I think it's worth testing. I just often run into situations where I'd rather have the creature stay on the battlefield rather than go back to the graveyard. Hussar doesn't really net a card when brought back with emeria or sun Titan. 1/3 are underwhelming too. Only good at chump blocking or goblin guide.
It doesn't net you a card, but you can loot through your deck and fill your graveyard for Sun Titan targets. I really dislike blinking Hussar with Flickerwisp to draw a card and then having to sacrifice him. Not a line that happens often, but sometimes you need to find an answer. A 2/1 can apply more pressure than a 1/3 and can trade better. Also don't like bringing Hussar back with Sun Titan or Emeria, only for him to go back to the GY when you need an extra creature.
If we add some looting, it could be worth it to splash a single Godless shrine for lingering souls Sometimes this deck is slow to rebuild favorably after a Wrath, lingering souls could help and work with the "stall until turn 7-8" strategy.
Also, someone else brought up Rest in peace as a sideboard card. I still think its viable as a choice. It hampers our main wincon significantly, but it cripples other decks completely. We can still win through RIP with a wrath and a 6/6 with Vigilance. Play RiP, go with the value game plan.
I've thought about bringing up Displacer before. I personally like a 3/3 slightly more than a 3/1 for my Meta. Getting your Missionary and Flickerwisp two-fer'd by electrolyze really sucks. That being said, It might give you an extra way to generate value over a game, but I think most of the time you'll be missing colorless mana or available mana.
I think for Displacer the best set up would be 4 ghost quarter, 1 waste, and 3 pilgrim's eye. Pilgrims eye would make a good target for Displacer too.
I don't think Displacer will replace flickerwisp, since Displacer requires mana after its brought back with sun titan, but I think it may work as a 1-of or 2-of in addition to flickerwisp if your build would benefit. Displacer can only blink creatures; which for me, makes it worse than Flickerwisp. FW can reset walkers and bounce annoying enchantments like blood moon. I more often blink enchantments and other permanents than my own creatures for value.
Sun Titan can recur Tormod's Crypt. You generally only need to draw one Crypt to win the game versus most opponents you want it for. Because it costs 0 to play and immediately causes them to slow-roll (thus buying time), I tend to like it better than Wheel. That said, Wheel is quite strong.
Tormod's Crypt requires the right timing. You definitely gotta wait for the best time to Exile as many threats as possible. Although, I tend to jump the gun a bit.
Also worth noting that it is awesome to play Hussar turn three, dig for a Crypt, and be able to play it.
I wouldn't put Rest in Peace in the SB as it works too much against our own deck, while Tormod's Crypt might not be enough it can be combined with something like Wheel of Sun and Moon for a one-sided RiP.
I totally forgot about Wheel of Sun and Moon! For some reason I always think it requires green. Anyways, I think that may be our best option to deal with dredge or graveyard decks. It will also end up in our own graveyard if disenchanted, so we can recur it.
Has anyone used Hallowed Moonlight successfully? I've heard mix things about it. It replaces itself which is always good, but I feel like you absolutely need it at the right time. To me in a competitive match, it seems like a card that would work once, and then just be played around by the opponent next game.
Detention Sphere is awesome against dredge. It's nice locking up a bunch of Amalgam on turn 3. I think D-Sphere may just be better than Declaration in stone, or at least more versatile.
I may tryout Wheel of Sun and Moon in the side next time I enter a league. I also like Ghostly Prison, and may try that out in the future as well. For Ghostly Prison, I feel like 1 Main and 2 in the Side wouldn't be too cumbersome for this deck.
So Dredge is large meta-share right now, and is a bad match-up for this deck. Unfortunately, other decks packing graveyard hate isn't good for this archetype either.
That being said, I'm interested in discussing rest in peace in our sideboard. RiP completely shuts down our main win condition, but is significantly worst for Dredge than us, when played on turn two or three. I am considering trying out Rest in Peace instead of Tormod's Crypt. While Tormod's Crypt is "free" and can be recurred with Sun Titan, it doesn't do enough to slowdown Dredge in the matches I've played.
If we play Rest in Peace, Sun Titan is pretty much just a 6/6 for 6 and Emeria is a Plains, but it makes our Wrath's permanent against their graveyard Creatures. I think with their deck hosed enough, Sun Titan and Flickerwisp could close-out the game even without Emeria online. Most Dredge list won't have removal for either threat outside of Stinkweed imp. If they Disenchant Rest in Peace, Sun Titan can bring it back. We can just play a value/control game and win with a Six-drop and removal.
