i'm looking at these cards, not only do they provide a pseudo "fog effect" by clearing the field of creatures; they can also possibly provide us with an alternate win-con if we do not wish to go the passive wincon of milling..perhaps replacing *** with them?
i concede that they're cmc are a bit steep, just sharing some ideas..
just started working on an old fog deck last night thats been gathering dust under my bed, im excited to try and port it into modern..and then i came across this forum....its tough to look for an active turbo fog forum these days..
My issue with creatures as a win con in general is that we play so few that any removal the opponent has will immediately be directed at it. At least in my lists because I run no creatures until sb where in g2, the opponent has removed most if not all their removal due to no creatures g1. That's me tbough. Test it out and let us know how it goes. I'll always reply as long as I see someone has replied to my comment or otherwjse, I will think this forum has gone dead. Most turbo threads get about a month th worth of discussion and die.
i am running a combination of stirring wildwood and/or treetop village in my latest draft, haven't haven't decided on the correct number yet; i'm on white/green by the way because they're the cards that i have a lot of in my collection, second only to black..
i like manlands in turbo fog, I have always liked to use manlands as a defensive technique than an offensive one, same reason why i'm running mishra's factories rather than mutavault in my mono black pox; but that's off-topic..
especially, stirring wildwood, this guy is (imo) a manland that works to fit that technique well, as a more defensive combat trick than a creature..
just sharing some thoughts, i had just only started working on the deck again after about 2 years and i certainly don't know the most optimal turbo fog decklist so my ideas might be a bit fringe or not so germane..
All ideas are welcome. I'm looking to finish my list here soon with a new win con and take it to some events but haven't had time due to when I work my two jobs
looking forward to see your list..
which color and/or color combination is deemed the best?
i've heard that blue really has much to offer for turbo fog? unfortunately, my blue collection is a bit meager..so i'm stuck with white and green..is white/green sub-optimal compared to white/blue?
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looking forward to see your list..
which color and/or color combination is deemed the best?
i've heard that blue really has much to offer for turbo fog? unfortunately, my blue collection is a bit meager..so i'm stuck with white and green..is white/green sub-optimal compared to white/blue?
There isn't a definitive deck yet, so any combination of colors could be good. Sure, Blue adds things like Jace Beleren and Dictate of Kruphix, but green adds things like Rites of Flourishing, tons of Fog effects, and Fog itself.
Assuming the primary method of stalling their play is with Fog (or Holy Day, Darkness, etc.), I'm going to list how favorable our match-ups are.
From the Proven list: Jund: We could be good here, depends on how much burn they're packing and how much damage they can get in before we can start chaining Fogs. UWr Midrange: Going up against so much burn and counters, I feel like we're at a disadvantage. RUG Scapeshift: We could be good here depending on what types of Fog we're running. Things like Dawn Charm, Safe Passage, and Leyline of Sanctity stop them cold. But all it takes for them is one Scapeshift to get through. Merfolk: We are good as long as we can out Fog their counters. RU(G) Twin: We are safe from their combo so long as we can out Fog their counters. However, we do need to be careful of lists packing tons of burn. Melira Pod: We're fine until they combo, then we're hosed. Even Leyline isn't too good here as Qasali Pridemage and Harmonic Sliver will just blow it up. Affinity: A very good matchup. We just have to be careful of Galvanic Blast and Spell Pierce. UWR Control: Not sure, but I think it's unfavorable. They have a lot of burn and counters. UR Storm: Similar to the Scapeshift matchup, a well timed Safe Passage blows them out. G/W Auras (Bogle): Very favorable to us Kiki Pod: Not that favorable. If they're running Melira/Redcap, we're hosed. Even if they're only running Redcap/Kiki, we're still dead after 10-ish turns.
