I'm thinking this is a great deck for Blast Zone, right? (What controlling deck isn't?) We need the removal badly, Wilderness Reclamation does a good job of untapping our lands so we can charge up Blast Zone faster and blow it up without leaving us completely open, and to be quite frank, I don't think we need the 3rd Breeding Pool.
I've gotten medium results, but 75% of my losses have been to my own clock since I'm not even remotely proficient with the deck, yet. It feels super powerful. Really like having access to Sprout Swarm as a victory condition.
I've liked Thopter Sword quite a bit, it helps against the aggro decks and means you've always got a mana sink that actually wins the game (I find this deck stabilises well but then sometimes can't capitalise on that!), I'm also a fan of Cloudthresher as just a big dumb flash threat that can take care of spirits, Lingering Souls, Arclight Phoenix etc
Is the Manamorphose in Ftzz's maindeck to semi-dodge Blood Moon?!?
In the meantime, we'll get some new toys in Modern Horizons. Force of Negation is a "free" (conditional) counterspell we can get with Teachings, and I think this deck can support Ice-Fang Coatl as long as all our basic lands are snow lands and we're fine with the Coatl only cantripping with Flash for 2 mana early-game instead of also killing something with Deathtouch.
Can anybody convince me as to why this deck is better in anyway to traditional control? I enjoy combo control decks and am currently playing BTL Scapeshift. BTL Scapeshift is really nice because if you have BTL in hand you just win usually by turn 6, but Sultai Reclamation does not have an "I Win" card like BTL Scapeshift. It also seems nearly impossible to win if Wilderness Reclamation gets thoughseized and surgicaled, as opposed to BTL Scapeshift which can side in a creature package and Madcap expecting the surgical. I am interested in this deck because it seems a lot more consistent to hit your Cryptics than BTL Scapeshift, but that is about it. Any insight would be very appreciated.
Can anybody convince me as to why this deck is better in anyway to traditional control? I enjoy combo control decks and am currently playing BTL Scapeshift. BTL Scapeshift is really nice because if you have BTL in hand you just win usually by turn 6, but Sultai Reclamation does not have an "I Win" card like BTL Scapeshift. It also seems nearly impossible to win if Wilderness Reclamation gets thoughseized and surgicaled, as opposed to BTL Scapeshift which can side in a creature package and Madcap expecting the surgical. I am interested in this deck because it seems a lot more consistent to hit your Cryptics than BTL Scapeshift, but that is about it. Any insight would be very appreciated.
I've generally found that this deck has a faster clock than UWx Control; the ability to spam Nexus of Fate (by chaining Mystical Teachings) and dig down to the bottom of your deck for infinite turns helps. It also dodges Blood Moon easier than UWR Control does because you can afford to fetch basics more often.
This deck also generally kicks rival Uxy Control decks' butts, although I've yet to test how much of a beating Teferi, Time Raveler is against this deck.
Against slow enough decks, this deck is very capable of winning without Wilderness Reclamation (or Nexus of Fate, for that matter); you just turn into BUG Teachings Control and win the hard way.
Can anybody convince me as to why this deck is better in anyway to traditional control? I enjoy combo control decks and am currently playing BTL Scapeshift. BTL Scapeshift is really nice because if you have BTL in hand you just win usually by turn 6, but Sultai Reclamation does not have an "I Win" card like BTL Scapeshift. It also seems nearly impossible to win if Wilderness Reclamation gets thoughseized and surgicaled, as opposed to BTL Scapeshift which can side in a creature package and Madcap expecting the surgical. I am interested in this deck because it seems a lot more consistent to hit your Cryptics than BTL Scapeshift, but that is about it. Any insight would be very appreciated.
BUG Teachings is a pretty niche deck and it does have weaknesses, especially to aggro and tempo/tax based decks. Coming to the deck from UW/Esper control I have noticed a few advantages though.
The ramp from Growth Spiral and the pseudo-ramp from Wilderness Reclamation means that Teachings gets to its endgame state faster than UWx, although not as quickly as a more combo oriented deck like Scapeshift. Unlike Scapeshift, though, Teachings does not need its combo to win. Without Reclamation it functions as a normal control deck, and even when it does have Reclamation out, there's a lot of matchups where Snapcaster Mage and Creeping Tarpit beats will close out the game without extensive use of Nexus of Fate. Often the effective wincon is just resolving Blue Sun's Zenith for a large amount and completely shutting your opponent out of the game.
