Township will usually generate enough damage to close the game out if wolf run would in a combo turn. Outside of a combo turn I think gavony is probably a stronger way to break a stuck board state than wolf run, but that's just this man's opinion
Gavony breaks parity for sure, but Kessig ends games in the combo, which I think is important. I was using ghost quarter in my deck, but I think using Gavony might be better. I am debating using crumble to dust in the board if I get a bigger red splash, just for problematic man lands and Tron.
I was also thinking about the Boggles Match as it sees play in my local meta. Back to Nature is a card as is Fracturing Gust. The trick with this deck is the Sejiri step can't both protect from removal and give protection from their hex proof creature. Another fun card is Chalice, which helps out versus burn, infect and living end.
Right now I am undefeated on MTGO, beating Bloom, Grixis Control, Living End, Elves, Prison Decks, but still haven't played twin, BGx or burn. My creature count is a tad low for CoCo, I put the elspeth in there just to break parity, but I have yet to actually use her. I am thinking about taking her out for another Smiter. Overall the deck's mana base has been really consistent. I have done multiple turn 3 combos for 21+ dmg and straight up beat people down. I agree with what latern said, this will be a Tier 1 deck.
I really like the numbers on this list, 6 dorks and 22 lands is what i had in mind.
At first i didn't like the red splash, but the thing is kessig wolf run is a great mana sink. Retreat to coralhelm + any mana dork can produce quite a lot of mana and wolf run is perfect for that, so i am now convinced it has to be in the deck even if we can tap blockers for days.
Kessig wolf run is a must imo. The other trick lands like rogues passage let you swing for some damage, but wolf run ends the game. Getting red mana is pretty easy with multiple ways to fetch stomping grounds and the birds. Turn 3 combos for the win are very much a thing, and I have done it in back to back games.
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Right now I am undefeated on MTGO, beating Bloom, Grixis Control, Living End, Elves, Prison Decks, but still haven't played twin, BGx or burn. My creature count is a tad low for CoCo, I put the elspeth in there just to break parity, but I have yet to actually use her. I am thinking about taking her out for another Smiter. Overall the deck's mana base has been really consistent. I have done multiple turn 3 combos for 21+ dmg and straight up beat people down. I agree with what latern said, this will be a Tier 1 deck.
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Lots of burn in your meta? You have a ton of life gain in the main. Prime time is awesome, but he seems to be in conflict with the Knight, as he keep lands out of the yard. I would consider Smiters instead of the war monk. Kolaghan's command is a thing as are BGx decks and Control.
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Keranos is not a card this deck wants. This deck is meant to be explosive and aggressive. Keranos is for the long grind, which is why you see him in grixis and control decks, and twin post-board. You seem to have a lot of artifact hate too, with Gust, Kataki and Silence, I might try to diversify, drop the kataki for another finks maybe? Honestly when I look at your board I see a Twin sideboard lol.
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Put together the Bant CoCo version (minus the geists) and so far I am 6-0 in matches. I beat elves, an enchantment deck and mono-green stompy so far as competitive match-ups. Manage to go off on turn 3 too. The sequencing is definitely a bit hard, and needs to be practiced, but damn, this deck feels really solid.
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Selesnya Chamr might be a better fit. This deck isn't trying to be control at baseline, maybe out of the sideboard, but not in the main. Surprise trample is always good
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Sounds like tribal decks that go wide are a problem for this deck still, which again pushes me back to supreme verdict. This deck recovers well from board wipes, especially if it works the academy ruins angle. EE seems a bit narrow to me actually, as it will miss many problem threats.
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What about adding in a Valakut + prismatic omen combo into the Reliquary mix. Prob too slow at turn 5 but it is a mid-range threat to end it on the spot.
Too slow, gimicky and we are really never going to have many lands in play. Valakut needs you to 5 mountains in play already before it starts doing damage. So only on your 6th land drop will the magic start.
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If tribal aggro decks are giving you problems, seems like you need to move out of the beat down plan and shift into control. Bant has the strongest durdle plan of all time, so why not bring out some old school UW control tricks with Supreme verdict, sphinx's rev and detention sphere in the board.
Voice + Hangarback seems like they would be disgusting with verdict. Knight combo can generate lots of mana, which seems to play nice with sphinx's draw a ton of cards and gain a bunch of life.
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Gavony breaks parity for sure, but Kessig ends games in the combo, which I think is important. I was using ghost quarter in my deck, but I think using Gavony might be better. I am debating using crumble to dust in the board if I get a bigger red splash, just for problematic man lands and Tron.
I was also thinking about the Boggles Match as it sees play in my local meta. Back to Nature is a card as is Fracturing Gust. The trick with this deck is the Sejiri step can't both protect from removal and give protection from their hex proof creature. Another fun card is Chalice, which helps out versus burn, infect and living end.
Kessig wolf run is a must imo. The other trick lands like rogues passage let you swing for some damage, but wolf run ends the game. Getting red mana is pretty easy with multiple ways to fetch stomping grounds and the birds. Turn 3 combos for the win are very much a thing, and I have done it in back to back games.
2 Birds of Paradise
4 Noble Hierarch
2 Qasali Pridemage
2 Scavenging Ooze
2 Voice of Resurgence
4 Tarmogoyf
1 Eternal Witness
2 Geist of Saint Traft
2 Loxodon Smiter
4 Knight of the Reliquary
Spells (13)
4 Path to Exile
4 Retreat to Coralhelm
1 Elspeth, Knight-Errant
4 Collected Company
1 Breeding Pool
1 Flooded Strand
1 Ghost Quarter
1 Hallowed Fountain
1 Kessig Wolf Run
1 Sejiri Steppe
1 Stomping Ground
2 Plains
2 Temple Garden
3 Forest
4 Misty Rainforest
4 Windswept Heath
2 Kor Firewalker
2 Meddling Mage
2 Spellskite
2 Stony Silence
2 Thalia, Guardian of Thraben
2 Aven Mindcensor
3 Kitchen Finks
Right now I am undefeated on MTGO, beating Bloom, Grixis Control, Living End, Elves, Prison Decks, but still haven't played twin, BGx or burn. My creature count is a tad low for CoCo, I put the elspeth in there just to break parity, but I have yet to actually use her. I am thinking about taking her out for another Smiter. Overall the deck's mana base has been really consistent. I have done multiple turn 3 combos for 21+ dmg and straight up beat people down. I agree with what latern said, this will be a Tier 1 deck.
Keranos is not a card this deck wants. This deck is meant to be explosive and aggressive. Keranos is for the long grind, which is why you see him in grixis and control decks, and twin post-board. You seem to have a lot of artifact hate too, with Gust, Kataki and Silence, I might try to diversify, drop the kataki for another finks maybe? Honestly when I look at your board I see a Twin sideboard lol.
Too slow, gimicky and we are really never going to have many lands in play. Valakut needs you to 5 mountains in play already before it starts doing damage. So only on your 6th land drop will the magic start.
Voice + Hangarback seems like they would be disgusting with verdict. Knight combo can generate lots of mana, which seems to play nice with sphinx's draw a ton of cards and gain a bunch of life.