From the Established List: G(r) Tron: We will lose if we don't kill them first. GW Hatebears: Fairly decent , though Thalia slows us down. Wx Death and Taxes: Fairly Decent, though Thalia slows us down. Soul Sisters: We can survive forever, but winning will be hard. U Tron: Mindslaver lock kills us. 8rack: We're hosed. Infect: Favorable for us. RUG Delver: A lot of burn and counters makes for a sad day for us. Living End: Favorable for us. U/R Delver: Lots of burn and counters makes this tough. Ad Nauseam: We will win every time as long as we have a few Safe Passage effects to stop Lightning Storm and to push through Pact of Negation. Junk: Should be fairly favorable. Zoo: Very Favorable so long as we mind the burn. BGx The Rock: This gets tough if they destroy Howling Mine effects and discard our Fog. 4C Gifts: Fairly favorable. BW Tokens: Very favorable. Bitterblossom does our job for us. UB/x Faeries: Difficult because of how many counters and land tap abilities their playing. G Devotion: Very favorable. Cruel Control: Cruel Ultimatum will kill us. Naya Midrange: Favorable, but mind the burn. Assault Loam: Not favorable. Griselbrand Reanimator: Not favorable. Burn: We need a ton of Safe Passage effects and/or a Leyline or we're dead. UW Control: A lot of counters make this hard. UW Midrange: Like UWr, but more counters and less burn. Amulet of Vigor: Favorable as long as they don't kill us with a Hive Mind Pact. Blue Moon: More counter spells and burn, Blood Moon can be bad for us. UWR Twin: Same as UR Twin. Domain Tribal Flames: Watch for burn, Leyline guarantees our win.
I'm not the best at judging matchups, so feel free to correct anything.
While we're favorable against a lot of decks, we're completely hosed against others. There are a lot of decks we can be good against, but it all depends on either how fast we can win or how well we can avoid counters/burn.
It's weak to Rest in Peace, Relic of Progenitus, Tormod's Crypt, and Scavenging Ooze. Not really sure how to deal with the first 3, but we can run plenty of removal for Ooze before he eats anything. Maybe Pithing Needle for the first few? Because of all the 1 drops, we have some early game pressure and can probably get the close to 10ish if they're fetch/shocking themselves.
If your gonna run a bunch of creatures and ones that can sac themselves, why not run blood artist/whatever the other creature is that does the same thing?
I agree with Tyler. I have played different versions of the deck since I played turbosmog in lorwyn/alara standard. While many of the brews posted here are interesting, they're not turbofog because they play to different strengths than turbofog does. If there is one reason turbofog is viable again it's because of dictate of kruphix. The card makes it possible for us to sit on fogs and play turbo if the fogs are redundant that turn. I've recently updated my build. I would post it here but I don't have the deck in front of me, maybe I'll post it later. My build is white/blue and in this build azorius signet seems to perform well. The ability to play it turn 2 gives us the option to play both howling mine and a fog turn 3.
I am testing a card I'm not that sure about. What are you're reactions to vision skeins? I play it instead of the temple bell. Test it out and tell me what you think.
I am petitioning for the removal of mythic rarity and boycotting overpriced singles. Sig this to join the cause for a more affordable Magic the Gathering.
You can play Howling Mine and have Fog up on turn 3 without Azorius Signet. I'm not really seeing the benefit. Maybe having two fogs up or a Dawn Charm, but I don't see the need to rush, especially in Turbo Fog.
Also, one thing I noticed. Most lists don't run very many 2 drops (aside from Mines), everything is either 1 or 3 CMC. It might be worth running Chalice of the Void and putting it to 2 to stop a lot of their shenanigans. Stops Remand, Abrupt Decay, Cranial Plating, etc.
I recently played a tournament with 16 players. I faced gifts reanimator, U/w devotion, B/g zombies and burn. I lost 3 matches and drew against Uw devotion. This is the list I played:
My version aimed at gaining a large advantage through taking extra turns with time warp before finishing them off with increasing confiusion. Allthough I lost some matches I won some games. But all in all it's probably true that if you're going to take extra turns, the time warp deck is just better at it. If I were to cut the time warp for a slightly different version of the deck, I can't really see it making the deck any better. I wanted to test Turbofog as I had a feeling Dictate of Kruphix would push it into competitive. I was wrong, but dictate is still the strongest turbo in the deck. Maybe in some time wizard will print a card, overlooked by most, that fits this deck perfectly.
I hope someone else can take this deck to the next level, and please critique my version if you'd like. Happy brewing!
edit: BTW Teferi is nuts versus counterspells.
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I am petitioning for the removal of mythic rarity and boycotting overpriced singles. Sig this to join the cause for a more affordable Magic the Gathering.
I'd rather play keening stone personally over confusion. Or a planeswalker like the jace memory adept. That's me personally. Especially with time walk effects so you ultimate or use stone a few times. Or get archive trap and collect them through time warps and win by casting them on back to back turns
The only thing I'm unsure of is 2 slots. Those are 1 Dawn Charm and 1 Batwing Brume. Was debating if I should run something else in their spots but not sure of what and the reason for the 1 of Dictate is bc i can't seem to find my 4th bell atm. Any ideas on the 2 slots mentioned above?