Because of this it's better to think of BUG as a synergistic control deck that uses a combo as one of its wincons. The Nexus/Zenith combo is still very powerful, though. Once you reach a critical mass of mana there's very few gamestates that cannot be overcome by drawing your entire deck and taking unlimited turns.
Another advantage is the consistency and versatility of a deck that's full of cantrips, tutors and graveyard recursion. Being able to maindeck Surgical Extraction or Consume the Meek and pack your sideboard full of narrow but powerful 1-of hate cards is nothing to scoff at.
It's also a lot of fun to play in my opinion, but your experience may vary depending on how often you like going to time at paper tournaments.
This won't help much, but I like how 1 Pulse has made ut through pretty much every iteration of the deck. Shows how a pretty much unknown or unplayed card can sneak up and be just what a deck needs.
Had an interesting match-up vs Infect recently. The only beater he was able to stick was an Elf which resulted into the following lines of play:
- Elf attacks, flash in Snappy (target Push), block, he uses a pump spell, I let it resolve, Snappy dies, use Push, he has another protection spell
- Untap fetch Pulse via Teachings, grab Snappy with it, untap lands via Wild Rec
- Elf attacks, flash in Snappy, target Pulse, block, he uses a pump spell again, I let it resolve, Snappy dies, EOT I Pulse back Snappy
- Fetch Teachings via Teachings
- Elf attacks, flash in still the same Snappy, he needs to pump again, I Cryptic bounce my Snappy, opp is tilted
Yeah, absurd value train I had there going, re-using the same Snappy 4 times (1x cast, 2x Pulse, 1x Cryptic) to drain the majority of his pump spell resulted into a super easy win for me.
So, yay Snappy abuse
Btw. has somebody already played around with FoF? I kinda want to test it, but I struggle to justify it as a teaching targets and running more than 2 will probably feel clunky.
Greetings,
Kathal
Private Mod Note
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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)
Btw. has somebody already played around with FoF? I kinda want to test it, but I struggle to justify it as a teaching targets and running more than 2 will probably feel clunky.
Greetings,
Kathal
Nope, I haven't tested with Fact or Fiction in this deck. I'm not sure this deck even has the room. Force of Negation seems like a better Mystical Teachings tutor target (turning it into a 4-mana conditional pitch counterspell--every edge against the new Altar of Hogaak Bridgevine helps, and I'm sure we'll need the Hail Mary against Gx Tron some day), and I've been having fine results with Ice-Fang Coatl as a 1-of and making all my basic lands Snow to support it. You wouldn't believe how good the Coatl is against BGx Midrange, despite the first one always dying to removal against them--the Flash flying cantrip body really does give you an edge, the Deathtouch helps if it survives, and it makes a funny enough "finisher" post-Pulse of Murasa.
Last year, from the Dominaria set, there was a cool combo with Naru Meha, Master Wizard and Ghostly Flicker that gave infinite flickers for creature/artifact/land. (Put Ghostly on the stack, play Naru copying Ghostly, target Naru and another creature/artifact/land. Repeat.) You win by flickering lands that damaged the opponent or flickering a creature with EtB mill effect or EtB draw effect, finding Nexus/BZS/Lab Maniac.
The one problem with the combo is that you needed 7 mana, but its redeeming quality is it can be done at instant speed. IMO, Wilderness solves this better than mana dorks or ramp by letting you go off as early as T4. I don't think Naru lists are better than the current Wilderness lists but if you want to play a different style, one with more creatures, less reactivity and more confusing combos, it could be fun!
Also, Ftzz has been playing a spicy URGb version of this deck since Hogaak was released! Do the combination of Kessig Wolf Run, Kher Keep, and Lumbering Falls really compensate for the loss of utility lands, though?
I'm ressurecting this post bacause of Uro, Titan of Nature's Wrath. At LGS I am currently running this deck again, with Uro, and liking so far. Not really the most OP deck in the format, but if well tunned and trained, I think is a pretty good deck.
My list is oriented at beating Aggro (which is heavy at LGS) MD, but has enough countermagic to fight control and combo decks as well. Also, some choices were made to have a chance in game 1 against most decks possible, such as Lazotep Plating against Valakut and Storm decks that may appear a LGS.
