I was gonna make a fancy image-filled primer...
But I am lazy.
So check it... Resounding Thunder is a part of a cycle from Shards of Alara that have super expensive cycle costs, but a decent pay-off. With Amonkhet around the corner we have a new tool for just such an occasion in the form of New Perspectives.
For a further explanation:
The goal is to get a new perspectives out and cycle through our deck. If you start to run out of gas you can use shadow of the grave to refill the hand. By doing this we should be able to play a stupid amount of resounding thunders for 6 damage each. If you need to untap for mana you have the sojourner and viziers to untap your lands. Pacts are protection, and the odd amount of creature cyclers also aid disrupting shoals.
Not quite sure how to get the perspectives out before turn 5... it's already very fragile as it is.
Cool idea! What really makes the list work are the bicycle lands, allowing you chain super long cycles together. Where I see this deck flopping is if you don't get New Perspectives and you're stuck with a bunch of over-costed under valued cycles cards. With that in mind, making it consistent sounds like the next step.
Cool idea! What really makes the list work are the bicycle lands, allowing you chain super long cycles together. Where I see this deck flopping is if you don't get New Perspectives and you're stuck with a bunch of over-costed under valued cycles cards. With that in mind, making it consistent sounds like the next step.
After some testing with the standard version I find that you can often draw into it pretty consistently - but I know that modern is a turn 4 format. I wonder if something manamorphose could work better
Any thought given to alhamarett's archive as a 2 of? You can't run more than 4 new perspectives, but still need to generate value off of cycling cards. Archive lets you dig that much faster and reach 7 cards even when you don't have that many in hand.
Laboratory Maniac seems rather tricky as a win-con as you both need to draw your entire deck (and not fizzle) and have the mana to cast him or have it on board without getting removed or discarded (the 1x copy of Conjurer's Bauble doesn't seem enough).
Seems too fragile imho.
I wonder if "land cycling" cards can be useful in this deck, cards like: Sanctum Plowbeast, Jhessian Zombies or Traumatic Visions.
The first two can find the cycling lands to keep the cycling going and the latter can be a counterspell in the lategame.
Each of those cards can delay your opponent winning. No real turbo is needed for the fog. No fast mana. Just playing meh cards to hurt your opponent's clock.
We don't need low cost removal. Low cost removal allows decks to develop their boardstate while eliminating problems. The thing is we don't care about developing anything. We play New Perspectives and win.
Playing it hasn't been amazing but I feel that with some tuning, (mostly figuring out which cards without cycling are actually worth those 4-8 noncombo slots.) this deck could surprise the right meta.
Lotus Bloom? I know it's only good turn 1 or 2, but it lets you go off turn 4 even if you only have tap lands or miss a land drop. Pentad prism is probably better, though Lotus does free up your mana to cycle into Perspectives. 1 mana cyclers like Censor, Glassdusk Hulk, Monstrous Carabid, etc. seem important to dig you into Perspectives while you play tapped lands. Resounding Thunder definitely seems like the best win con as it's uncounterable, requires no mana, draws a card, can be cast for three mana to kill a creature. I don't have a list, but every non-cycler you play increases the chance of fizzling, so make sure they are worth it. Resounding Wave is nice to deal with problem permanents or keep you from dying if you fizzle so you can try again the next turn.
Been a long time since someone posted here. I still work on this deck from time to time. A lot of fun. I have a lot of Success with Day's Undoing. Numerous amount of ways this card helped me. Hurts to resolve New Perspectives and you don't have 7 card in hand. Gives you the ability to refill your hand and kill your opponent at their upkeep.
