I was actually thinking Red for Pyromancer Ascension x2 and Electrodominance as payoffs. You get Anger of the Gods, Bolt, and Electrolyze as removal. Pyro would let you go off harder with Nexus taking more turns, doubles all your cantrips (like Merchant Scroll), and it doubles Dominance so you can cast doubled spells for free. Maybe it's a pipe dream, but having Pyro would stretch the opponent's enchant removal thinner while not actually hindering the deck's Blue Sun nuke. It moves away from using manlands as a win condition and opens us up to Leyline of Sanctity. I also think that this style is weaker to graveyard hate like RIP and Void, but Surgical is not overly damaging.
Black gives us access to Consumer the Meek which has helped me a ton in some games, Teachings is still really good, and Push is still important. Losing Trophy and Decay is probably not a good thing either. Devour Flesh is actually for the Death's Shadow match because it kills 4 shadows at once, this function is much better than Liliana's Triumph because we run no Liliana; if you want a sacrifice effect, Geth's Verdict has been around for a long time and has benefit over Triumph sans lili, Tribute to Hunger gains you the life instead of your opponent, and finally you can use To the Slaughter if your concerns are a little more creatureless.
Pyromancer Ascension also combos well with Mission Briefing. You can dump a bunch of cards into your yard then choose them with multiple Briefing copies. If you're casting a bunch of things at instant speed, then you can Briefing a Dominance with Wilderness Rec as ramp and shoot them for like X=5 (twice) and hit them with a single Exquisite Firecraft that gets doubled. Resolve your second briefing off the stack and choose Firecraft again for 10 + 8 + 8 damage. That's with a single Pyro active, 6 lands, and 3 cards. Based on how this deck has been running (the Sultai version), you fill your yard faaaast and cantrip like crazy, so it shouldn't be too hard to set up if you're past dying on T3&4. If it's not lethal then you've probably burned enough of their board to not care what they untap with and can double Briefing again the next turn for something ridiculous.
I hadn't considered accession, but do you think it's better than just straight expansion/explosion against most everyone except UW control? Copying spells on the expansion side is a great tool to have, and actually not bad against control. You can copy their cryptic to counter it and draw a card. Copying a bolt out of burn to point it at Goblin guide or swiftspear in response to the prowess trigger feels sweet. Copying helix is even better.
As for the other instant sac effects, I think 3 mana and BB are enough of a deterrent to the other options. I think that's why we see devour so often? Devour, untap go, snap devour chump block is a lot of life saved even if you give a ton of life for your opponent. I've always saw B as the decks third color. I think G is just so much more intregral to what the deck wants to do. And U is obviously the strongest given cryptic.
If you strip it down to just UR Ascension, the deck almost doesn't have enough cards in it because it goes so fast. It would be cool to bring Ascension into Sultai, but I think the deck has enough issues with turns 1 to 4.
If Temur discussion continues, I also wouldn't be surprised if it's recommended we make a new thread.
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I actually really like that ruins can get gearhulk back, I hadn't considered that. I think gearhulk mostly dies to exile removal like path/settle, but it's still great for inevitability.
As for the mindslaver lock, it's 12 mana to continuously recur it (2 for ruins activation, 6 for mind slaver, 4 to activate slaver) and while it is cheaper than the nexus chain sometimes (7 mana for nexus, 4 or 6 to tutor it with teachings is 11 or 13 mana total) do you think those slots would be better suited by another engine that has more synergy with the rest of the deck? Granted I often need to teachings for another teachings to keep my chains going, so I often need 2 reclamations out before I can "go off" but I'm thinking these could be several different win cons.
The above is a great resource for combo engines. This is def worth a browse when you get a free 30 minutes.
FWIW Soulfire Grand Master seems absolutely bonkers in this deck if you can keep her alive. It's 13 mana to start the chain, 11 to keep it going with just her and a nexus in hand. You can EoT teachings out the nexus to go off on your turn if you have the mana. It does require a splash though.
Thanks so much for the link! I've been tearing my hair out try to figure out alternative finishers, yeah. I chose Ruins because it could also get Gearhulk back, so it does more than just provide one half of the slaver lock; also because there are fewer white decks at my LGS lately so Fatcaster does end up in my grave more often.