@ Pastoulio: The Wish cycle is something I'm hoping for as well, but I think Cunning Wish in this deck would be busted.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Weekday Modern @ Hareruya (Japan) - 1st Place, Apr. 18, 2019, 56-People Tournament
1 Field of Ruin
3 Creeping Tar Pit
2 Drowned Catacomb
2 Hinterland Harbor
3 Misty Rainforest
4 Polluted Delta
2 Watery Grave
1 Overgrown Tomb
2 Breeding Pool
4 Island
1 Forest
1 Swamp
Creatures
2 Snapcaster Mage
1 Torrential Gearhulk
Spells
3 Wilderness Reclamation
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Devour Flesh
1 Hieroglyphic Illumination
1 Nexus of Fate
1 Pulse of Murasa
1 Sinister Sabotage
1 Spell Snare
1 Surgical Extraction
2 Fatal Push
3 Mystical Teachings
4 Cryptic Command
4 Growth Spiral
4 Remand
1 Jace, the Mind Sculptor
1 Ceremonious Rejection
1 Consume the Meek
1 Devour Flesh
1 Dispel
1 Display of Dominance
1 Fatal Push
1 Fracturing Gust
1 Hydroid Krasis
1 Life Goes On
1 Pulse of Murasa
1 Ravenous Trap
1 Surgical Extraction
1 Teferi, Mage of Zhalfir
2 Unmoored Ego
Cookie Qualifier @ Mr. Nice Guy Games (Monroeville, PA) - 2nd Place, Apr. 20, 2019, 32-People Tournament
1 Field of Ruin
2 Creeping Tar Pit
1 Drowned Catacomb
2 Hinterland Harbor
1 Flooded Grove
4 Polluted Delta
2 Misty Rainforest
1 Verdant Catacombs
2 Watery Grave
3 Breeding Pool
4 Island
1 Forest
1 Swamp
Creatures
3 Snapcaster Mage
3 Wilderness Reclamation
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Cast Down
1 Logic Knot
1 Nexus of Fate
1 Pulse of Murasa
1 Spell Snare
2 Fatal Push
3 Mystical Teachings
4 Cryptic Command
4 Growth Spiral
4 Opt
4 Remand
1 Ceremonious Rejection
1 Consume the Meek
1 Crypt Incursion
2 Dispel
1 Echoing Decay
2 Fatal Push
1 Fracturing Gust
1 Hero's Downfall
2 Life Goes On
1 Nimble Obstructionist
1 Shadow of Doubt
1 Surgical Extraction
SCG Invitational Qualifier - Wallingford, CT - 2nd Place, Apr. 20, 2019, ???-People Tournament
2 Field of Ruin
3 Creeping Tar Pit
2 Hinterland Harbor
4 Misty Rainforest
4 Polluted Delta
2 Watery Grave
1 Breeding Pool
1 Overgrown Tomb
3 Island
1 Forest
2 Swamp
4 Snapcaster Mage
Spells
4 Wilderness Reclamation
2 Search for Azcanta
3 Nihil Spellbomb
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Nexus of Fate
3 Mystical Teachings
4 Cryptic Command
4 Fatal Push
4 Growth Spiral
4 Remand
2 Dispel
1 Nature's Claim
1 Negate
1 Ravenous Trap
1 Surgical Extraction
1 Tasigur, the Golden Fang
2 Vendilion Clique
2 Collective Brutality
2 Damnation
2 Thoughtseize
The SCG Invitational Qualifier is notably more sorcery-speed than the other 2.
MD:
-1 Nexus Of Fate
-1 Creeping Tar Pit
+1 Sprout Swarm
+1 Drowned Catacomb
SB:
-1 Hero's Downfall
-1 Life Goes On
-1 Surgical Extraction
+1 Mindbreak Trap
+1 Vraska's Contempt
+1 Flex
I've gotten medium results, but 75% of my losses have been to my own clock since I'm not even remotely proficient with the deck, yet. It feels super powerful. Really like having access to Sprout Swarm as a victory condition.
Replacing Hero's Downfall with Vraska's Contempt more easily affords dropping the second Life Goes On. It also catches Eidolon Of The Great Revel without triggering it. Mindbreak Trap has been decent. Might move the Surgical Extraction back in, haven't felt like I NEED it yet. Have considered one or two more 1CMC counters in those spaces, Spell Snare or Invasive Surgery. Especially if the Neoform deck is real, I have ran into it a bunch lately.