What are your opinions? Outside of Kami of the False Hope and other narrow tech, most of the usual sideboard cards aren't great against dredge.
I play the UW version, but I would imagine the GW version would have the same bad match-ups. The worst match-ups are archetypes that go big, like RG Tron, or Mid-Range decks with a high threat density. I've noticed this deck struggles most with Planeswalkers and big creatures.
Once a Planeswalker lands on the board, it can be really hard to deal with. Save your Negate for planeswalkers. Emeria Titan doesn't have enough aggressive creatures to reliably kill/tick down planeswalkers in the early turns. Flickerwisp can blink and reset, but it has to survive another turn before attacking the walker. Karn is just awful to deal with, and can set you back dramatically. You can detention sphere if you are on the play. If not, your probably a land short. If your opponent lands a Karn on turn 3 or 4, that's probably a game loss. Even if you have a couple of Missionaries out, they will get Exiled faster than they can attack, or swept with pyroclasm. GW would probably have a harder time against Tron without counters or D-Sphere (although O-Ring would work too).
Mid-range decks with large creatures and a high threat density are tough too. If you run out of removal, games swing in their favor. Without sometime like Snapcaster mage you can very quickly run out of removal. Aggro decks with X/2's or X/3's aren't a big deal if you leave one or two on the board, but 5/5's are tough. You can only block them once with your 2 and 3 drops. I haven't played against Bant Eldrazi, but I can imagine the match-up isn't great if you can't Wrath something other than dorks. I played against a standard Eldrazi deck with a bunch of 4-6 drops and planeswalkers, and I was way behind the whole time. I didn't win a game in the match, so I imagine the Modern tuned deck is more difficult. Playing against 5, 6, or 7 drop creatures is a weak point for the deck. Sun titan is usually the biggest dude on the board, but he's also a magnet for removal, so he may not get to block.
This deck is definitely Meta dependent and is best against faster aggro decks (like Zoo or Naya Burn) or attrition decks with lower threat densities (Jund, Abzan). I haven't had much trouble with Infect or Boggles for some reason. You just have to remember to switch to a more control style.
I've have this deck on MTGO and paper. I will agree with the sentiments of eldrazi skyspawner vs. pilgrim's eye. Currently, I think Skyspawner is better, even though I really like pilgrim's eye. I've tried taking PE out, and putting it back in a couple of time. The basic fetch is nice, but being a 1/1 is what hurts it the most. I think if it was a 1/2 or 2/1, I would definitely run it over Skyspawner. Sure, Spypawner dies to a souls token just like pilgrim's eye, but you're still left with a body/blocker for next turn. If the format slows down a bit, then Pilgrim's eye may be better, but for now, I'm also switching to Eldrazi Skyspawner. I'm in the middle of a MTGO league round, and I wish I had 2 Skyspawner and one more land (I'm running the 23 land list) instead of 3 Pilgrim's eyes.
On 3 or 4-of of Lone Missionary: I used to run 3 main and 1 side, but I also moved to 4 main. There are too many aggro matches were I kept siding them in. I also think Ojutai's command and aether spellbomb are just okay. They never seem to do much for me in any of my matched. Aether spell bomb also hasn't been great with so many ETB triggers on modern creatures. I'm in the camp that this deck is best when tapping out for strong plays, and leaving four mana open for Ojutai's Command is rare for me.
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It doesn't net you a card, but you can loot through your deck and fill your graveyard for Sun Titan targets. I really dislike blinking Hussar with Flickerwisp to draw a card and then having to sacrifice him. Not a line that happens often, but sometimes you need to find an answer. A 2/1 can apply more pressure than a 1/3 and can trade better. Also don't like bringing Hussar back with Sun Titan or Emeria, only for him to go back to the GY when you need an extra creature.
If we add some looting, it could be worth it to splash a single Godless shrine for lingering souls Sometimes this deck is slow to rebuild favorably after a Wrath, lingering souls could help and work with the "stall until turn 7-8" strategy.
Also, someone else brought up Rest in peace as a sideboard card. I still think its viable as a choice. It hampers our main wincon significantly, but it cripples other decks completely. We can still win through RIP with a wrath and a 6/6 with Vigilance. Play RiP, go with the value game plan.
I personally feel that would be a tempo-combo deck, and not the long, drawn out tap out control strategy.
I think for Displacer the best set up would be 4 ghost quarter, 1 waste, and 3 pilgrim's eye. Pilgrims eye would make a good target for Displacer too.