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I mean, if we really want to play janky finisher, than Thousand-Year Storm is my vote. When you can resolve it you win. When every spell has suddenly Storm, it gets quite ridiculous really fast. Casting Opt into Cryptic is horrifying, the tutor chains with Teachings gets even more absurd and don't start talking about stuff like Nexus or BSZ.
Sure, purely overkill and probably totally unnecessary, but fun nevertheless
Greetings,
Kathal
PS: The only argument for it (besides being a really fast "finisher") is, that it can make a great Wild Rec impression, since instead of doubling your mana you just "go off".
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
What're people's thoughts on Walking Ballista? We get a ton of mana thanks to Rec, so I think it'd be a decent mana sink if we have nothing else to do?
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
What're people's thoughts on Walking Ballista? We get a ton of mana thanks to Rec, so I think it'd be a decent mana sink if we have nothing else to do?
I've consided ballista but we're so heavy on 4 cmc cards I can rarely see wanting to put counters on it until way late in he game. Before t4 it really is just there to chump and probably kill a dork. It can turn on revolt for push though, so that's plus if you have a creature heavy meta that benefits from push being revolt active often.
Thousand year storm sounds pretty fun lol. I may mess with it a bit.
New card spoiler below:
New saheeli an spit out a ton of servos and eventually generate a clock vs control. Card seems reasonable as a 1-2 of imo her minus can turn a servo into a gearhulk copy for bigger beats. You don't get the ETB again but a 5/6 rumbles with pretty much the whole format.
What're people's thoughts on Walking Ballista? We get a ton of mana thanks to Rec, so I think it'd be a decent mana sink if we have nothing else to do?
I would play it in straight BUG, just play two Steam Vents to be able to grab it via any U fetchland, no need for Scalding Tarns.
Balista is very mediocre, cause again, when we have the mana we should do other stuff and when we do not have the mana it is a bad removal spell.
I've consided ballista but we're so heavy on 4 cmc cards I can rarely see wanting to put counters on it until way late in he game. Before t4 it really is just there to chump and probably kill a dork. It can turn on revolt for push though, so that's plus if you have a creature heavy meta that benefits from push being revolt active often.
Thousand year storm sounds pretty fun lol. I may mess with it a bit.
New card spoiler below:
New saheeli an spit out a ton of servos and eventually generate a clock vs control. Card seems reasonable as a 1-2 of imo her minus can turn a servo into a gearhulk copy for bigger beats. You don't get the ETB again but a 5/6 rumbles with pretty much the whole format.
New Saheeli looks nice, since it is a better Young Pyro for this deck (cause it is a PW which dodges all the creature removal and is not R). However, not sure at all, if the amount of tokens produced is really that massive. Sure, with things like Teaching Chains or stuff like this you get to a lot of Tokens pretty fast, but dunno if you can do it properly against Control. However, against non Phoenix aggro decks it is a good card, since it can produce a ton of tokens quite fast to buy us more time. Though, those aggro decks which see play usually can ignore her quite well, either they fly (Phoenix, Hangerback Walker Tokens, Crackling Drake, Spirits), the deck has some form of board wipe (TiTi, Detention Sphere guy) or they can burn you out quite effective (Dredge, Burn, Walking Balista).
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Oh btw. the new Dovin Baal is a nice addition, since it is really good against a lot of decks which have tendencies to be spell heavy and have annoying threats, looking at you Phoenix (shuts down TiTi for several turns), GDS (Angler is the annoying one, since he cannot get pushed) and Burn (Eidolon...).
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Random question, since I'm bringing a Gifts-oriented list to my LGS tonight. Should I run Serum Visions instead of Opt if I have one Mystical Teachings? Right now I have 2 Gifts/1 Teachings as my search cards.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Random question, since I'm bringing a Gifts-oriented list to my LGS tonight. Should I run Serum Visions instead of Opt if I have one Mystical Teachings? Right now I have 2 Gifts/1 Teachings as my search cards.
IMO no, you want to play stuff at instant speed and Serum Vision doesn't allow this. However, I would play Serum Visions above all other cantrips as the 5+ one, if you want to run more cantrips. The other available Instant speed cantrips are rather trash to say it this way (Peek is the best one remaining).