4x Misty Rainforest
4x Polluted Delta
3x Breeding Pool
1x Overgrown Tomb
1x Watery Grave
1x Drowned Catacomb
1x Hinterland Harbor
1x Blast Zone
2x Creeping Tar Pit
1x Field of Ruin
1x Forest
3x Island
1x Swamp
Creatures
3x Snapcaster Mage
1x Fatal Push
1x Abrupt Decay
1x Assassin's Trophy
4x Growth Spiral
3x Remand
1x Search for Azcanta
2x Sword of the Meek
3x Thopter Foundry
1x Blue Sun's Zenith
4x Cryptic Command
3x Hieroglyphic Illumination
3x Mystical Teachings
4x Wilderness Reclamation
1x Nexus of Fate
1x Dispel
1x Nature's Claim
1x Disdainful Stroke
2x Negate
1x Nimble Obstructionist
1x Pulse of Murasa
1x Vendilion Clique
3x Ravenous Trap
2x Consume the Meek
1x Fracturing Gust
1x Cloudthresher
I've liked Thopter Sword quite a bit, it helps against the aggro decks and means you've always got a mana sink that actually wins the game (I find this deck stabilises well but then sometimes can't capitalise on that!), I'm also a fan of Cloudthresher as just a big dumb flash threat that can take care of spirits, Lingering Souls, Arclight Phoenix etc
A nice 2nd place paper performance!
1 Blast Zone
1 Field of Ruin
2 Creeping Tar Pit
1 Drowned Catacomb
1 Flooded Grove
2 Hinterland Harbor
3 Misty Rainforest
4 Polluted Delta
2 Breeding Pool
2 Watery Grave
4 Island
1 Forest
1 Swamp
3 Snapcaster Mage
Spells
3 Wilderness Reclamation
1 Search for Azcanta
1 Abrupt Decay
1 Blue Sun's Zenith
1 Nexus of Fate
1 Pulse of Murasa
2 Assassin's Trophy
3 Fatal Push
3 Mystical Teachings
4 Cryptic Command
4 Growth Spiral
4 Opt
4 Remand
1 Nimble Obstructionist
1 Assassin's Trophy
1 Ceremonious Rejection
1 Consume the Meek
1 Crypt Incursion
1 Devour Flesh
1 Dispel
1 Echoing Decay
1 Fatal Push
1 Fracturing Gust
1 Pulse of Murasa
1 Shadow of Doubt
2 Surgical Extraction
1 Ashiok, Dream Render
And Ftzz got another MTGO Modern Challenge Top 32 result!
1 Blast Zone
1 Field of Ruin
2 Creeping Tar Pit
1 Drowned Catacomb
1 Flooded Grove
2 Hinterland Harbor
3 Misty Rainforest
4 Polluted Delta
2 Breeding Pool
2 Watery Grave
4 Island
1 Forest
1 Swamp
Creatures
3 Snapcaster Mage
3 Wilderness Reclamation
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
4 Cryptic Command
3 Fatal Push
4 Growth Spiral
1 Logic Knot
1 Manamorphose
3 Mystical Teachings
1 Nexus of Fate
4 Opt
1 Pulse of Murasa
4 Remand
1 Snapcaster Mage
1 Assassin's Trophy
1 Fatal Push
1 Ceremonious Rejection
1 Consume the Meek
1 Crypt Incursion
1 Dispel
1 Echoing Decay
1 Extirpate
1 Fracturing Gust
1 Life Goes On
1 Nimble Obstructionist
1 Ravenous Trap
1 Shadow of Doubt
1 Surgical Extraction
Is the Manamorphose in Ftzz's maindeck to semi-dodge Blood Moon?!?
In the meantime, we'll get some new toys in Modern Horizons. Force of Negation is a "free" (conditional) counterspell we can get with Teachings, and I think this deck can support Ice-Fang Coatl as long as all our basic lands are snow lands and we're fine with the Coatl only cantripping with Flash for 2 mana early-game instead of also killing something with Deathtouch.
I've generally found that this deck has a faster clock than UWx Control; the ability to spam Nexus of Fate (by chaining Mystical Teachings) and dig down to the bottom of your deck for infinite turns helps. It also dodges Blood Moon easier than UWR Control does because you can afford to fetch basics more often.
This deck also generally kicks rival Uxy Control decks' butts, although I've yet to test how much of a beating Teferi, Time Raveler is against this deck.
Against slow enough decks, this deck is very capable of winning without Wilderness Reclamation (or Nexus of Fate, for that matter); you just turn into BUG Teachings Control and win the hard way.
