-: Current Champions :-
Players with lists + tourney reports Era of Sram shadowgripper/Zac
The Great Sugar Rush
- How we win -
Modern Cheeri0s, which also can be called "Puresteel Equipment Storm" is a combo/aggro deck. It revolves around Puresteel Paladin or Sram, Senior Edificer and 0cmcequipments (aka "Cheeri0s") to trigger them for card draw. By using mass bounce like Retract we are able to return the Cheeri0s and Mox Opal to repeat the process for each Retract we draw. This swells up the storm count for Grapeshot to win the game. With the addition of cards like Monastery Mentor, the number of wincons grew.
In comparison to UR Ascension Storm this deck is permanent based. Each permanent which is drawn during the combo strenghtens the board position further, which makes us less prone to fizzling and hate.
Do you like to draw many cards in one turn? Do you like flashy ways to bash in faces? Do you like the thrill of many triggers that pull you towards a combo kill? Then you are made for the Sugar Rush Experience this deck offers. It has been argued that this deck isn't consistent enough to be competetive, it has received a lot of support from WOTC and finetuning from our side over time to slowly move away from being unstable. One of the best examples of such improvement is Sram, Senior Edificer. We have discovered that equipments as ressources provide a decent backup plan with cards like Monastery Mentor and give enough advantage with cards like Goblin Gaveleer. As soon as we can start the combo and draw into a new hand of additional cards, we have gained a massive ressource advantage. Such new hands are often enough to overwhelm our opponents in the consecutive turns. With the latest support this deck is faster and more consistent than ever before. A turn 2-3 kill is as possible with this deck as with Infect. But in comparison to infect we are still evolving, we get support from Wizards as there are more and more cards printed in new sets which are related to equipments and artifacts. So additionally to the unique playstyle experience Modern Cheeri0s can give, it can still be shaped considerably by its players. One of the reasons why we aren't up in the higher tiers is the low representation in bigger events and tourneys. You can revolutionize the deck! You can be our developer, representative and champion of Cheeri0s!
This deck has started as a risky All-in combo deck, but we have developed it since to be less reliant on luck. It should always be good to look back on what deck ideas we have come up with to avoid the same mistakes we did in the past. The list can also be seen as an inspiration for new deck types if you want. There are many ways to follow.
This type of list uses the highly suicidal Spoils of the Vault to tutor for any missing card on T1 to combo off T2. With 8 potential Puresteel Paladins this deck would be very consistant in playing the Paladin turn 2 if there wouldn't be the downside of spoils. The concept is one of the first ones in this thread, but it quickly got replaced by the slower and less dangerous Muddle the Mixture.
This is an example of the era as we used 4 Muddle the Mixture as protection and Tutor. Even as a turn 2 play the tutor needed very lucky circumstances to be fast. As it searches for Paladin at sorceryspeed it also played into discard and revealed Puresteel Paladin as a counterspell target. It was however a fine card if you were searching the one of Hurkyl's Recall to start the engine anew. The big downside to this build was that it was too slow and therefore exposed the paladin to more removal than it was good for him. (Sigarda's Aid could help here nowadays). Result was that our opponent only had to use 4 removal to our 4 paladin to completely dismantle our deck. This lack of threats laid the foundation to the more aggro oriented decktypes.
The Way of the W/R Weenie
This build tries to take the lead with a strong earlygame to either force your opponent to use his removal on 1-drops or to die by their hand. Ideally it is possible to buy enough time to assemble a hand which allows a stable combo turn. One of the problems is the destabilisation of the deck if there are too many weenies added. This is definetly a very competetive variant with a clear focus on immediate effectiveness. Try this out, but be reminded that it can dilute the combo and our ability to beat midrange and value oriented strategies before they overwhelm us.
GET OUT! Since Retract is an integral part of this deck, any equipment OR artifact with cmc 2 or higher is suspicious to be a mana sink that reduces our ability to combo off. Better spend that mana on the combo or your wincon! If you are still eager to build this decktype visit our friendly neighbours Mono W Equipments.
Myth Mentor Mass Bounce
Tarkir has given us the Prowess mechanic and with it two cards that trigger quite often in our deck. Monastery Mentor is believed to be the better card for its ability to go wide without additional mana cost. With 3cmc 2/2 it can be seen as flawed though, as it douesn't survive Lightning Bolt. Myth Realized is a great turn 1 play but its activation cost of Wand therefore unability to be mana positive with Paradise Mantle make this card nothing more than a beater. As it has no evasion its responsiveness to triggers is less good than it looks. Builds with this card are very reliant on Retract to function over their expectations. In the past some of the decks ran 6-7 copies or replacement effects of Retract, which made them a bit inbred and less consistant. Having that many mass bounce effects increases the chance of having 2-3 of them in your opening hand which is often really, really bad.
While cantrips are a great way to find the pieces of the Combo, mainly Puresteel Paladin or Retract, most of them are too mana intensive to be able to uphold the draw during the combo. Serum Visions, Gitaxian Probe, Peek and Slight of Hand have too big costs to pay while there is always a chance that you draw into more inactive cards. As they have no other function than drawing further into the deck they sometimes are a waste of deck space - especially when there are not many live cards to draw into. Most of the time you would wish to have drawn a threat or a Retract instead a cantrip. Repeal has been proven to be the best of the bunch as it has one of the best cost/trigger/utility ratios you can wish for this deck. This should be the cantrip you should consider first for your deck, others are only viable if you have deck space left or if you run Myth Realized, Jeskai Ascendancy or Monastery Mentor. Then the mass of cantrips are great trigger fodder outside the combo. This deck variant is at its best when as many lands as possible are blue and as many permanents as possible gains value from the triggers.
Thopter Sword Paladin
This cute version was an idea after the unbanning of Sword of the Meek. I think it is a bit too much forced as it is rather mana intensive. If you are able to draw into the combo you are likely going off at the same time. Also it has no synergy with Retract. Don't include cute combos that don't support the Sugar Rush!
We should never forget our past: here is the old thread for those who want to dig deeper or just miss it.
The following list is a refined deck that is the result of trying to find the middle ground between the aggro and trigger happy decktype categories while keeping a clear combo focus. You may use this list as a starting point or inspiration. This isn't the ultimate list but it is part of my way to bring this deck into the developing competetive thread.
____________________________________________________________________________________________________________________________________________________________ Good Puresteel Paladin This is the key piece of the deck. He transforms the useless Cheeri0s into Cantrips an for only WW this is outright broken. My current version of the deck wins 70-80% of the time through the combo with Puresteel Paladin. Never forget though, that he is your enabler, not your wincon. it may happen, that you win on the back of a Paladin with 3-4 Equipments strapped on - the second ability helps here - But you often need more than that. Two Paladins in play are a godsend as it is nearly impossible to fizzle with even only 1-2 equipments in hand. Always try to get to the second Paladin during the combo, sometimes even if that costs you the last mana you have open.
Sram, Senior Ediificer This card is in some ways the Puresteel Paladin 5-8 we only dreamt of in our wildest dreams, but it comes with upsides and downsides: The upside numbe one is that Sram draws cards when an equipment is CAST, therefore you can search after a solution against Chalice of the Void with your equipments even they are getting countered. Also the opponents can’t wait until you play your first equipment spell to kill it because you already get the trigger when the equipment is on the stack unlike paladin that has an ETB trigger. the second upside is avery minor one - he only needs one W which doesn't really change much in our mana base, but lets him splash easier in other decks. The downside is of course that it is legendary, so you can’t can't have 2 out during the combo. Anyhow this doesn´t mean you can't run 4 because it’s a key peace that makes your other cards valuable. The other downside is that it doesn’t let you equip for free like Puresteel Paladin does. This means that he is neither protected against damage on the next turn nor can he help to produce additional mana with Paradise Mantle.
Monastery Mentor Monastery Mentor is one of the few cards that are breakable with this deck. Nonetheless Monastery Mentoris only able to kill on turn 4-5 in average which is rather poor compared to Puresteel Paladin. On another note he can be considered less vulnerable to spot removal as you always have the chance to play a noncreature spell and trigger him at least once by holding priority after he was cast. During the combo he can be used to either flood the board, or if you use Mass Hysteria to produce loads of mana with Paradise Mantle or as a win condition with huge Monk tokens. He is one of the best ways to get around Leyline of Sanctity and Provides enough mana to play Repeal on anything that keeps you from winning.
Goblin Gaveleer He is the king of evasive 1-drops. If he holds equipments. With Puresteel Paladin and Sigarda's Aid he can get there. Without those cards it may happen that you can equip him with one Cheeri0 a turn but this makes him quite prone to spot removal as Path to Exile, Terminate and Abrupt Decay. But luckily he is a mere pawn in your hands. If you are loaded up with enough other creatures he and his companions might attract enough attention to tire out your opponents hand before you play a Puresteel Paladin.