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
so black gives the deck a few things imo. You get push/devour flesh (soon to be lili'a triumph), consume the meek, creepy tar pit beats, trophy/decay if you run them, and flashback on teachings.
Push could become path, the creature sac probably could become celestia purge for current meta, Consume could become settle the wreckage, trophy/decay have no catch all replacements because the WB answer causes life and uses black mana (anguished unmaking), tar pit being unblockable can be replaced with lumbering falls because you can use cryptic to tap down your opponents board before you take turns to kill with manlands, teachings has no replacement on the backend aside from blowing your flashback creatures on it.
Settle is a downgrade against creature combo decks, because decks like devoted druid are only going to swing with one rhonas, the indomintable or just shoot face with walking ballista, there is never a window to settle the vizier/druid usually.
Losing the backend of teaching is super rough, because the second cast puts you up a card. merchant scroll never puts you up a card, it's card parity.
Losing the catch all answers in trophy/decay isn't going to be rough for longer tournaments imo. FNM you can tailor to a local meta, but in opens and GPS you need trophy to hit stuff like tron lands.
Now I think you def can run 4 colors if you want. I think the question is aside from maybe replacing USZ with sphinx's revelation in white and expansion//explosion in red - what effect do you want that you don't have access to already?
The token generators are great but you can just run a one of hallowed fountain for bringing it in from the board potentially? I don't think you want many of them too often.
MTG goldfish did a bant version that I believe has the primal command lock in it. I think the deck starts to look much different.
I would go white for a build that also incorporated 1-2 Gifts Ungiven, just for the ability to cheat in Elesh Norn or Iona and force a scoop. There are also situations where Path to Exile is better than Fatal Push (especially if you're not running many fetchlands... however if you're running 4c you should be running more fetches), and the ability to assemble favorable Gifts piles allows you the opportunity to quickly pivot based on what you draw. I would not cut Black, however, for the reasons you mentioned.
Additionally, I don't think the ability of the deck to play a main phase powerful sorcery, while using Reclamation to be able to react during the opponent's turn, should be discounted in favor of only-instant speed play.
So I went 0-3 last night with a Gifts list and that's convinced me enough to shelve that plan for now. The biggest issue was having to modify/remove a lot of interaction in order to make room for the Gifts/Unburial combo. Going forward, I'll be testing the Mindslaver/Academy lock, but I think I'll stick to a more stock list for now. Control especially was brutal for me last night.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
I've played a couple dozen matches with this deck at my lgs and have been really impressed. I'm mostly playing a stock Ftzz list, but the card I've added that I can't believe nobody is talking about is Inquisition of Kozilek.
I'm running 3 IoK main and find it fills a key gap - one mana interaction for turn one and for turn 2 off growth spiral. It's much less situational than Spell Snare or even Push, our other one mana interaction.
IoK is obviously much better in the first few turns, but I think that's exactly where this deck struggles most, especially on the draw. It's a phenomenal card that fits the deck well and I recommend trying it out.
Totally agree! I've been Iok for several weeks now and it's much better than remand.
Interesting. That's pretty radical - I think of Remand as the core 2 mana interaction. I trimmed Nexus of Fate, 1 Remand, and 1 Growth Spiral for the 3 IoK.
After testing a bit, I'm leaning towards Bant rather than Sultai. Fatal Push is extremely unreliable in a meta with spell queller/eldrazi displacer. Path is usually just such a better answer in this case.
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
After testing a bit, I'm leaning towards Bant rather than Sultai. Fatal Push is extremely unreliable in a meta with spell queller/eldrazi displacer. Path is usually just such a better answer in this case.
The problem with that, is you end up being 4C because not being able to flashback Teachings is a HUGE liability. I realize it's only a splash, but clunky mana bases kill Control.
This is what I played tonight. I went 3-1-1 (beat Zoo, Hollow One, and UW Control, went to time against UR Phoenix and lost to a Gravecrawler/Bloodghast/Stitcher's Supplier/Loam brew).
Aetherspouts out of the board overperformed against Phoenix and the other graveyard recursion deck. Maindeck Surgical has been super key in my meta, and was actually great tonight against every deck I played, whether I was exiling Arclight Phoenixes, Flamewake Phoenixes, or Cryptic Commands.