BUG Teachings is a pretty niche deck and it does have weaknesses, especially to aggro and tempo/tax based decks. Coming to the deck from UW/Esper control I have noticed a few advantages though.
The ramp from Growth Spiral and the pseudo-ramp from Wilderness Reclamation means that Teachings gets to its endgame state faster than UWx, although not as quickly as a more combo oriented deck like Scapeshift. Unlike Scapeshift, though, Teachings does not need its combo to win. Without Reclamation it functions as a normal control deck, and even when it does have Reclamation out, there's a lot of matchups where Snapcaster Mage and Creeping Tarpit beats will close out the game without extensive use of Nexus of Fate. Often the effective wincon is just resolving Blue Sun's Zenith for a large amount and completely shutting your opponent out of the game.
Because of this it's better to think of BUG as a synergistic control deck that uses a combo as one of its wincons. The Nexus/Zenith combo is still very powerful, though. Once you reach a critical mass of mana there's very few gamestates that cannot be overcome by drawing your entire deck and taking unlimited turns.
Another advantage is the consistency and versatility of a deck that's full of cantrips, tutors and graveyard recursion. Being able to maindeck Surgical Extraction or Consume the Meek and pack your sideboard full of narrow but powerful 1-of hate cards is nothing to scoff at.
It's also a lot of fun to play in my opinion, but your experience may vary depending on how often you like going to time at paper tournaments.
1 Drowned Catacomb
1 Forest
1 Swamp
2 Blast Zone
2 Breeding Pool
2 Creeping Tar Pit
2 Hinterland Harbor
2 Watery Grave
4 Island
4 Misty Rainforest
4 Polluted Delta
Creatures
3 Snapcaster Mage
3 Wilderness Reclamation
1 Blue Sun's Zenith
1 Nexus of Fate
1 Pulse of Murasa
2 Assassin's Trophy
2 Hieroglyphic Illumination
3 Fatal Push
3 Mystical Teachings
4 Cryptic Command
4 Growth Spiral
4 Opt
4 Remand
1 Abrupt Decay
2 Assassin's Trophy
1 Ceremonious Rejection
1 Consume the Meek
1 Cryptic Command
1 Dispel
1 Echoing Decay
2 Life Goes On
1 Negate
3 Surgical Extraction
1 Torrential Gearhulk
I like 2 Assassin's Trophy, but I'm not a fan of no Logic Knot or Field of Ruin.
- Elf attacks, flash in Snappy (target Push), block, he uses a pump spell, I let it resolve, Snappy dies, use Push, he has another protection spell
- Untap fetch Pulse via Teachings, grab Snappy with it, untap lands via Wild Rec
- Elf attacks, flash in Snappy, target Pulse, block, he uses a pump spell again, I let it resolve, Snappy dies, EOT I Pulse back Snappy
- Fetch Teachings via Teachings
- Elf attacks, flash in still the same Snappy, he needs to pump again, I Cryptic bounce my Snappy, opp is tilted
Yeah, absurd value train I had there going, re-using the same Snappy 4 times (1x cast, 2x Pulse, 1x Cryptic) to drain the majority of his pump spell resulted into a super easy win for me.
So, yay Snappy abuse
Btw. has somebody already played around with FoF? I kinda want to test it, but I struggle to justify it as a teaching targets and running more than 2 will probably feel clunky.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Nope, I haven't tested with Fact or Fiction in this deck. I'm not sure this deck even has the room. Force of Negation seems like a better Mystical Teachings tutor target (turning it into a 4-mana conditional pitch counterspell--every edge against the new Altar of Hogaak Bridgevine helps, and I'm sure we'll need the Hail Mary against Gx Tron some day), and I've been having fine results with Ice-Fang Coatl as a 1-of and making all my basic lands Snow to support it. You wouldn't believe how good the Coatl is against BGx Midrange, despite the first one always dying to removal against them--the Flash flying cantrip body really does give you an edge, the Deathtouch helps if it survives, and it makes a funny enough "finisher" post-Pulse of Murasa.
I noticed that the BUG Wilderness shell is pretty similar to the Naru lists. It plays Mystical Teachings to search up combo pieces Naru Meha, Master Wizard and Ghostly Flicker. It wants to play similar creatures like Ice-Fang Coatl, Snapcaster Mage, Vendilion Clique and Wall of Blossoms to flicker. (Some of these even get +1/+1 from Naru)
The one problem with the combo is that you needed 7 mana, but its redeeming quality is it can be done at instant speed. IMO, Wilderness solves this better than mana dorks or ramp by letting you go off as early as T4. I don't think Naru lists are better than the current Wilderness lists but if you want to play a different style, one with more creatures, less reactivity and more confusing combos, it could be fun!
