x Thalia, Guardian of Thraben
1x Leonin Arbiter
1x Grand Abolisher
1x Aegis of the Gods
1x Spirit of the Labyrinth
1x Eidolon of Rhetoric
1x Magus of the Tabernacle
1x Chancellor of the Annex
1x Phyrexian Metamorph
1x Consecrated Sphinx
1x Drogskol Reaver
1x Wurmcoil Engine
Enchantments
1x Luminarch Ascension
1x Blind Obedience
1x Stony Silence
1x Rule of Law
1x Nevermore
1x Aura of Silence
1x Karmic Justice
1x Sphere of Safety
1x Propaganda
1x Rhystic Study
1x Rising Waters
1x Frozen AEther
1x Detention Sphere
Artifacts
1x Tormod's Crypt
1x Sol Ring
1x Elixir of Immortality
1x Glaring Spotlight
1x Journeyer's Kite
1x Cursed Totem
1x Thorn of Amethyst
1x Torpor Orb
1x Static Orb
1x Witchbane Orb
1x Day of Judgment
1x Ponder
1x Ancestral Vision
1x Temporal Mastery
1x Supreme Verdict
Instants
1x Path to Exile
1x Sword to Plowshares
1x Oblation
1x Abolish
1x Brainstorm
1x Swan Song
1x Counterspell
1x Remand
1x Dissipate
1x Stoic Rebuttal
1x Dream Fracture
1x Faerie Trickery
1x Dissolve
1x Dismiss
1x Dismal Failure
1x Rewind
1x Foil
1x Psychic Spiral
1x Opportunity
1x Cyclonic Rift
1x Blue Sun's Zenith
1x Render Silent
1x Sphinx's Revelation
1x Command Tower
1x Reflecting Pool
1x Mana Confluence
1x Hallowed Fountain
1x Azorius Guildgate
1x Sejiri Refuge
1x Azorius Chancery
1x Glacial Fortress
1x Temple of Enlightenment
1x Tundra
1x Nimbus Maze
1x Reliquary Tower
1x Encroaching Wastes
1x Darksteel Citadel
1x New Benalia
8x Plains
1x Vivid Creek
1x Faerie Conclave
1x Seat of the Synod
9x Island
Tax Effects
Defense Grid-Helps defend against other people's counterspells and various instant speed stuff when I'm trying to pass a comprehensive tax bill onto the battlefield.
Thalia, Guardian of Thraben-Levies a tax on the casting of noncreature spells.
Thorn of Amethyst-Levies an additional tax on the casting of noncreature spells.
Counterspells
Card Draw
Wincons
Jace, Memory Adept-He assists with properly analyzing my records, as well as tearing through my opponents' archives to a significant degree.
Removal
Day of Judgment/Winds of Rath/Kirtar's Wrtah-If they dare to mass an army to stand against the senate, it shall be swept away.
There's gonna be some alterations made to this over time. For one thing, Leonin Arbiter is probably going to get added at some point. With that said, thoughts?
Jace was used in tandem with hawks to good effect, but even without him, it's another shuffle effect with some potential blockers and early pressure. I want to play things more draw-go myself, but you and I both know Modern has been giving decks that try to go full draw-go a hard time at the least, so anything that might help is something worth considering.
I'm going to test them, see if they make any difference. Obviously if they don't, I'll be right on stating it.
Remand
Path to Exile
Inquisition of Kozilek
Liliana of the Veil
Tarmogoyf
Dark Confidant
Snapcaster Mage
Geist of Saint Traft
Zendikar Block Fetchlands
Cryptic Command
Wild Nacatl(with an accompanying unban)
Damnation
Leyline of Sanctity
Mox Opal
Mox LotusProbably a few things I'm forgetting right now, but the thing I want most of all is a larger print run. Not core set large, but definitely bigger than that tiny "they're mostly bought and paid for before they even arrive at the LGS" print run of Modern Masters Mk.1
I guess the question I would have to ask is are you looking to make a competitive modern deck that you want to try and get into tournaments with, or do you want one you can put together and play at your LGS?
everanytime soon.And what would you propose they unban? I think it's been established that if GGT came back, it wouldn't amount to more than a token gesture by Wizards to show that they're willing to sometines unban cards. The artifact lands aren't coming back. Jace 2.0 is probably never coming back. Wild Nacatl might come back if only to have another aggro deck besides affinity exist. Aside from what I listed, what would really, if it was unbanned, have any significant and positive impact on the format?
On a sidenote if something ridiculous happens like Snapcaster Mage being banned for "being too consistent" or something, I probably won't be looking at the format for a long time.