So this is pretty old but I recently took a Resounding perspectives list to an MCQ in Dallas and 3-4-1 WIth a match win percentage of 56% and a game 1 win percentage of 82%, this is the list
4 New Perspectives
3 Resounding Thunder
4 Edge of Autumn
4 Angelsong
4 Fertile Ground
4 Vizier of Tumbling Sands
1 Fetid Pools
4 Irrigated Farmland
1 Island
1 Forest
1 Plains
1 Breeding Pool
3 Misty Rainforest
3 Flooded Strand
3 Scattered Groves
1 Hallowed Fountain
1 Settle the Wreckage
2 Shadow of the Grave
1 Noxious Revival
4 Cryptic Command
1 Haze of Pollen
4 Gifts Ungiven
1 Oboro, Palace in the Clouds
2 Nimble Obstructionist
1 Hall of Heliod's Generosity
1 Lotus Field
Sideboard
2 Settle the Wreckage
1 Search for Azcanta
2 Leyline of Sanctity
1 Winds of Abandon
2 Drake Haven
1 Day of Judgment
1 Supreme Verdict
2 Spell Queller
2 Curator of Mysteries
1 Forsake the Worldly
I knew this going in but there was a LOT of graveyard hate, more or less because of hogaak. It only became a problem building the sideboard because countervailing winds and abandoned sarcophagus are such good cards in the deck, usually when they played graveyard hate i didn't care, It doesn't do anything until you're comboing and you just need to cryptic it or forsake it at their end step. I'll talk about the list for a second then get to the games, gifts is a real all-star, with it you can guarantee a copy of NP by getting NP, Noxious Revival, Hall of Heliod's generosity and anything else. The only downside to gifts is that after the first game, if you gifts for pieces like Grave or Thunder and a NP as bait, (when you have one in hand) they'll give you NP and even if they would give them to you, you have so few copies of the cards it's too risky. Running 2 Grave and 3 thunder really just reduces the number of unkeepable hands you get and makes the deck really clunky. I did WELL for a fringe deck that isn't even in a good spot in the meta, I won almost all of my game 1s and only lost to echantment destruction that the Hogaak decks had, Tron which is a p bad matchup and amulet titan where i misplayed horribly and cost myself the round. I think it's super fun to play and ALMOST viable, because you can fog and cryptic unfair decks into combo, and beat fair decks by playing a game of fair magic until you have the opportunity to combo and win. Liliana of the Veil is this decks worst nightmare, it's half of the reason i have drake haven in the side and haven did underperform a little. If this deck can play countervailing and sarcophagus without tons of graveyard hate it can really shine. Finding a way to not show Grave game 1 would work too! But that's hella hard.
I have been playing in MTGO with a list that, imo, is powerful and has potential to snap very improbable victories. I have been winning a lot of matches, specially after I updated my SB.
First and foremost, i dont use any resounding stuff, but i consider using a single copy of Resounding Wave, because it's versatile. The way I can survive until comboing is with Astral Drift, MVP of mainboard.
My wincon is a single Seismic Assault maindeck (You can throw 5 lands at their face and then get them back with Shadow of the Grave, or just draw the entire deck and throw at their faces) and one Approach the second sun sb. I am thinking about adding new Jace to have another wincon. Approach can be cast earlier with ramp, so it is a little independent of New Perspectives, and win matches independent of life total or any crap.
My reasoning behind this deck is to have only good cards with a decent powerlevel mainboard, and there's rarely other way to win other than comboing. sometimes you can stick street wraiths and shefet monitors to win, but thats not really common, although when you combo, you can stick everyone out and protect them with Astral Drift.
Narset, Parter of Veils is ggs, so I'm thinking about adding a Resounding Wave or a Magmatic Sinkhole sb. Discard and counters are very annoying matchups. Some of these we can resist thanks to Astral Drift, but the Snapcaster oriented control is a pain in the ass that i havent solved yet. theres a plethora of cycling cards in modern now, and we have to pay attention to what modern horizons brought.
This deck is also better played with fetchlands for thinning purposes. Bicycle lands are all fetchable.
If anyone has better ideas, please share so we can make this deck better. its really fun to combo and have 35 cards in hand, but its a infinity of clics.
But I am lazy.
So check it... Resounding Thunder is a part of a cycle from Shards of Alara that have super expensive cycle costs, but a decent pay-off. With Amonkhet around the corner we have a new tool for just such an occasion in the form of New Perspectives.