3x Fatal Push
1x Abrupt Decay
1x Assassin's Trophy
3x Growth Spiral
3x Remand
1x Blue Sun's Zenith
1x Archmage's Charm
2x Cryptic Command
2x Ghostly Flicker
4x Mystical Teachings
4x Ice-Fang Coatl
3x Wall of Blossoms
2x Naru Meha, Master Wizard
1x Snapcaster Mage
1x Vendilion Clique
Enchantment
4x Wilderness Reclamation
1 Snow-Covered Island
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Blast Zone
1 Drowned Catacomb
1 Flooded Grove
1 Snow-Covered Forest
1 Snow-Covered Swamp
2 Breeding Pool
2 Creeping Tar Pit
2 Hinterland Harbor
2 Watery Grave
3 Polluted Delta
4 Misty Rainforest
4 Snow-Covered Island
Creatures
1 Ice-Fang Coatl
3 Snapcaster Mage
3 Wilderness Reclamation
1 Archmage's Charm
1 Blue Sun's Zenith
1 Logic Knot
1 Nexus of Fate
1 Pulse of Murasa
2 Assassin's Trophy
3 Fatal Push
3 Mystical Teachings
4 Cryptic Command
4 Growth Spiral
4 Opt
4 Remand
1 Assassin's Trophy
1 Ceremonious Rejection
1 Consume the Meek
1 Dispel
1 Echoing Decay
1 Fracturing Gust
3 Ice-Fang Coatl
1 Life Goes On
1 Ravenous Trap
2 Surgical Extraction
1 Torrential Gearhulk
1 Weather the Storm
Also, Ftzz has been playing a spicy URGb version of this deck since Hogaak was released! Do the combination of Kessig Wolf Run, Kher Keep, and Lumbering Falls really compensate for the loss of utility lands, though?
1 Drowned Catacomb
1 Field of Ruin
1 Flooded Grove
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Verdant Catacombs
2 Breeding Pool
2 Creeping Tar Pit
2 Hinterland Harbor
2 Misty Rainforest
2 Watery Grave
4 Polluted Delta
4 Snow-Covered Island
Creatures
1 Ice-Fang Coatl
3 Snapcaster Mage
3 Wilderness Reclamation
1 Abrupt Decay
1 Archmage's Charm
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Logic Knot
1 Nexus of Fate
1 Pulse of Murasa
1 Spell Snare
3 Fatal Push
3 Mystical Teachings
3 Opt
4 Cryptic Command
4 Growth Spiral
4 Remand
1 Ceremonious Rejection
1 Consume the Meek
1 Disfigure
1 Echoing Decay
1 Fatal Push
1 Fracturing Gust
3 Ice-Fang Coatl
1 Life Goes On
1 Nimble Obstructionist
1 Snapcaster Mage
1 Surgical Extraction
1 Veil of Summer
1 Weather the Storm
Ice-Fang Coatl is looking like a staple of kinds in this deck.
I'm ressurecting this post bacause of Uro, Titan of Nature's Wrath. At LGS I am currently running this deck again, with Uro, and liking so far. Not really the most OP deck in the format, but if well tunned and trained, I think is a pretty good deck.
My list is oriented at beating Aggro (which is heavy at LGS) MD, but has enough countermagic to fight control and combo decks as well. Also, some choices were made to have a chance in game 1 against most decks possible, such as Lazotep Plating against Valakut and Storm decks that may appear a LGS.
List:
24 Lands
Combo Pieces:
3 Wilderness Reclamation
3 Mystical Teachings
1 Nexus of Fate
1 Blue Sun's Zenith
Creatures:
3 Uro, Titan of Nature's Wrath
3 Snapcaster Mage
1 Nimble Obstructionist
3 Growth Spiral
3 Cryptic Command
4 Remand
1 Drown in the Loch
1 Supreme Will
2 Abrupt Decay
1 Assassin's Trophy
1 Sultai Charm
1 Extirpate
1 Lazotep Plating
1 Hero's Downfall
1 Consume the Meek
1 Hideous Laughter
My sideboard is still strange and I am tunnig it.
Thoguths, guys?
Regards,
bitbroosher.