I built a version of this and have played it twice now; first time I lost twice to Emrakul decks and lost once and drew twice against BGx, and the second time I beat mono-red (partly because I had Leyline of Sanctity out and he didn't know he could Skullcrack himself to counter my fogs) and Norin Sisters, lost to Pod and Faeries and drew with Tokens. Here's the list:
The Hero's Downfalls are for a local meta quirk, and I wouldn't run four of them outside of my area. I'm not sure about the Inquisitions, but I couldn't think of anything better.
I do like the idea of Chronomantic Escape, but what do you think I should cut for it?
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Rules Advisor (as of the last time they offered that certification).
Quote from "William Lyon Mackenzie King" »
There are few men in this Parliament for whom I have greater respect than the leader of the Co-operative Commonwealth Federation. I admire him in my heart, because time and again he has had the courage to say what lays on his conscience, regardless of what the world might think of him. A man of that calibre is an ornament to any Parliament.
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
So... almost a month later. Hope this bump is alright. I'm buying into the list below for modern. It's a pretty cheap deck, all things considered, and it has a pretty good win rate with just all the answers. It's possible I need more mainboard win-cons, but It's a decent starting list that I can always expand upon later. Some key differences I like in this list that are different from the OP's list are the disruption cards that black adds. Extirpate stops a lot of graveyard shenanigans in a way they can't respond to, Duress handles everything your fogs don't, same for Swan Song. The Blind Obediences are iffy, but it's an enchantment that allow me to extort, which is a possible win condition in its own right. I picked Scrylands for my budget landbase because they're so cheap and have so much potential impact on the game vs. other lands at a similar price. Leylines in the mainboard because you have a it's hardly ever a dead card anyway, and it's occasionally just amazing to essentially win turn 0 vs. your burn opponent because they have no maindeck answers to a Leyline in your 7. Any opinions/criticism on this list?
Storm is most certainly not unbeatable. All you have to do is resolve an Angel's Grace, Safe Passage, or Riot Control in response to grapeshot. Angel's grace also beats ad nauseam combo, as well as amulet bloom's hive mind win and has the added split second on it for uncounterability. If they try and win with empty the warrens you should be able to beat that lol. The real issue is abrupt decay and the loss of all your mine effects. I recommend Font of Mythos. Font is also a good way to power through heavy discard like Liliana.
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Come watch me stream over at my twitch channel. I play Loam Pox, Ad Nauseam, and jank in modern on MTGO.
Is there a removal option for planeswalkers that isn't Detention Sphere? Actually, Leyline against Liliana seems fine. A resolved Karn may be an issue though.
Pithing Needle, I guess?
I've been trying to make a (semi-budget) list as well:
Due to the usefulness and high prevalence of Pithing Needle in SB, I wonder whether Forced Fruition, with counterspell backup through Negate (with or without Boseiju) might be an acceptable wincon? Also, since I run the Rites of Flourishing, I'm thinking about a surprise Meloku.
How'd you beat Tron, though? I doubt 2 maindeck Ghost Quarters and 4 Pithing Needles for Karn/Ugin would be enough...
Edit: changed my list slightly, as I accidentally went over 60 cards and also wrong lands used.
i'm a bit wary of running more than 2 colors, with blood moon being ubiquitous in the meta, i feel that it would be safer to just whittle it down to 2 colors..either W/U or W/G..also, i would avoid running too many CIPT lands as that might delay us a bit in casting our howl effects when we draw too many of them especially in the first 3 turns..i don't mean to disparage other decks, just sharing opinions..
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"I am the purifier, the light that clears all shadows."
—Seal inscription
i'm a bit wary of running more than 2 colors, with blood moon being ubiquitous in the meta, i feel that it would be safer to just whittle it down to 2 colors..either W/U or W/G..also, i would avoid running too many CIPT lands as that might delay us a bit in casting our howl effects when we draw too many of them especially in the first 3 turns..i don't mean to disparage other decks, just sharing opinions..
Discussion is good! I'm testing a list now (some changes from the one above)
I was thinking about getting rid of Green for a while, since I only really need it for Rites. Then I played a few games with Azorius fog, and found that I missed the mana accel as well. The more lands you can drop, the more turbo you can play while still leaving 3-4 mana open for your fog spells. Definitely Blood Moon is a consideration, but I suppose I can survive on Howling Mine/Temple Bell and Leyline of Sanctity-type effects till I get the basic lands for the enchantments?
I would also rather run more enchantment sources of card draw, since Affinity hate is real. I tried baby Jace but found that with the current fogs available I couldn't really protect him.
Lands are also a factor of budget for me, but what would you run? I don't like the idea of running the shocklands against Burn. Maybe Seachrome Coast, since all you really need is W up from turn 1 in case infect tries the turn 2 kill?
Martial Coup
Phyrexian Rebirth
i'm looking at these cards, not only do they provide a pseudo "fog effect" by clearing the field of creatures; they can also possibly provide us with an alternate win-con if we do not wish to go the passive wincon of milling..perhaps replacing *** with them?
i concede that they're cmc are a bit steep, just sharing some ideas..
just started working on an old fog deck last night thats been gathering dust under my bed, im excited to try and port it into modern..and then i came across this forum....its tough to look for an active turbo fog forum these days..
—Seal inscription
i like manlands in turbo fog, I have always liked to use manlands as a defensive technique than an offensive one, same reason why i'm running mishra's factories rather than mutavault in my mono black pox; but that's off-topic..
especially, stirring wildwood, this guy is (imo) a manland that works to fit that technique well, as a more defensive combat trick than a creature..
just sharing some thoughts, i had just only started working on the deck again after about 2 years and i certainly don't know the most optimal turbo fog decklist so my ideas might be a bit fringe or not so germane..
—Seal inscription
which color and/or color combination is deemed the best?
i've heard that blue really has much to offer for turbo fog? unfortunately, my blue collection is a bit meager..so i'm stuck with white and green..is white/green sub-optimal compared to white/blue?
—Seal inscription
There isn't a definitive deck yet, so any combination of colors could be good. Sure, Blue adds things like Jace Beleren and Dictate of Kruphix, but green adds things like Rites of Flourishing, tons of Fog effects, and Fog itself.
Assuming the primary method of stalling their play is with Fog (or Holy Day, Darkness, etc.), I'm going to list how favorable our match-ups are.
From the Proven list:
Jund: We could be good here, depends on how much burn they're packing and how much damage they can get in before we can start chaining Fogs.
UWr Midrange: Going up against so much burn and counters, I feel like we're at a disadvantage.
RUG Scapeshift: We could be good here depending on what types of Fog we're running. Things like Dawn Charm, Safe Passage, and Leyline of Sanctity stop them cold. But all it takes for them is one Scapeshift to get through.
Merfolk: We are good as long as we can out Fog their counters.
RU(G) Twin: We are safe from their combo so long as we can out Fog their counters. However, we do need to be careful of lists packing tons of burn.
Melira Pod: We're fine until they combo, then we're hosed. Even Leyline isn't too good here as Qasali Pridemage and Harmonic Sliver will just blow it up.
Affinity: A very good matchup. We just have to be careful of Galvanic Blast and Spell Pierce.
UWR Control: Not sure, but I think it's unfavorable. They have a lot of burn and counters.
UR Storm: Similar to the Scapeshift matchup, a well timed Safe Passage blows them out.
G/W Auras (Bogle): Very favorable to us
Kiki Pod: Not that favorable. If they're running Melira/Redcap, we're hosed. Even if they're only running Redcap/Kiki, we're still dead after 10-ish turns.
From the Established List:
G(r) Tron: We will lose if we don't kill them first.
GW Hatebears: Fairly decent , though Thalia slows us down.
Wx Death and Taxes: Fairly Decent, though Thalia slows us down.
Soul Sisters: We can survive forever, but winning will be hard.
U Tron: Mindslaver lock kills us.
8rack: We're hosed.
Infect: Favorable for us.
RUG Delver: A lot of burn and counters makes for a sad day for us.
Living End: Favorable for us.
U/R Delver: Lots of burn and counters makes this tough.
Ad Nauseam: We will win every time as long as we have a few Safe Passage effects to stop Lightning Storm and to push through Pact of Negation.
Junk: Should be fairly favorable.
Zoo: Very Favorable so long as we mind the burn.
BGx The Rock: This gets tough if they destroy Howling Mine effects and discard our Fog.
4C Gifts: Fairly favorable.
BW Tokens: Very favorable. Bitterblossom does our job for us.
UB/x Faeries: Difficult because of how many counters and land tap abilities their playing.
G Devotion: Very favorable.
Cruel Control: Cruel Ultimatum will kill us.
Naya Midrange: Favorable, but mind the burn.
Assault Loam: Not favorable.
Griselbrand Reanimator: Not favorable.
Burn: We need a ton of Safe Passage effects and/or a Leyline or we're dead.
UW Control: A lot of counters make this hard.
UW Midrange: Like UWr, but more counters and less burn.
Amulet of Vigor: Favorable as long as they don't kill us with a Hive Mind Pact.
Blue Moon: More counter spells and burn, Blood Moon can be bad for us.
UWR Twin: Same as UR Twin.
Domain Tribal Flames: Watch for burn, Leyline guarantees our win.
I'm not the best at judging matchups, so feel free to correct anything.
While we're favorable against a lot of decks, we're completely hosed against others. There are a lot of decks we can be good against, but it all depends on either how fast we can win or how well we can avoid counters/burn.
It's weak to Rest in Peace, Relic of Progenitus, Tormod's Crypt, and Scavenging Ooze. Not really sure how to deal with the first 3, but we can run plenty of removal for Ooze before he eats anything. Maybe Pithing Needle for the first few? Because of all the 1 drops, we have some early game pressure and can probably get the close to 10ish if they're fetch/shocking themselves.
I am testing a card I'm not that sure about. What are you're reactions to vision skeins? I play it instead of the temple bell. Test it out and tell me what you think.
Also, one thing I noticed. Most lists don't run very many 2 drops (aside from Mines), everything is either 1 or 3 CMC. It might be worth running Chalice of the Void and putting it to 2 to stop a lot of their shenanigans. Stops Remand, Abrupt Decay, Cranial Plating, etc.
4 Dictate of Kruphix
2 Temple Bell
1 Jace Beleren
4 Ethereal Haze
4 Dawn Charm
4 Pollen Lullaby
2 Safe Passage
4 Azorius Signet
4 Timely Reinforcements
3 Time warp
1 Elixir of Immortality
1 Increasing Confusion
5 Island
4 Glacial Fortress
3 Ghost Quarter
1 Temple of Enlightenment
1 Mystic Gate
1 Calciform Pools
1 Buried Ruin
4 Leyline of Sanctity
2 Rest in Peace
2 Nevermore
2 Pithing Needle
1 Swan Song
1 Emrakul, the Aeons Torn
1 Teferi, Mage of Zhalfir
1 Runed Halo
My version aimed at gaining a large advantage through taking extra turns with time warp before finishing them off with increasing confiusion. Allthough I lost some matches I won some games. But all in all it's probably true that if you're going to take extra turns, the time warp deck is just better at it. If I were to cut the time warp for a slightly different version of the deck, I can't really see it making the deck any better. I wanted to test Turbofog as I had a feeling Dictate of Kruphix would push it into competitive. I was wrong, but dictate is still the strongest turbo in the deck. Maybe in some time wizard will print a card, overlooked by most, that fits this deck perfectly.
I hope someone else can take this deck to the next level, and please critique my version if you'd like. Happy brewing!
edit: BTW Teferi is nuts versus counterspells.
1x Watery Grave
2x Drowned Catacomb
1x Godless Shrine
2x Isolated Chapel
2x Hallowed Fountain
3x Glacial Fortress
3x Plains
3x Swamp
2x Island
4x Howling Mine
3x Temple Bell
1x Dictate of Kruphix
3x Spiteful Visions
4x Darkness
4x Holy Day
4x Ethereal Haze
3x Batwing Brume
3x Dawn Charm
2x Supreme Verdict
3x Elixir of Immortality
3x Leyline of Sanctity
2x Deprive
1x Negate
2x Oblivion Ring
1x Detention Sphere
2x Meddling Mage
1x Nevermore
2x Tormod's Crypt
1x Ulamog, The Infinite Gyre
1x Jace, Memory Adept
1x Pithing Needle
1x Leyline of Sanctity
The only thing I'm unsure of is 2 slots. Those are 1 Dawn Charm and 1 Batwing Brume. Was debating if I should run something else in their spots but not sure of what and the reason for the 1 of Dictate is bc i can't seem to find my 4th bell atm. Any ideas on the 2 slots mentioned above?
4x Godless Shirne
4x Isolated Chapel
6x Plains
2x Swamp
4x Howling Mine
4x Temple Bell
2x Font of Mythos
4x Kami of False Hope
4x Holy Day
4x Ethereal Haze
4x Darkness
4x Batwing Brume
4x Dawn Charm
2x Riot Control
2x Leyline of Sanctity
1x Elixir of Immortality
1x Wheel of Sun and Moon
2x Torpor Orb
2x Pithing Needle
1x Grafdigger's Cage
2x Oblivion Ring
4x Hero's Downfall
2x Inquisition of Kozilek
The Hero's Downfalls are for a local meta quirk, and I wouldn't run four of them outside of my area. I'm not sure about the Inquisitions, but I couldn't think of anything better.
I do like the idea of Chronomantic Escape, but what do you think I should cut for it?
I don't play decks. I solve optimization problems.
Currently solving:
Standard: Too poor for this format.
Modern: GW Auras, Living End, WB TurboFog, UB Mill, UR Storm
Legacy: R Burn, GU Infect, RG Lands, B Contamination
2 Angel's Grace
4 Darkness
4 Holy Day
2 Swan Song
2 Batwing Brume
4 Dawn Charm
2 Remand
3 Riot Control
2 Sphinx's Revelation
Sorceries
3 Serum Visions
2 Supreme Verdict
2 Creeping Tar Pit
1 Mikokoro, Center of the Sea
4 Arcane Sanctum
4 Temple of Silence
2 Temple of Deceit
4 Temple of Enlightenment
3 Plains
1 Swamp
2 Island
Artifacts
2 Elixir of Immortality
2 Temple Bell
3 Leyline of Sanctity
1 Jace, Memory Adept
2 Pithing Needle
2 Blind Obedience
2 Stony Silence
3 Extirpate
3 Duress
2 Oblivion Ring
Pithing Needle, I guess?
I've been trying to make a (semi-budget) list as well:
4 Safe Passage
2 Riot Control
4 Dawn Charm
4 Ethereal Haze
2 Holy Day
Turbo (10)
4 Howling Mine
4 Dictate of Kruphix
2 Rites of Flourishing
2 Jace Beleren
Wincons (4)
2 Luminarch Ascension
Utility (6)
2 Detention Sphere
2 Supreme Verdict
2 Pithing Needle
2 Treetop Village
2 Ghost Quarter
1 Boseiju, Who Shelters All
4 Thornwood Falls
4 Blossoming Sands
1 Reliquary Tower
5 Plains
4 Island
1 Forest
2 Pithing Needle
1 Supreme Verdict
2 Disenchant
2 Circle of Protection: Red
2 Relic of Progenitus
3 Angel's Grace
1 Meloku the Clouded Mirror
1 Forced Fruition
1 Elixir of Immortality
Due to the usefulness and high prevalence of Pithing Needle in SB, I wonder whether Forced Fruition, with counterspell backup through Negate (with or without Boseiju) might be an acceptable wincon? Also, since I run the Rites of Flourishing, I'm thinking about a surprise Meloku.
How'd you beat Tron, though? I doubt 2 maindeck Ghost Quarters and 4 Pithing Needles for Karn/Ugin would be enough...
Edit: changed my list slightly, as I accidentally went over 60 cards and also wrong lands used.
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
i'm a bit wary of running more than 2 colors, with blood moon being ubiquitous in the meta, i feel that it would be safer to just whittle it down to 2 colors..either W/U or W/G..also, i would avoid running too many CIPT lands as that might delay us a bit in casting our howl effects when we draw too many of them especially in the first 3 turns..i don't mean to disparage other decks, just sharing opinions..
—Seal inscription
Discussion is good! I'm testing a list now (some changes from the one above)
I was thinking about getting rid of Green for a while, since I only really need it for Rites. Then I played a few games with Azorius fog, and found that I missed the mana accel as well. The more lands you can drop, the more turbo you can play while still leaving 3-4 mana open for your fog spells. Definitely Blood Moon is a consideration, but I suppose I can survive on Howling Mine/Temple Bell and Leyline of Sanctity-type effects till I get the basic lands for the enchantments?
I would also rather run more enchantment sources of card draw, since Affinity hate is real. I tried baby Jace but found that with the current fogs available I couldn't really protect him.
Lands are also a factor of budget for me, but what would you run? I don't like the idea of running the shocklands against Burn. Maybe Seachrome Coast, since all you really need is W up from turn 1 in case infect tries the turn 2 kill?
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU