Finally picked up two Canopies_ my deck is one Hierarch away from optimal! yay! Complete aside, Canopy w Gitrog Monster is insane value. There must be a deck out there with this combo
In just goldfishing I'm not loving rallier. Maybe real games will be different.seems like a bad 3 drop and rarely happy to see him.
Those that have dropped Redcap, don't you run to time issues if you don't win game one? I played against burn and got up to 9,000,012 life and he knew he couldn't win but he also knew he could deck me or take the game to time. The infinite holster is cute, but takes a bit more setup.
Someone a few posts back asked about Pithing Needle or Surgical Extraction on Seer. I've been running a 2/1 split with cartel Aristocrat. I'm not sure the percentage points saved from Needle are greater than those lost to speed and Scry. But it's an option- I hate not having outs.
Winning against burn when at 9 million life is super easy and quick. You can just beat them down with anything, you don't even need to combo. You have more creatures than them and their burn spells are mostly useless.
That said, I have also ditched the redcap and I have yet to miss it. I have the angel combo main, so it's another thing to get to win instantly against most decks.
Infinite bolsters is also a fine alternative after you scry'ed after gaining infinite life.
Also, having the angel gives you another infinite combo if they pithing needle the seer or have greaveyard hate.
Most decks that cannot beat infinite life will of course scoop to it, but most of the time, winning after infinite scry is easy, just practice and know what to put on top. It's not allways infinite bolsters that's the right plan either, if you expect things to die, setting up another good coco can be better. Or a coco that will hit a missing piece + something good.
Rallier has been great for me. Often getting an extra land in play, for a big tempo swing because of the extra mana, but bringing back voices, dead combo pieces or townships etc have all been great.
In some matchups they aren't great, like against Tron, but that matchup is so bad I don't even try to fix it and hope to dodge it.
My question was: when you play company and that turn you crack a fetch then you have revolt active and do not fear to get a rallier. But imagine you have no fetch to crack but well let's say a seer, some dorks and a finks. Do you sacrifice something before playing the company?
Rallier actually makes planning your lands a bit harder. Try to save fetches for coco, but don't sacrifice random creatures just to hope for revolt. Though I've done this very very rarely with like a reduntant mana dork.
Wayyyy back it was considered. It was championed by a user here who had some decent results, but it was never picked up by the community at large. You can search the thread using the button at the top to see what was talked about him.
Wayyyy back it was considered. It was championed by a user here who had some decent results, but it was never picked up by the community at large. You can search the thread using the button at the top to see what was talked about him.
Thanks. Didn't realise there was a search function. Will do s background reading
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Cheeri0s is the breakfast of championsWRU Everyone loves an angry mobRWG Why so Bloo?RU
I did run bob a long while back to decent success as a 1-off.
I won plenty of games with an EOT chord for 2 get bob in the late-game. I used to have 1 Liliana, Heretical Healer and 1 Fulminator, running a heavier black version. I also had a 1/1/1 split of path, decay and slaughter pact in the main (back when twin was legal).
I was way back then cutting the Murderous redcap for archangel + spike feeder and less of the finks+melira/anafenza combo. Back then, we used varolz and/or cartel aristocrat in the spots of viscera seer number 3.
I do not think Bob is that good if you run an archangel in the deck. I am trying a 1-off duskwatch recruiter. 2 Drops are more valuable with renegade rallier in the deck. A turn 1 dork that gets killed into t2 bob feels great. Having an opponent spend turn 2 to kill a bob and getting it back is awesome (I do it with duskwatch, in the usual Tireless Tracker spot). Duskwatch can be great early if unanswered, but is way better in the late game than a tracker that can possibly get us 1 card.
Thanks for the response. Do you mind posting up your latest decklist please?
I've been slightly underwhelmed by Rallier and have stuck with Witness. I don't run ghost quarter and often feel I would prefer chord back rather than a two-drop. Only real use I've found is getting a bolted seer back from the graveyard.... Maybe I need to do more testing because I can see how versatile it can be.
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During the first game he has removal for my birds, hierarch and voice, but I manage to stick a finks and CoCo into the combo.
Second game he sides in all the removal/boardclear in Languish and Damnation and eventually kills me with Spellstutter Sprite.
Last game I just draw to much Gas for him and overwhelm him with Voice's and Tokens.
Match 2 against Swans Homebrew Loss 0-2
This is one of the weirdest games I've played. I have no idea what he's on and combo off turn 4 to infinite life. He sticks 2 Swans and I cant attack in fear of milling myself. I decide to go for the Seer, Melira, Anafenza and Finks combo with infinite bolster triggers on the stack, but before I can assemble the combo Anger of the Gods clear my board. I build up again, but a second Anger sets me back (while he draws 6 cards for the second time). Meanwhile he sticks Silence and Deflecting Palm on 2 Isochron Scepter and I give up.
Game 2 I decide my best chance to win is to go hyper aggro and beat him before he assembles his board. Turn 3 Anger destroy's all hope and I give up. This must be a worse matchup than Tron.... I decided that Murderous Redcap needs to be in the sideboard!
Match 3 against Grixis Control Win 2-1
Game 1 he sticks an early Tasigur, the Golden Fang, but gets greedy and taps out for his ability where I in response Chord for the combo. He thinks about it for a second then folds.
Game 2 I side in 3 Scullers, and start the game with 2 in hand. The first one sees Bolt, Anger, Anger and Push and I almost give up then and there. We continue for a couple of more rounds but when he Snap back Anger's I give up.
Game 3 I stick an early Selfless Spirit and bring it back with Rallier 2 times while getting more action on the board. With an Gavony activation I swing for 14 and take the game!
Match 4 against BUG Control 2-0
Game 1 he simply runs out of Gas fighting off Voice's, Rallier's and Tokens.
Game 2 he gets stuck on 3 lands with 2 Damnation in hand and dies to a Gavony activation after I hit pure GAS with the Collected Company (Rallier with revolt which brings back a Voice + a second Voice).
3-1 total! This is my 3rd time playing Modern (and this deck) and I've gone 3-1 all 3 times. My take from this night is that Selfless Spirit is great and needs to stay. I also really need to bring back Murderous Redcap. I'm not sure about the dedication to beating Tron in the sideboard... I saw no Tron yesterday, but the 2 other times I have seen a few Tron decks.
Distended Mindbender.
Saw this in two sideboard this week-end.
In guess this usefull against Tron. But isn t this to slow.
I ran a couple of Distended Mindbenders at the RPTQ a few months back. I really wanted them for black midrange and blue control matchups, where they would take out a removal spell and stay on the table as the largest creature. As a bonus, I would also bring them in against slow spell combo decks (ad nauseam, scapeshift), where they were very good but not 100% reliable, and against big mana decks (tron, titanshift) where they were mediocre. If you want to target those last two matchups, there are more reliable options.
Currently, I don't think I want Mindbender even against the midrange decks because their Death's Shadow will often be larger.
New to the deck, played a ton of kiki-chord but abzan coco does something similar but is actually good. Couple questions.
1. How come so many lists don't run redcap anymore?
2. What kind of changes(if any) would you all recommend if I wanted to play this deck online?
3. 2 or 3 viscera seers? I imagine playing without redcap makes the card a bit worse.
4. In my limited experience so far, it seems very difficult to combo off in certain matchups(anything with interaction basically). My experience with kiki-chord was to play it as a midrange creature-centric value deck first and a combo deck second. Is this how I should approach interaction-heavy matchups?
Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
Distended Mindbender.
Saw this in two sideboard this week-end.
In guess this usefull against Tron. But isn t this to slow.
I ran a couple of Distended Mindbenders at the RPTQ a few months back. I really wanted them for black midrange and blue control matchups, where they would take out a removal spell and stay on the table as the largest creature. As a bonus, I would also bring them in against slow spell combo decks (ad nauseam, scapeshift), where they were very good but not 100% reliable, and against big mana decks (tron, titanshift) where they were mediocre. If you want to target those last two matchups, there are more reliable options.
Currently, I don't think I want Mindbender even against the midrange decks because their Death's Shadow will often be larger.
I've played with mindbenders for a while now.
It's not that they're the best card in any matchup, but they are flexible and come in in several tricky matchups.
They are good against: Tron, Blue based control, Ad Nauseam, RG breach/Scapeshift. There are better cards against those decks, but they are more narrow and sideboard spots are limited. That being said, some people prefer to run many tidehollow scullers instead, which is a viable option also. I just find them fragile in many matchups.