Mostly I'm just excited to play this deck once we get proper Counterspell in Modern Horizons... I think it will be a big upgrade for this deck.
I hadn't considered accession, but do you think it's better than just straight expansion/explosion against most everyone except UW control? Copying spells on the expansion side is a great tool to have, and actually not bad against control. You can copy their cryptic to counter it and draw a card. Copying a bolt out of burn to point it at Goblin guide or swiftspear in response to the prowess trigger feels sweet. Copying helix is even better.
As for the other instant sac effects, I think 3 mana and BB are enough of a deterrent to the other options. I think that's why we see devour so often? Devour, untap go, snap devour chump block is a lot of life saved even if you give a ton of life for your opponent. I've always saw B as the decks third color. I think G is just so much more intregral to what the deck wants to do. And U is obviously the strongest given cryptic.
If Temur discussion continues, I also wouldn't be surprised if it's recommended we make a new thread.
"Reveal a Dragon"
1 Eternal Witness
3 Snapcaster Mage
1 Torrential Gearhulk
Lands
1 Academy Ruins
2 Breeding Pool
2 Creeping Tar Pit
1 Drowned Catacomb
1 Forest
2 Hinterland Harbor
4 Island
2 Misty Rainforest
4 Polluted Delta
2 Verdant Catacombs
2 Watery Grave
Other
2 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Consume the Meek
3 Cryptic Command
1 Fatal Push
1 Gifts Ungiven
3 Growth Spiral
1 Jace, the Mind Sculptor
1 Mindslaver
2 Mystical Teachings
1 Nexus of Fate
4 Opt
1 Pulse of Murasa
4 Remand
1 Supreme Will
1 Swamp
3 Wilderness Reclamation
1 Ceremonious Rejection
1 Crypt Incursion
1 Dispel
1 Echoing Truth
1 Engineered Explosives
1 Fracturing Gust
1 Life Goes On
2 Natural State
2 Negate
1 Night of Souls' Betrayal
1 Ravenous Trap
1 Surgical Extraction
1 Tasigur, the Golden Fang
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I actually really like that ruins can get gearhulk back, I hadn't considered that. I think gearhulk mostly dies to exile removal like path/settle, but it's still great for inevitability.
As for the mindslaver lock, it's 12 mana to continuously recur it (2 for ruins activation, 6 for mind slaver, 4 to activate slaver) and while it is cheaper than the nexus chain sometimes (7 mana for nexus, 4 or 6 to tutor it with teachings is 11 or 13 mana total) do you think those slots would be better suited by another engine that has more synergy with the rest of the deck? Granted I often need to teachings for another teachings to keep my chains going, so I often need 2 reclamations out before I can "go off" but I'm thinking these could be several different win cons.
www.mtgsalvation.com/forums/the-game/modern/788660-infinite-combo-reference
The above is a great resource for combo engines. This is def worth a browse when you get a free 30 minutes.
FWIW Soulfire Grand Master seems absolutely bonkers in this deck if you can keep her alive. It's 13 mana to start the chain, 11 to keep it going with just her and a nexus in hand. You can EoT teachings out the nexus to go off on your turn if you have the mana. It does require a splash though.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Sure, purely overkill and probably totally unnecessary, but fun nevertheless
Greetings,
Kathal
PS: The only argument for it (besides being a really fast "finisher") is, that it can make a great Wild Rec impression, since instead of doubling your mana you just "go off".
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
What're people's thoughts on Walking Ballista? We get a ton of mana thanks to Rec, so I think it'd be a decent mana sink if we have nothing else to do?
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I've consided ballista but we're so heavy on 4 cmc cards I can rarely see wanting to put counters on it until way late in he game. Before t4 it really is just there to chump and probably kill a dork. It can turn on revolt for push though, so that's plus if you have a creature heavy meta that benefits from push being revolt active often.
Thousand year storm sounds pretty fun lol. I may mess with it a bit.
New card spoiler below:
New saheeli an spit out a ton of servos and eventually generate a clock vs control. Card seems reasonable as a 1-2 of imo her minus can turn a servo into a gearhulk copy for bigger beats. You don't get the ETB again but a 5/6 rumbles with pretty much the whole format.