I don't think Displacer will replace flickerwisp, since Displacer requires mana after its brought back with sun titan, but I think it may work as a 1-of or 2-of in addition to flickerwisp if your build would benefit. Displacer can only blink creatures; which for me, makes it worse than Flickerwisp. FW can reset walkers and bounce annoying enchantments like blood moon. I more often blink enchantments and other permanents than my own creatures for value.
Tormod's Crypt requires the right timing. You definitely gotta wait for the best time to Exile as many threats as possible. Although, I tend to jump the gun a bit.
Also worth noting that it is awesome to play Hussar turn three, dig for a Crypt, and be able to play it.
I totally forgot about Wheel of Sun and Moon! For some reason I always think it requires green. Anyways, I think that may be our best option to deal with dredge or graveyard decks. It will also end up in our own graveyard if disenchanted, so we can recur it.
Has anyone used Hallowed Moonlight successfully? I've heard mix things about it. It replaces itself which is always good, but I feel like you absolutely need it at the right time. To me in a competitive match, it seems like a card that would work once, and then just be played around by the opponent next game.
Detention Sphere is awesome against dredge. It's nice locking up a bunch of Amalgam on turn 3. I think D-Sphere may just be better than Declaration in stone, or at least more versatile.
I may tryout Wheel of Sun and Moon in the side next time I enter a league. I also like Ghostly Prison, and may try that out in the future as well. For Ghostly Prison, I feel like 1 Main and 2 in the Side wouldn't be too cumbersome for this deck.
That being said, I'm interested in discussing rest in peace in our sideboard. RiP completely shuts down our main win condition, but is significantly worst for Dredge than us, when played on turn two or three. I am considering trying out Rest in Peace instead of Tormod's Crypt. While Tormod's Crypt is "free" and can be recurred with Sun Titan, it doesn't do enough to slowdown Dredge in the matches I've played.
If we play Rest in Peace, Sun Titan is pretty much just a 6/6 for 6 and Emeria is a Plains, but it makes our Wrath's permanent against their graveyard Creatures. I think with their deck hosed enough, Sun Titan and Flickerwisp could close-out the game even without Emeria online. Most Dredge list won't have removal for either threat outside of Stinkweed imp. If they Disenchant Rest in Peace, Sun Titan can bring it back. We can just play a value/control game and win with a Six-drop and removal.
What are your opinions? Outside of Kami of the False Hope and other narrow tech, most of the usual sideboard cards aren't great against dredge.
Once a Planeswalker lands on the board, it can be really hard to deal with. Save your Negate for planeswalkers. Emeria Titan doesn't have enough aggressive creatures to reliably kill/tick down planeswalkers in the early turns. Flickerwisp can blink and reset, but it has to survive another turn before attacking the walker. Karn is just awful to deal with, and can set you back dramatically. You can detention sphere if you are on the play. If not, your probably a land short. If your opponent lands a Karn on turn 3 or 4, that's probably a game loss. Even if you have a couple of Missionaries out, they will get Exiled faster than they can attack, or swept with pyroclasm. GW would probably have a harder time against Tron without counters or D-Sphere (although O-Ring would work too).
Mid-range decks with large creatures and a high threat density are tough too. If you run out of removal, games swing in their favor. Without sometime like Snapcaster mage you can very quickly run out of removal. Aggro decks with X/2's or X/3's aren't a big deal if you leave one or two on the board, but 5/5's are tough. You can only block them once with your 2 and 3 drops. I haven't played against Bant Eldrazi, but I can imagine the match-up isn't great if you can't Wrath something other than dorks. I played against a standard Eldrazi deck with a bunch of 4-6 drops and planeswalkers, and I was way behind the whole time. I didn't win a game in the match, so I imagine the Modern tuned deck is more difficult. Playing against 5, 6, or 7 drop creatures is a weak point for the deck. Sun titan is usually the biggest dude on the board, but he's also a magnet for removal, so he may not get to block.
This deck is definitely Meta dependent and is best against faster aggro decks (like Zoo or Naya Burn) or attrition decks with lower threat densities (Jund, Abzan). I haven't had much trouble with Infect or Boggles for some reason. You just have to remember to switch to a more control style.
On 3 or 4-of of Lone Missionary: I used to run 3 main and 1 side, but I also moved to 4 main. There are too many aggro matches were I kept siding them in. I also think Ojutai's command and aether spellbomb are just okay. They never seem to do much for me in any of my matched. Aether spell bomb also hasn't been great with so many ETB triggers on modern creatures. I'm in the camp that this deck is best when tapping out for strong plays, and leaving four mana open for Ojutai's Command is rare for me.