I agree that mindbenders are meh against many midrange decks, but I do sometimes bring them in in the mirror.
New to the deck, played a ton of kiki-chord but abzan coco does something similar but is actually good. Couple questions.
1. How come so many lists don't run redcap anymore?
2. What kind of changes(if any) would you all recommend if I wanted to play this deck online?
3. 2 or 3 viscera seers? I imagine playing without redcap makes the card a bit worse.
4. In my limited experience so far, it seems very difficult to combo off in certain matchups(anything with interaction basically). My experience with kiki-chord was to play it as a midrange creature-centric value deck first and a combo deck second. Is this how I should approach interaction-heavy matchups?
1. It's simply not necessary and mainboard plans are tight. I find it's easy to win games without it. Also, I personally run the angel combo and you have to limit non coco targets, and the angel is another alternative win con anyway.
2. Playing the deck online is actually really difficult compared to IRL.. So many decks just scoop to infinite life IRL, while on MTGO maybe you'd only have time for like 100-200 life which many decks can beat. Also, in person you can pick up your deck when comboing and memorize parts of your deck, like what coco's will hit, and plan for 2-3 turns after a successful combo, which on MTGO is really difficult. Like you're scry to a place with chord, then coco as the next card if things go bad, and you can even know 100% sure what that coco will hit.
3. I play 2, some play 3. I guess it's personal preference. They are good also with voice, and voice+rallier+seer is almost a combo in itself.
Though in my testing I haven’t really wanted a 3rd, as they are easy to chord for or bring back from the graveyard with rallier, and game 2/3 your plan is often not to combo anyway.
4. Yes, often the plan is not to combo against highly interactive decks, but just try to outvalue them, while keeping the combo in mind if they tap out. Often your board out combo pieces also for game 2/3 and just try specific hate and value cards for the matchups. If your opponent has their deck full of rest in peace and similar, while you just play thruns, mindbenders and township, you can get a big advantage.
Below is what I have built at the moment. Avacyn Pilgrim can be Noble Hierarch number 4 or, most likely better, the first wall of roots. Tidehollow and Duskwatch are in the flex slots to be tested too.
If going the Bob route, I'd likely cut archangel + spike feeder, freeing 2 slots for Bob. Most likely Varolz becomes viscera seer number 3, cut the 2nd witness for the 3rd rallier. Tidehollow could be trimmed for either a spellskite, 2nd ooze, voice or Liliana. I'd also cut 1 fetch for a 2nd overgrown tomb. Possibly duskwatch can be replaced by voice, since with bob there is less need for grindy cards. If going that heavy on 2 drops, the list wants a 2nd wall of roots. Also, voice is good as a 3-4 off, not as a singleton. Only run voice in the main or none at all, there are way better cards for when voice is good, and we can use the slots. I generally tend to not run voice now. Back when twin was legal, voice was better since it kinda forced them to play fair and allowed me to leave mana up and still have pressure.
Also noteworthy, I'm not running 2 canopies due to not owning a 2nd copy, if definitely deserves to be played as a 2 off (with 2 canopies, there is a possibility to cut a temple garden for a slightly painless land).
There is some flexibility. The core for me is:
7 dorks + 0-3 extra mana creatures (usually 8-9 total mana creatures. 8 and 9th dork are viable, as are 0-3 wall of roots)
3+ melira/anafenza effects (usually 4)
3 sacrifice effects (usually 3 viscera seer, but varolz is good for late game if meta slows down, also extra insurance vs needle / revoker)
4 kitchen finks
3+ Eternal Witness/ Rallier (usually 4, use up to 6 if grindy metagame)
1 fiend hunter/ flickerwisp
1 Protection creature (saffi or spellskite)
1 scavenging ooze
0-1 value creature (tireless tracker, duskwatch, bob, etc. In the past, if meta was too fast, there was no space. Remember infect and eldrazi?)
4 CoCo
3+ Chord (heavy E. Witness builds could live with 3 chord)
22-23 lands, of which 2 make colorless (as of now, 2 gavonies, but could be 1 gavony + 1 GQ if running Knight of the reliquary).