Ornithopter Ornithopter is one of my favourites. He is a honorary Cheeri0 as he can be played on turn 1 and be instantly equipped with paradise mantle. This artificial Birds of Paradise can ramp you considerably while keeping your artifact count high, especially for Metalcraft and Glint hawk. During the combo you may bounce him and his friends, but as soon as you have Mass Hysteria he will be able to produce additional mana each time you Retract. Still there is no need to run more than 1-2 as he is more utility than threat.
Geist of Saint Traft This card is truly equal to Monastery Mentor but he exeeds at other tasks than his monk friend. Hexproof is what makes him stand out as spot removal is the first choice to deal with the other threats of this deck. With Sigarda's Aid or the equip reduction from Paladin he can be your tower of strength against removal heavy decks. His biggest weakness is his low toughness but the equipments can help with that. Against aggro heavy decks like Infect or Affinity he is less good as he is best at attacking and cannot produce the amount of blockers like Mentor can. With his Angel token he still has enough evasion to break through board stalls. i consider him as the perfect sideboard replacement for Mentor.
____________________________________________________________________________________________________________________________________________________________ Situational Good Glint Hawk This card is a very good 1-drop in our deck. A 2/2 flyer can be outright nasty, especially if you drop two or more of them on turn 1 by bouncing a Mox Opal. His ability to pick up equipments before or during combo turns can be very useful as it prolongs it - for the price of one mana. This price can be paid if you have Mass Hysteria+ Paradise Mantle but it is one of his bigger downsides. the other one is his need of mana and one artifact during the early turns. Sometimes it would be better to cycle through a Repeal instead. You need at least 22 artifacts in your deck to guarantee that he can be played. It was my downfall when I went under that number. Too many equipments in your opening hand aren't fun but getting to at least 1 land, 1 Equip and 1 Glinthawk sometimes seems very hard to achieve.
Erayo, Soratami Ascendant // Erayo's Essence While this card is amazing when it works it also consumes a lot of the potential of your Cheeri0s when you flip her with them. The biggest problem is that Erayo is a defensive card in a aggressive deck. You might buy enough time with her in flipped form but she is only good enough versus certain decks. Also you need a threat besides her to get any use out of her. She is a fine card to lead on if you hold a Paladin in hand. She is best used in aggro heavy builds.
Myth Realised As a honorary creature this enchantment is one of the possible cornerstones of the trigger happy aggro centered decktypes. If they get played early enough they are fearsome as they suck up each trigger, getting stronger each turn and with each combo attempt. The biggest problem they have to face is that they cost W to activate. This can be painful if you want to use multiple of them and it gets worse if your opponent has either the removal or the chump blockers for them. They are also worthless during the combo as they aren't relevant anymore. Thanks to their activation cost they never will be able to produce more mana with Paradise Mantle. These guys are built for war. Use them in aggro/trigger centered builds with less combo focus.
Puresight Merrow With Paradise Mantle in our arsenal we have access to this little interaction between the puresight and the mantle. As soon as it is assembled and Puresight Merrow has lost its summoning sickness you can treat him like a painless Spoils of the Vault as often as you want. Clear away lands during the combo, plow your way through the deck until you find important pieces like Puresteel Paladin that you might need for the win. As a 2/2 for 2cmc he isn't half as bad as he looks and can be easily slotted into open deckbuilding spaces as long as you don't find better cards. If you are able to play him as early as turn 1-2 and can be equipped with a Paradise Mantle you are very likely to win by turn 3-4. I treat him as a conditional threat ranking under Glint Hawk and Goblin Gaveleer as he needs the mantle. With it he is better than any of the tutors this deck is allowed to use.
____________________________________________________________________________________________________________________________________________________________ Less Popular/ Good Riddlesmith The card is generally very bad on its own in this deck. Even if you think the cantrip could be good over time you will have lost the game by then. With or more" target="blank">Ovalchaser Daredevil he could be or more. It is noteable that he triggers on any artifact which could make him better than Puresteel Paladin in the early turns and would also equalize the drawback from holding Ovalchase Daredevil in the opening hand.
Monastery Swiftspear She is synergistic with this deck, but that doesn't make her good in it. To trigger Prowess often enough you have to play a lot of equipments and without Sigarda's Aid you can't pump her in reaction to something like a missed block or removal. Since she has Haste, but no evasion she could be good in the early game but the deck isn't consistent enough to support her to make her strong enough to reach 20 damage in time. During the combo I like Mass Hysteria and multiple creatures powered by it a lot more than this girl giving back the mana you spent for her without even keeping card pairity.
Storm Entity As this card is able to store the power given to it it is slightly better than Monastery Mentor. The lack of evasion and cost make it worse than Goblin Gaveleer as an aggressive vreature and Grapeshot as a win condition. As I've never played with this card I might undervalue it but it shouldn't exeed over :rate4:.
Leonin Shikari Without the ability to reduce costs the instantanous use of equipments is only an advantage if you also have Lightning Greaves in play. Outside of the Puresteel combo this interaction between those cards would be outstanding but for our deck the cost and the conditions are too restrictive to hold a place. Together with Puresteel this cat might be very good at protecting creatures from Lightning Bolt but Sigarda's Aid does a better job while being less easy to remove.
Salvage Titan As a possible 6/4 on turn 1 this Giant is quite an exeption to the general magic rules. The cost of 3 artifacts however is a bit too high if it gets removed by a Path to Exile, Terminate or simply adouble block from two Zoo creatures or two bolts. Sigarda's Aid could help against that, but it would require exactly 1 mana source 1 Aid 3 artifacts, titan and an equipment. With one Mox, three Equipments, Titan and Aid this still would need 6 cards to pull of and leave only 1 card in hand. Only one card in hand is not good if most of the decks card advantage comes from playing stuff from the hand.
Retract This card is absolutely nessecary to fuel the combo and get more cards in hand by retriggering Puresteel Paladin with the Cheeri0s. As a bonus you don't lose any mana in the process if you pay it with the mana coming from a Mox Opal. Some decks want to play 3 instead of 4 and i must say that I have mulliganed many hands with 3 Retract in them but I feel that 4 are nessecary to get that draw boost during the combo. Without 4 I believe we would fizzle a lot more.
Hurkyll's Recall This card is very similar to Retract while being a bit more versatile. With the possibility to bounce all artifacts your opponent controls it is a formidable weapon against Affinity. The reason it isn't rated as high as Retract is its cost of 2cmc which makes it hard to combo further as it provides no mana pairity with Mox Opal. Also Noxious Revival is the better replacement efect with additional uses that won't sit around in your opening hand.
Displacement Wave This card is also able to fill the role of Retract like the Recall with a few very important distinctions. It is able to bounce tokens which makes it worse in a build with Monastery Mentor, but better against enemy tokens. It is able to bounce permanents with mana cost 1 if you spend 3 mana on it. If you don't use an aggro build with Gaveleer or Sigarda's Aid (Glint Hawk is unimpressed if you have a Mox) you can hold your ground against some of the faster decks like Zoo (especially the Suicide variant), Infect, Burn and Bogles. Sorcery speed and the requirement of 3 mana could turn out to be too prohibitive though. I would also advise to never forget that this spell costs at least UU which isn't always in reach, even with a fetchable mana base. I would use this card in a strict UW focus (Goblin Gaveleer would be a bad choice anyways)
Paradoxical Outcome This card could revolutionize the deck. Albeit its high mana cost of 4 it doesn't need more than some Cheeri0s and other cheap permanents like Glint Hawk to catapult you toward a combo finish. At the same time it relieves Retract from the role of the retrigger enabler and Puresteel Paladin from his role of being the only card that draws you cards effectively. With Mox Opal it can be played as soon as turn 3, in the case of Ornithopter, Paradise Mantle, Mox Opal+ 2 lands this could even happen on turn 2! The more possibilities for a combo start that early the better! Due to its requirements 2 should be enough.
These are the main course of the deck. Understand them as consumables even when they don't hit the yard. The best thing they can do is trigger other cards when they enter the battlefield or when they are cast. Astonishingly enough they can still do a lot after that - if used correctly.
Accorder's Shield This equipment gives your creatures a lot of survivability and vigilance. Puresteel and Aid Ignores its equip cost. Take the full playset with you at all times. Bone Saw In an aggresive build this equipment can be aviable choice. It won't protect your creature from Bolts or during blocks. Take few if nessecary.
Kite Shield This card got replaced with Cathar's Shield. If you choose to be defensive, this is better than Bone Saw. Also take as few as nessecary to keep the Cheeri0 count high.