I would play it in straight BUG, just play two Steam Vents to be able to grab it via any U fetchland, no need for Scalding Tarns.
Balista is very mediocre, cause again, when we have the mana we should do other stuff and when we do not have the mana it is a bad removal spell.
New Saheeli looks nice, since it is a better Young Pyro for this deck (cause it is a PW which dodges all the creature removal and is not R). However, not sure at all, if the amount of tokens produced is really that massive. Sure, with things like Teaching Chains or stuff like this you get to a lot of Tokens pretty fast, but dunno if you can do it properly against Control. However, against non Phoenix aggro decks it is a good card, since it can produce a ton of tokens quite fast to buy us more time. Though, those aggro decks which see play usually can ignore her quite well, either they fly (Phoenix, Hangerback Walker Tokens, Crackling Drake, Spirits), the deck has some form of board wipe (TiTi, Detention Sphere guy) or they can burn you out quite effective (Dredge, Burn, Walking Balista).
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
I would go white for a build that also incorporated 1-2 Gifts Ungiven, just for the ability to cheat in Elesh Norn or Iona and force a scoop. There are also situations where Path to Exile is better than Fatal Push (especially if you're not running many fetchlands... however if you're running 4c you should be running more fetches), and the ability to assemble favorable Gifts piles allows you the opportunity to quickly pivot based on what you draw. I would not cut Black, however, for the reasons you mentioned.
Additionally, I don't think the ability of the deck to play a main phase powerful sorcery, while using Reclamation to be able to react during the opponent's turn, should be discounted in favor of only-instant speed play.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I'm running 3 IoK main and find it fills a key gap - one mana interaction for turn one and for turn 2 off growth spiral. It's much less situational than Spell Snare or even Push, our other one mana interaction.
IoK is obviously much better in the first few turns, but I think that's exactly where this deck struggles most, especially on the draw. It's a phenomenal card that fits the deck well and I recommend trying it out.
Interesting. That's pretty radical - I think of Remand as the core 2 mana interaction. I trimmed Nexus of Fate, 1 Remand, and 1 Growth Spiral for the 3 IoK.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
The problem with that, is you end up being 4C because not being able to flashback Teachings is a HUGE liability. I realize it's only a splash, but clunky mana bases kill Control.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
This is what I played tonight. I went 3-1-1 (beat Zoo, Hollow One, and UW Control, went to time against UR Phoenix and lost to a Gravecrawler/Bloodghast/Stitcher's Supplier/Loam brew).
1 Field of Ruin
2 Creeping Tar Pit
1 Drowned Catacomb
2 Hinterland Harbor
3 Misty Rainforest
4 Polluted Delta
3 Breeding Pool
2 Watery Grave
4 Island
1 Forest
1 Swamp
Other (10)
3 Wilderness Reclamation
3 Snapcaster Mage
1 Torrential Gearhulk
1 Damnation
2 Inquisition of Kozilek
3 Fatal Push
3 Opt
3 Remand
4 Growth Spiral
4 Cryptic Command
3 Mystical Teachings
1 Blue Sun's Zenith
1 Abrupt Decay
1 Assassin's Trophy
1 Surgical Extraction
1 Pulse of Murasa
1 Logic Knot
2 Dispel
1 Ceremonious Rejection
1 Fatal Push
1 Spell Snare
1 Bile Blight
1 Life Goes On
1 Scavenging Ooze
1 Ravenous Trap
1 Nature's Claim
1 Aetherspouts
1 Hero's Downfall
1 Devour Flesh
1 Fracturing Gust
1 Consume the Meek
Aetherspouts out of the board overperformed against Phoenix and the other graveyard recursion deck. Maindeck Surgical has been super key in my meta, and was actually great tonight against every deck I played, whether I was exiling Arclight Phoenixes, Flamewake Phoenixes, or Cryptic Commands.
Mostly I'm just excited to play this deck once we get proper Counterspell in Modern Horizons... I think it will be a big upgrade for this deck.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
I'm hoping for the Wish Cycle in Modern Horizons, personally. I have a playset of Burning and Cunning Wishes just collecting dust.