So here is my first conceptual list.
1 Esper Sojourners
1 Glassdust Hulk
4 Vizier of Tumbling Sands
4 Shefet Monitor
2 Street Wraith
4 Censor
2 Renowned Faith
2 Pact of Negation
2 Disrupting Shoal
4 Shadow of the Grave
4 Resounding Thunder
4 Scattered Grove
4 Fetid Pools
4 Canyon Slough
2 Irrigated Farmland
2 Sheltered Thicket
4 Gemstone Mines
2 Swamp
2 Island
For a further explanation:
The goal is to get a new perspectives out and cycle through our deck. If you start to run out of gas you can use shadow of the grave to refill the hand. By doing this we should be able to play a stupid amount of resounding thunders for 6 damage each. If you need to untap for mana you have the sojourner and viziers to untap your lands. Pacts are protection, and the odd amount of creature cyclers also aid disrupting shoals.
Not quite sure how to get the perspectives out before turn 5... it's already very fragile as it is.
Sideboard could include more Pact of Negation, Disrupting Shoal, Laboratory Manic, Resounding Scream, Silence, Autumn's Veil
I'm sure there is much more that could go into this... but it's just a thought. The only thing that is problematic is losing New Perspectives
Thoughts?
After some testing with the standard version I find that you can often draw into it pretty consistently - but I know that modern is a turn 4 format. I wonder if something manamorphose could work better
RGTron
UGInfect
URStorm
WUBRAd Nauseam
BRGrishoalbrand
URGScapeshift
WBGAbzan Company
WUBRGAmulet Titan
BRGLiving End
WGBogles
Credit to DolZero for this awesome sig!
Other options can be "Transmute" cards like Ethereal Usher or Netherborn Phalanx.
The "Karu" lands seem very clunky in a deck that wants to combo off quickly and already plays many EtB tapped lands.
#With the focus on untapping effects (Vizier/Sojourners) land enchantments like Fertile Ground or Trace of Abundance are probably a better fit for the deck than Simian Spirit Guide to not only cast New Perspectives but to continue generating mana during the combo turn.
Other possible green ramp options can be Farseek or Search for Tomorrow (Sakura-Tribe Elder/Rampant Growth).
#Pentad Prism (or Lotus Bloom) seems a bit better than SSG as it can be cast early and used for mana later but it still doesn't work with the untapping effects so maybe a mana rock like Talisman of Progress (or Mind Stone/Talisman of Dominance) can be a better idea for the deck.
Laboratory Maniac seems rather tricky as a win-con as you both need to draw your entire deck (and not fizzle) and have the mana to cast him or have it on board without getting removed or discarded (the 1x copy of Conjurer's Bauble doesn't seem enough).
Seems too fragile imho.
I wonder if "land cycling" cards can be useful in this deck, cards like: Sanctum Plowbeast, Jhessian Zombies or Traumatic Visions.
The first two can find the cycling lands to keep the cycling going and the latter can be a counterspell in the lategame.
Maybe Faith of the Devoted/Drake Haven can be used as a win-con (it can also be tutored for with Idyllic Tutor).
There is actually a fair amount of control among the cycling cards.
We don't need low cost removal. Low cost removal allows decks to develop their boardstate while eliminating problems. The thing is we don't care about developing anything. We play New Perspectives and win.
Playing it hasn't been amazing but I feel that with some tuning, (mostly figuring out which cards without cycling are actually worth those 4-8 noncombo slots.) this deck could surprise the right meta.
Also I'm a big fan of Traverse the Ulvenwald but not sure if it's truly worth it.
Day's Undoing seems really strong as a card engine we can good use of it to win.
Traverse the Ulvenwald seems necessary to me (maybe a solid 3x) towards Blood Moon/Fulminator Mage/Ghost Quartier and can fetch some Vizier of Tumbling Sands in order to do some trick with enchanted lands. I think that is not possible at all to have a strong manabase if you run 3 or more colours.
4 New Perspectives
3 Resounding Thunder
4 Edge of Autumn
4 Angelsong
4 Fertile Ground
4 Vizier of Tumbling Sands
1 Fetid Pools
4 Irrigated Farmland
1 Island
1 Forest
1 Plains
1 Breeding Pool
3 Misty Rainforest
3 Flooded Strand
3 Scattered Groves
1 Hallowed Fountain
1 Settle the Wreckage
2 Shadow of the Grave
1 Noxious Revival
4 Cryptic Command
1 Haze of Pollen
4 Gifts Ungiven
1 Oboro, Palace in the Clouds
2 Nimble Obstructionist
1 Hall of Heliod's Generosity
1 Lotus Field
Sideboard
2 Settle the Wreckage
1 Search for Azcanta
2 Leyline of Sanctity
1 Winds of Abandon
2 Drake Haven
1 Day of Judgment
1 Supreme Verdict
2 Spell Queller
2 Curator of Mysteries
1 Forsake the Worldly
I knew this going in but there was a LOT of graveyard hate, more or less because of hogaak. It only became a problem building the sideboard because countervailing winds and abandoned sarcophagus are such good cards in the deck, usually when they played graveyard hate i didn't care, It doesn't do anything until you're comboing and you just need to cryptic it or forsake it at their end step. I'll talk about the list for a second then get to the games, gifts is a real all-star, with it you can guarantee a copy of NP by getting NP, Noxious Revival, Hall of Heliod's generosity and anything else. The only downside to gifts is that after the first game, if you gifts for pieces like Grave or Thunder and a NP as bait, (when you have one in hand) they'll give you NP and even if they would give them to you, you have so few copies of the cards it's too risky. Running 2 Grave and 3 thunder really just reduces the number of unkeepable hands you get and makes the deck really clunky. I did WELL for a fringe deck that isn't even in a good spot in the meta, I won almost all of my game 1s and only lost to echantment destruction that the Hogaak decks had, Tron which is a p bad matchup and amulet titan where i misplayed horribly and cost myself the round. I think it's super fun to play and ALMOST viable, because you can fog and cryptic unfair decks into combo, and beat fair decks by playing a game of fair magic until you have the opportunity to combo and win. Liliana of the Veil is this decks worst nightmare, it's half of the reason i have drake haven in the side and haven did underperform a little. If this deck can play countervailing and sarcophagus without tons of graveyard hate it can really shine. Finding a way to not show Grave game 1 would work too! But that's hella hard.
I have been playing in MTGO with a list that, imo, is powerful and has potential to snap very improbable victories. I have been winning a lot of matches, specially after I updated my SB.
First and foremost, i dont use any resounding stuff, but i consider using a single copy of Resounding Wave, because it's versatile. The way I can survive until comboing is with Astral Drift, MVP of mainboard.
My wincon is a single Seismic Assault maindeck (You can throw 5 lands at their face and then get them back with Shadow of the Grave, or just draw the entire deck and throw at their faces) and one Approach the second sun sb. I am thinking about adding new Jace to have another wincon. Approach can be cast earlier with ramp, so it is a little independent of New Perspectives, and win matches independent of life total or any crap.
My reasoning behind this deck is to have only good cards with a decent powerlevel mainboard, and there's rarely other way to win other than comboing. sometimes you can stick street wraiths and shefet monitors to win, but thats not really common, although when you combo, you can stick everyone out and protect them with Astral Drift.
Narset, Parter of Veils is ggs, so I'm thinking about adding a Resounding Wave or a Magmatic Sinkhole sb. Discard and counters are very annoying matchups. Some of these we can resist thanks to Astral Drift, but the Snapcaster oriented control is a pain in the ass that i havent solved yet. theres a plethora of cycling cards in modern now, and we have to pay attention to what modern horizons brought.
This deck is also better played with fetchlands for thinning purposes. Bicycle lands are all fetchable.
If anyone has better ideas, please share so we can make this deck better. its really fun to combo and have 35 cards in hand, but its a infinity of clics.
Sideboard: