Sacrifice a matter reshaper and pay 2UU seems like a good deal. Tap down their lands at instant speed like a Mistbind Clique to time walk them or tap down dudes to clear blockers/attackers out of the way
I will certainly test it
majors has an early list on scg. I definitely like trying out this new toy. seems like a fun card whether or not it's successful or not
I think i will tune the sb to improve the affinity mu, it is one of our worst i guess! (And affinity represent a decent part of the field...)
I have a lot of affinity in my meta too. I been using 4 eldrazi skyspawner in the main and use 3 birds/2 nobles. the flyers definitely help in the match up without hindering our other match ups too much.
Im not sold on 2 spellskite md, what do you guys think could best take their place?
I like Eldrazi Skyspawner. It comes down on turn 2 a LOT and can enable T3 Smasher more frequently. The added bonus of having a 2/1 flier and an extra scion when Drowner comes down has been noticed a lot. I don't like things like Duskwatch Recruiter because he is another whiff on Anchient Stirrings.
yah spells kites have been okay for me too. I've been trying Stubborn Denial in the main as some do like Todd Stevens old list minus the goyfs and have been quite impressed.
with this deck it's just a straight up 1 mana negate that saved me so many times and stole games that just surprises the opponent game 1.
thanks for the writeup. was curious you don't mention world breaker in your notes, was that because you never drew him or was he not very impactful? seems interesting in the main.
I noticed that i keep getting flooded with lands on this deck. what if we reduced the nbr of lands to 22 instead of 24?
You can certainly try it. I didn't have many problems flooding out at Dallas but that doesn't mean the deck isn't prone to it. I also welcomed the extra lands if it was a displacer matchup. I would be cautious in messing with the lands to reduce the odds of you casting a turn two thought-knot and a turn three smasher. This becomes problematic if you decide to add lands that come into play tapped like man lands.
I was thinking of a 1 off man-land. Cos i've encountered mana flooding too often, it would be good if we could have a mana sink. Sea-gate wreckage or Mirrorpool also comes to mind.
sea gate works for grindy late game match ups, but you definitely don't want to be running tapped lands. this deck is already slow when we don't draw the temples/dorks, adding tapped lands cripple us.
At the end of Game 5 they talk about the flooding problem, which is very true, you find yourself too many time durdling and aplying no pressure whatsoever, although Grixis is very removal-heavy deck, specially with Snapcaster Mage/Kommand Engine which is A+ in grind mode.
What i really want to point out is that Ross didnt play at its best, and didnt Sb pretty well in my opinion.
We should be working towards the "Flood Problem", but the deck isnt as straightforward as it seems, specially against Control where you really dont race, because their late game isnt that good against Drowner/Smasher.
Right now, im looking at Sea Gate Wreckage, Gavony Township, Manlands(Colonnade,Falls,Wildwood), Planeswalkers.
To alleviate flooding problems I cut 1 land and I am also running Westvale Abbey. It makes a "bitterblossom" effect at EOT which keeps pressure on the board and lets you pay 1 life to kill Snapcasters or chump other big creatures. Occasionally you get 5 creatures and they have very few outs (unless they run Cryptic which not many lists do).
yah I've also tested many flex lands. tapped lands are definitely to slow for this deck. Horizon canopy has been pretty good for me if you wanted to try that. being able to draw a card and filter your deck is huge I think. also being able to turn 1 birds/noble/path/ancient is awesome
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majors has an early list on scg. I definitely like trying out this new toy. seems like a fun card whether or not it's successful or not
http://www.starcitygames.com/article/33272_Tons-Of-Eldritch-Moon-Modern-Deck-Updates.html
4 Elder Deep-Fiend
3 Eldrazi Displacer
4 Eldrazi Skyspawner
4 Matter Reshaper
4 Noble Hierarch
1 Reality Smasher
4 Thought-Knot Seer
1 Breeding Pool
3 Brushland
4 Cavern of Souls
4 Eldrazi Temple
4 Sanctum of Ugin
1 Temple Garden
4 Windswept Heath
1 Yavimaya Coast
3 Stubborn Denial
4 Ancient Stirrings
I have a lot of affinity in my meta too. I been using 4 eldrazi skyspawner in the main and use 3 birds/2 nobles. the flyers definitely help in the match up without hindering our other match ups too much.
yah spells kites have been okay for me too. I've been trying Stubborn Denial in the main as some do like Todd Stevens old list minus the goyfs and have been quite impressed.
with this deck it's just a straight up 1 mana negate that saved me so many times and stole games that just surprises the opponent game 1.
sea gate works for grindy late game match ups, but you definitely don't want to be running tapped lands. this deck is already slow when we don't draw the temples/dorks, adding tapped lands cripple us.
yah I've also tested many flex lands. tapped lands are definitely to slow for this deck. Horizon canopy has been pretty good for me if you wanted to try that. being able to draw a card and filter your deck is huge I think. also being able to turn 1 birds/noble/path/ancient is awesome