Running the usual number, we have 8 + 4 + 3 + 4 + 4 + 1 + 1 + 1 + 0 or 1 + 4 + 4 + 22 or 23 = 56 to 58 cards. There is some numbers that can be lowered, and some cards that can fill multiple roles (varolz as both a late game value creature and sac outlet).
Thanks for sharing your deck and rationale. Personally I don't run spike feeders or Angel - maybe a sideboard option? Lull my opponent into removing main combo pieces (ie. Finks, seer etc)... Just a suggestion.
What would you guys say is generally the ratio of winning with creature beatdown/valuetown vs winning with a combo?
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Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
Depends on exact build as well. You can have a strong aggro curve if you play 3 Viscera, some Voice, 3 Renegade Ralliers. Or you can be focused on combos with Redcap and more EWit.
Hi everyone, I have a question.
With the amount of large creatures that we cant deal with efficiently (goyf and DS mainly) would it be suitable to fit a couple of path to exile in the main?
If so, what would we take out?
Ill post my list later for suggestions if possible.
Hi everyone, I have a question.
With the amount of large creatures that we cant deal with efficiently (goyf and DS mainly) would it be suitable to fit a couple of path to exile in the main?
If so, what would we take out?
Ill post my list later for suggestions if possible.
We are already right on the border of company being playable. To fit any number of paths successfully you have to cut chords and thus wall of roots. This is legitimate if you play more combo creatures, and an angle of deckbuilding I've considered -- 2 path 2 leap instead of chords. But I don't think it's good. Chord letting you cheat on mana is how a lot of the broken stuff happens.
Bottom line there are a lot of consequences. You would be better off stalling and playing more townships against those decks since it is easy to outclass their creatures with a few township activations and sometimes a fiendhunter. You can also play Archangel of Thune as a trump card.
Winning against burn when at 9 million life is super easy and quick. You can just beat them down with anything, you don't even need to combo. You have more creatures than them and their burn spells are mostly useless.
That said, I have also ditched the redcap and I have yet to miss it. I have the angel combo main, so it's another thing to get to win instantly against most decks.
Infinite bolsters is also a fine alternative after you scry'ed after gaining infinite life.
Also, having the angel gives you another infinite combo if they pithing needle the seer or have greaveyard hate.
Most decks that cannot beat infinite life will of course scoop to it, but most of the time, winning after infinite scry is easy, just practice and know what to put on top. It's not allways infinite bolsters that's the right plan either, if you expect things to die, setting up another good coco can be better. Or a coco that will hit a missing piece + something good.
Rallier has been great for me. Often getting an extra land in play, for a big tempo swing because of the extra mana, but bringing back voices, dead combo pieces or townships etc have all been great.
In some matchups they aren't great, like against Tron, but that matchup is so bad I don't even try to fix it and hope to dodge it.
Rallier actually makes planning your lands a bit harder. Try to save fetches for coco, but don't sacrifice random creatures just to hope for revolt. Though I've done this very very rarely with like a reduntant mana dork.
We have a low mana curve and the main purpose of the deck is to gain infinite life the life loss could well be worth the card advantage.
It also seems people are dropping murderous redcap, are people including blood artist or zulaport cutthroat to aid the win-con...?
Everyone loves an angry mob RWG
Why so Bloo? RU
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Thanks. Didn't realise there was a search function. Will do s background reading
Everyone loves an angry mob RWG
Why so Bloo? RU
Thanks for the response. Do you mind posting up your latest decklist please?
I've been slightly underwhelmed by Rallier and have stuck with Witness. I don't run ghost quarter and often feel I would prefer chord back rather than a two-drop. Only real use I've found is getting a bolted seer back from the graveyard.... Maybe I need to do more testing because I can see how versatile it can be.
Everyone loves an angry mob RWG
Why so Bloo? RU
This was my decklist:
2 Noble Hierarch
2 Wall of Roots
2 Anafenza, Kin-Tree Spirit
1 Melira, Sylvok Outcast
4 Renegade Rallier
4 Voice of Resurgence
4 Kitchen Finks
3 Viscera Seer
1 Qasali Pridemage
1 Selfless Spirit
1 Scavenging Ooze
1 Saffi Eriksdotter
4 Collected Company
3 Chord of Calling
3 Verdant Catacombs
1 Wooded Foothills
1 Misty Rainforest
1 Marsh Flats
2 Temple Garden
2 Overgrown Tomb
1 Godless Shrine
1 Ghost Quarter
2 Gavony Township
1 Razorverge Thicket
2 Forest
1 Plains
1 Swamp
3 Path to Exile
3 Tidehollow Sculler
3 Ghost Quarter
2 Fulminator Mage
1 Qasali Pridemage
1 Orzhov Pontiff
1 Kataki, War's Wage
1 Abrupt Decay
As you probably could tell I'm missing 1 Verdant Catacombs and 1 Noble Hierarch.
Match 1 against U/B Faeries Win 2-1
During the first game he has removal for my birds, hierarch and voice, but I manage to stick a finks and CoCo into the combo.
Second game he sides in all the removal/boardclear in Languish and Damnation and eventually kills me with Spellstutter Sprite.
Last game I just draw to much Gas for him and overwhelm him with Voice's and Tokens.
Match 2 against Swans Homebrew Loss 0-2
This is one of the weirdest games I've played. I have no idea what he's on and combo off turn 4 to infinite life. He sticks 2 Swans and I cant attack in fear of milling myself. I decide to go for the Seer, Melira, Anafenza and Finks combo with infinite bolster triggers on the stack, but before I can assemble the combo Anger of the Gods clear my board. I build up again, but a second Anger sets me back (while he draws 6 cards for the second time). Meanwhile he sticks Silence and Deflecting Palm on 2 Isochron Scepter and I give up.
Game 2 I decide my best chance to win is to go hyper aggro and beat him before he assembles his board. Turn 3 Anger destroy's all hope and I give up. This must be a worse matchup than Tron.... I decided that Murderous Redcap needs to be in the sideboard!
Match 3 against Grixis Control Win 2-1
Game 1 he sticks an early Tasigur, the Golden Fang, but gets greedy and taps out for his ability where I in response Chord for the combo. He thinks about it for a second then folds.
Game 2 I side in 3 Scullers, and start the game with 2 in hand. The first one sees Bolt, Anger, Anger and Push and I almost give up then and there. We continue for a couple of more rounds but when he Snap back Anger's I give up.
Game 3 I stick an early Selfless Spirit and bring it back with Rallier 2 times while getting more action on the board. With an Gavony activation I swing for 14 and take the game!
Match 4 against BUG Control 2-0
Game 1 he simply runs out of Gas fighting off Voice's, Rallier's and Tokens.
Game 2 he gets stuck on 3 lands with 2 Damnation in hand and dies to a Gavony activation after I hit pure GAS with the Collected Company (Rallier with revolt which brings back a Voice + a second Voice).
3-1 total! This is my 3rd time playing Modern (and this deck) and I've gone 3-1 all 3 times. My take from this night is that Selfless Spirit is great and needs to stay. I also really need to bring back Murderous Redcap. I'm not sure about the dedication to beating Tron in the sideboard... I saw no Tron yesterday, but the 2 other times I have seen a few Tron decks.
I ran a couple of Distended Mindbenders at the RPTQ a few months back. I really wanted them for black midrange and blue control matchups, where they would take out a removal spell and stay on the table as the largest creature. As a bonus, I would also bring them in against slow spell combo decks (ad nauseam, scapeshift), where they were very good but not 100% reliable, and against big mana decks (tron, titanshift) where they were mediocre. If you want to target those last two matchups, there are more reliable options.
Currently, I don't think I want Mindbender even against the midrange decks because their Death's Shadow will often be larger.
1. How come so many lists don't run redcap anymore?
2. What kind of changes(if any) would you all recommend if I wanted to play this deck online?
3. 2 or 3 viscera seers? I imagine playing without redcap makes the card a bit worse.
4. In my limited experience so far, it seems very difficult to combo off in certain matchups(anything with interaction basically). My experience with kiki-chord was to play it as a midrange creature-centric value deck first and a combo deck second. Is this how I should approach interaction-heavy matchups?
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
I've played with mindbenders for a while now.
It's not that they're the best card in any matchup, but they are flexible and come in in several tricky matchups.
They are good against: Tron, Blue based control, Ad Nauseam, RG breach/Scapeshift. There are better cards against those decks, but they are more narrow and sideboard spots are limited. That being said, some people prefer to run many tidehollow scullers instead, which is a viable option also. I just find them fragile in many matchups.
I agree that mindbenders are meh against many midrange decks, but I do sometimes bring them in in the mirror.
1. It's simply not necessary and mainboard plans are tight. I find it's easy to win games without it. Also, I personally run the angel combo and you have to limit non coco targets, and the angel is another alternative win con anyway.
2. Playing the deck online is actually really difficult compared to IRL.. So many decks just scoop to infinite life IRL, while on MTGO maybe you'd only have time for like 100-200 life which many decks can beat. Also, in person you can pick up your deck when comboing and memorize parts of your deck, like what coco's will hit, and plan for 2-3 turns after a successful combo, which on MTGO is really difficult. Like you're scry to a place with chord, then coco as the next card if things go bad, and you can even know 100% sure what that coco will hit.
3. I play 2, some play 3. I guess it's personal preference. They are good also with voice, and voice+rallier+seer is almost a combo in itself.
Though in my testing I haven’t really wanted a 3rd, as they are easy to chord for or bring back from the graveyard with rallier, and game 2/3 your plan is often not to combo anyway.
4. Yes, often the plan is not to combo against highly interactive decks, but just try to outvalue them, while keeping the combo in mind if they tap out. Often your board out combo pieces also for game 2/3 and just try specific hate and value cards for the matchups. If your opponent has their deck full of rest in peace and similar, while you just play thruns, mindbenders and township, you can get a big advantage.
Thanks for sharing your deck and rationale. Personally I don't run spike feeders or Angel - maybe a sideboard option? Lull my opponent into removing main combo pieces (ie. Finks, seer etc)... Just a suggestion.
This is my current decklist:
1 zulaport cutthroat
1 murderous redcap
1 selfless spirit
1 fiend hunter
2 eternal witness
2 voice of resurgence
2 arbor elf
1 scavenging ooze
2 viscera seer
1 spellskite
3 wall of roots
4 birds of paradise
4 kitchen finks
2 Melira, Sylvok outcast
2 Anafenza, kin-tree spirit
4 chord of calling
4 collected company
Land
1 overgrown tomb
2 temple garden
2 godless shrine
3 Gavony township
4 windswept Heath
1 Razorverge thicket
4 forest
2 plains
2 swamp
1 Anafenza, the foremost
1 scavenging ooze
1 Qasali pridemage
1 cartel aristocrat
3 path to exile
1 orzhov pontiff
2 Aven mindcensor
3 Tidehollow sculler
2 fulminator Mage
As you can see from the list I lack a few of the staples - heirachs, shocks, fetches. Also I don't own a Bob (yet).
My sideboard is geared specifically to my meta. Got several Tron, delver, dredge, Ki-Ki players.
This is also why I run cutthroat and redcap main - having been milled out twice after hitting life gain combo I've learnt my lesson.
I haven't tested Voice main but think it might well be invaluable for beat down approach. Will take it to next FNM and report back.
Everyone loves an angry mob RWG
Why so Bloo? RU
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
With the amount of large creatures that we cant deal with efficiently (goyf and DS mainly) would it be suitable to fit a couple of path to exile in the main?
If so, what would we take out?
Ill post my list later for suggestions if possible.
URBGrixis ControlBRUURBGrixis Death's ShadowBRU[
URBGrixis TwinBRUGWUGWx VizierGWU
UWRJeskai NahiriRWUGBBG RockBG
We are already right on the border of company being playable. To fit any number of paths successfully you have to cut chords and thus wall of roots. This is legitimate if you play more combo creatures, and an angle of deckbuilding I've considered -- 2 path 2 leap instead of chords. But I don't think it's good. Chord letting you cheat on mana is how a lot of the broken stuff happens.
Bottom line there are a lot of consequences. You would be better off stalling and playing more townships against those decks since it is easy to outclass their creatures with a few township activations and sometimes a fiendhunter. You can also play Archangel of Thune as a trump card.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I've been trying it out lately and like it but the testing hasn't been extensive.
I've only just picked this deck up so still learning it but your list with those changes looks pretty good.
Everyone loves an angry mob RWG
Why so Bloo? RU
How is the best way to deal with the mirror match exactly? I run the Angel Feeder combo as a win con btw.
BGW - Abzan
Legacy
BG - BG Lands
I suggest at least 1 out for opposing Scavenging Ooze