Paradise Mantle A playset is an absolute must! Whilst it doesn’t pump your creatures it enables you to generate mana. Primarily this means you can reduce the number of lands you are playing and increase the number 0 Drop Equipment you are running in your main deck, the additional access to mana also enables you to cast multiple recall spells earlier in the game. These two effects combine together to make the deck more consistent and more likely to combo off. It is one of the combo pieces with Puresight Merrow .
Sigil of Destinction This card was formerly used in this deck to stuff it out with as many Cheeri0s as possible. I talk about Spoils of the Vault times. With as many additional threats and wincons as we have now this card got worthless. With some mana open it might be good though... Nope. Don't use it. it is VERY conditional.
Spidersilk Net I think this should always be a 4- of as long as you can expect flyers on the opponent's side of the table. If you run 4 Glint Hawks you mightn not need them as much but I assure you this is one of the best equipments if you have to fight against Infect, Delver or Affinity.
Flayer Husk This equipment is pretty good if you need a blocker or sac fodder. Otherwise it has nearly nonexistent offensive capabilities. While it has its uses together with Puresteel Paladin you will wish that it would also cost 0 to play as it tends to use more mana than nessecary for its effect.
Golem Gauntlets Neat and definetly better than Collar in a RW aggro build with Glint Hawk and Gaveleer. It wanders off of the combo path though. Best 1-drop equipment we have right now.
Cranial Plating The big bad from affinity is bad here because it's too big. As an alternative win con the Gauntlets are simply better because they are faster.
We gotta be fast - no Cantrip over 1 cmc allowed! Serum Visions The best cantrip of the format isn't quite the best cantrip here. The scry 2 is very relevant if you need to find Puresteel Paladin or a land. The reason why this spell is not the number one is that it is never mana neutral when we need it to. Up to two may be reasonable. In a build with more cantrips this card shines. (Buy them as long as they are cheap from Conspiracy: Take the Crown!)
Gitaxian Probe While they are mana neutral they are quite dangerous as a playset. Looking into your opponent's hand is a good thing to to when you have a build with less than 10 creatures so you might want to include them in these cases. Be again reminded that, while they are good in finding combo pieces for combo centric builds, they are quite weak when the chance to draw an equipment is drastically higher than to hit one of these pieces.
Repeal From a lot of testing this has been proven to be the winner out of the bunch. This card has a lot to it in this specific deck. It can cantrip for free without lifeloss if you control an active Mox Opal. It can trigger Monastery Mentor two times, drawing into another card which can be the third. It can save your aggro creatures from removal or your Paladin if you have the mana open. It can bounce the opponent's mana dorks, tokens or low mana beaters if you need more turns. It removes Chalice of the Void on 0 at instant speed. With enough mana it can bounce any permanent that prevents your combo or wincon. During the combo it is at least as good as Thoughtcast if you bounce an equipment. With Sigarda's Aid it becomes an instant re-equip for U. You can use it early, you can use it late. Did I miss something?
Peek Thanks to the lack of mana neutrality this card is worse than the Probe. Instant speed doesn't make a difference for our deck.
Slight of Hand Worse Serum Visions. The ability to get the second card immediately often has no impact as the mana is usually too short to make this impactful enough. During the combo it is worse than Serum Visions as it looks one cards less deep and allows less chaining.
Thoughtcast Theoretically this card is better than Serum Visions if you look at the artifact count. As it is unable to perform well during the early turns due to its artifact count requirements it gets better the longer the game goes on. Since we want to keep as many Cheeri0s in hand as possible when Puresteel Paladin isn't in play yet this card functions well when we get other opportunities to do so. Any cards that gain strenght from the triggers outside the combo have more use from Thoughtcast than Serum Visions as it can compensate for the loss of hand cards. For a tempo based deck it is sadly too slow and during the combo it costs often too much mana. under the right circumstances this is a .
Quicken This cantrip can also be seen as the "Storm Stealer". Under most circumstances the card is worse than all the other listed cantrips as it needs a sorcery to shine. Unfortunately we run only one that is very dependant on cards played during a turn. Fortunately this wins you games if you happen to have Grapeshot, itself and the mana to play it in the moment at your hands when your opponent storms off. Possible sideboard option, very gimmicky.
Twisted Image This is one of the lesser impact cantrips if you look for deck control and filtering. it can, however be very useful in two other different scenarios. Firstly it turns the defense of the shields and the net into power. Be reminded though that this will be really risky as your creatures have less ways like Bone Saw to respectively keep their toughness high. Secondly you can kill some of the mana dorks and Spellskites. Since such actions should be of less importance to your game plan Twisted Image doesn't really deserve an appeareance in this deck unless the meta calls for it.
Plains This card is really important if you play against an opponent who uses either Ghost Quarter or Path to Exile. Never leave the house without at least two of them. If you are planning to be able to stabilize through disruption on turn 1-4 you need these lands. They also are very important if you want to fetch into something that causes less life loss.
Island It is far less important to run Islands as your main character Puresteel Paladin needs WW. Hence you need every land in your deck to be able to produce W to prevent unlucky hands with two lands but no ability to cast him. As we only run the minimal amount of lands in this deck (unhealthy some might say) this situation would occur too often to neglect it.
Mox Opal This gem is one of the central pieces of our combo. Without it this deck isn't half as fast and consistent as it should be. It allows many beneficial interactions that pull the deck into the realm of competetiveness. (Some may call it cheating). There are decks that try to run 3 Mox Opals which is understandable due to its market price. It is also in some way reasonable, as multiples in the starting hand can be percieved as gas without an engine. I do advise to run the full playset as it can also occur the other way around that you NEED them to go off. Without them you lose turns to the need of untapping your blue lands, giving your opponents unnessecarily more draws and untaps to counter your plays.
Hallowed Fountain Theoretically the best card to fetch IF you fetch as it gives you all the mana to combo off without Mox Opal.
Windswept Heath Fetchlands are thinning our deck and fetching results in less dead draws during the combo. with the low number of lands this is especially effective. It also gives access to three colors through the shocklands. If you don't want to use as much red as I do you can run less fetchlands in total and more fastlands like Seachrome Coast. You can use any fetchland that can fetch white as this is our main color due to Paladin. Run whatever you have or what is the cheapest at the moment.
Flooded Strand Second cheapest fetchland for Plains. It is also a bit more flavorful to have them besides the Heath.
Seachrome Coast If you don't count as much on the fetch thinning plan and you play in an aggressive/ burn heavy metagame you can use these as they are painless for the most part. Be reminded that games sometimes go langer than you want and that it is sometimes very crucial to play an untapped fourth land. Especially if you are planning to run an UW centered build with less red elements this can be a hindrance to a control plan on turn 4.
Cavern of Souls This card is really good if you have one. Still it has resticted use in this deck as it should name "human". If you count on having it in play early it is beneficial to: Puresteel Paladin, Monastery Mentorand Riddlesmith. You might want to build around them. You might also want to exclude the following cards: Additional cantrips, other creatures besides Glint Hawk (main color) and Ornithopter.
Glimmervoid Some might want to include this card as it fits the artifact theme. It may function it it weren't for the Retract strategy and the advantage of holding equipments in hand as long as possible to use them in the most optimal way. With only Ornithopter and Mox Opal as non-combo relevant artifact permanents you give your opponents a target if you play them to sustain Glimmervoid in play. The potential 2 for 1 you give is a lot more dangerous if you think about those cards as foundation stones of your mana base. If your opponent catches you with such a play he can throw you back in your game plan for many turns.
City of Brass If you search for a budget option to the fetch base this could be your way to go. Painlands like Adrakar Wastes may be better though as most of the key spells are in UW colors.
Noxious Revival The biggest and only problem of this card is card disadvantage. For some this is a deal breaker as it is "excellent in a good hand, but dead in a dead one.". On the other hand there is an amount of good things to gain from this card if used wisely. As an instant noncreature spell that can be played for 0 it can trigger cards like Monastery Mentor in situations where your opponent doesn't expect it. It can rebuy fetchlands at the end of your opponent's turn during the early game to guarantee a turn 2 Paladin, It can regrowth a Grapeshot, a removed/ discarded Puresteel Paladin or an already used Retract during the combo (draw it with Repeal or another CHeeri0 to keep going off). If you feel tricky enough, you can also put fetchlands on the opponent's deck to prevent them from drawing answers (Better be sure that this is the case with Gitaxian Probe/Peek).
Postmortem Lunge This can be the answer to a removal heavy metagame if you want to go all-in. 1-2 copies.
Sigarda's Aid Our most controversial card at the moment. It does nothing in multiples, costs a card and a card alot and it gives only little advantages back. But at the moment they seem to be enough to make Aid relevant. 1. It supports the RW aggro build as it allows Goblin Gaveleer to get huge very fast. 2. It also is able to protect your creatures from being bolted or otherwise burned by allowing a reactionary equip. 3. It guarantees the trigger of cards like Paladin and Mentor if you hold more than one equipment in your hand. The more equipment you have the more you can fight on the stack. 4. It allows the protection of Puresteel Paladin during the vulnerable spot in the combo when Retract bounces all equipments and Paladin is a 2/2 again for a short period of time. it sometimes even allows you to combo off in reaction to a Terminate or Path to Exile as long as you have enough blue mana to cast Retract without Mox Opal (which can only be played at sorcery speed). 2-3 of them should be enough without being annoying.
Mass Hysteria This is one of my pet cards. It enables a combo kill with Monastery Mentor alone on turn 3-5 as it enables the freshly made Monk tokens to attack, which is understandably much more effectively than just producing them and then attacking with them the other turn with another boost. It also enables a more mana during the combo with Puresteel Paladin and a massive attack kill with Monastery Mentor& Monks during the Paladin combo turn. Sometimes this is nessecary as your opponents may hold mass removal or is simply waiting to untap with burn spells in his hand while he is protected by a Leyline of Sanctity. It may be a bit fancy and unnessecary but in its role as helper if you need mana it excels the utility a second Grapeshot. One is enough.
Jeskai Ascendancy After Jeskai Ascendancy originated an own combo it also was tried out in this deck. While it was able to produce tons of mana it was only able to filter through cards which resulted in card disadvantage as long as we didn't have Puresteel Paladin out. With Ovalchase Daredevil we might be able to run a combo piece that isn't affected by most of the removal which can kill Puresteel Paladin. If this new combination proves to be good enough this card will be a as it still needs 3 different mana. This card might be best supported by a fetchland manabase.
Boros Charm This card supports the RW aggro strategy as it can protect the creatures on board and makes Goblin Gaveleer much more dangerous. Some of you might want run it together with Twisted Image and the shields. This might sound good as a combo but I don't like using two cards ona creature to make into a 16/2 double striker. I know flashy plays are our jam but we usually don't invite our opponents into a 3-for 1.
Silence This card can proactively initiate a combo turn. If you have enough mana for this and Puresteel Paladin only abilities will be able to disrupt you. When played at the right time your opponent has not enough mana to counter it and the cards that follow. It is also a decent play in the opponent's upkeep against decks that want to develop their board during the main phase. This way you can reduce the pressure during the early turns. Be warned though! If you can't assemble the combo fast enough this card is card disadvantage that can be played around. It also has no function during the combo. Once it was a part of the mainboard, now it is a may in the sideboard.
Spell Pierce This spell has the advantage that it can keep you alive without being card disadvantage. It's biggest problems are the narrow time frame it is useful, the reactivity and its conditions. Spell Pierce makes most sense if you are on the go as it protects you from early discard and removal and supports your mana advantage during the early turns. It is sadly without function during the combo. While this card can be very good in the hands of a practised control player, many others will want more direct protection.
Remand As a card which is able to delay your opponent's actions while keeping card pairity this card costs a lot. You need 4 mana to play Puresteel Paladin while holding this up. During the combo it nets you a card for 2 mana. While this card isn't as good with the combo it might prove better in the presence of Glint Hawk (more open mana with Mox Opals), Myth Realized and Monastery mentor where it can make use of the triggers on cast.
Ghirapur Æther Grid The Grid is a card with aspects of control and wincondition. As it has a whopping 3cmc it is less good at the control part if you don't have enough fast mana. The main focus is board control though as it is able to ping away critters and mana dorks that try to pressure you down. It becomes a lot worse if you are facing midrange or combo decks with big, sticky creatures as you are only pinging for 1-3 damage per turn in average. During combo attempts or with the help of Retract the Grid becomes a very powerful card that is either able to clean up the board or kill your opponent. Keep this card in mind when you are tired from your opponent's creature removal spells as it is a good way around that. Grid is at its best if it is supported with red lands. I think it has its place in main-and sideboards of builds that choose to take the RW aggro route.
Molten Nursery Has a similar ability to Ghirapur Æther Grid while it is able to convert each played artifact into a damage. It should be mentioned that this damage is colorless which makes it a very effective weapon against creatures or spells that grant prtection from colors. With Sigarda's Aid it also got possible to deal damage at instant speed. The problem is that Molten Nursery uses the same process (playing Cheeri0s) as Paladin to gain an advantage. This can lead to a short supply of Cheeri0s and Retract to trigger Paladin if you draw him after a Molten Nursery. With Paradoxical Outcome this enchantment could get more attention as the player no longer has to focus as much on holding back to ensure later draw triggers. Potentially at least a .
Spoils from the Vault I'm not a fan of it. If Modern Cheeri0s ever wants to win a tourney with 15 rounds we should eliminate all sources of high variance. In this deck Spoils isn't as well supported as in Ad Nauseam which has its way around the negative effect. Losing even 5% of the games to this card is too much.
Muddle the Mixture While this is a painless tutor you still pay 5 mana until you can cast Puresteel Paladin. As you have to pay the 1UU up front you can't even curve into it for a win on turn 3 unless you have a Mox Opal. Muddle is reliable, but sometimes too slow. We have moved away from the decks with 4 of them to a 0-2 inclusion when we feel like it. It is still a counterspell if nessecary. It should however be used in a list that has other cards than Paladin to fetch with it, to unlock the whole potential.
Traverse the Ulvenwald It is nearly impossible to get to delirium with this deck. Testing has shown that we don't put enough cards with differing card types fast enough in our graveyard without warping our deck around it. (land=fetch; sorcery=Probe; Instant=Repeal; then it gets difficult to find an appropriate 4th type).
Commune with Nature While this card has a lot of reach, it is much worse than most of the cantrips as we have very few creatures that we really want to hit with it. This card could be much more powerful in a deck without shuffles from the fetchlands. During the combo it is only effective if you can hit a Glint Hawk AND you still have mana open.
Eldritch Evolution The biggest problem with this card is that 1GG is quite prohibitive and that the deck isn't really crammed with creatures. Flayer Husk as a otherwise suboptimal card is one way to do it, but unless you have Ornithopter + Mantle or Mox Opal Evolution should be seen as a suboptimal itself. All in all the amount of conditions to be fulfilled is too high to make this variant viable yet.
Grapeshot This is the best and one true wincon that we run. Most decks in modern don't have the tools to counter it, some have ways to protect themselves against it but not one of them is as cheap and unconditional as this card. Yeah, we need a high storm count, but the deck is built to get there. As it also can target creatures it is a possible clear spell to buy some more turns. This is why you either run multiple of them or you back up your single copy with Noxious Revival. Running only one feels best to me as it is a rather unwielding card that needs a lot of triggers to solve some of the more desperate board states.
Aetherflux Reservoir This card as a permanent effect on the board is bonkers. It may not be playable with Retract in the same deck but it might get enough support from Displacement Wave and Paradoxical Outcome to be relevant. The most interesting thing with this card is that you can stack the triggers with Sigarda's Aid in a way that all equipments produce the same amount of life.
The current state of testing shows that it is too slow and unsynergistic for the deck. Please correct me if I'm wrong.
Leyline of Sanctity This is the best defense against targeted discard like Inquisition of Kozilek and Thoughtseize and burn spells. This alone increases your chance of winning considerably against Jund, Grixis Control and other decks like BW Tokens, Lantern Control and Eldrazi that it shouls be included´at least as a 2-3 of.
Dispatch Sometimes the last thing opponents expect is a clean removal. We run enough artifacts to support it and we can use it for tempo, damage reduction, elimination of cards like Thalia 1.0.
Leonin Elder This old cat seems very good in a trigger centered deck. He isn't reallyas good at defending and preventing burn like Burrenton Forge-Tender though
Etched Champion Etched Champion is a classic pick in Affinity which supports aggro artifact strategies. His metal craft ability is effortless to trigger with the amount of 0 Drop equipment the deck runs. With equipment like Cranial Plating or Golem Gauntlet he looks like an unblockable, unkillable wincon. His cost of 3 and the fact that he has bad synergy with Retract and therefore the combo- and trigger happy parts of the deck make him sadly a worse choice than others in the sideboard. He might be your man in a RW aggro shell.
Fiendslayer Paladin This guy is able to stabilize your game against burn and is also immune against most of the removal from Grixis or Jund decks. The lifelink First strike is very relevant as this card can block Goyfs profitably as soon as he is equipped. Watch out for Liliana. He is a bit more defensive than Geist of Saint Traft. He might be better in a strategy that is more focused on holding out until you can start the combo.
Laboratory Maniac He is a bad beater for 3cmc and we can do better than that. As he is vulnerable to removal he isn't suited to be a reliable win condition even if he promises a win without ifs and buts. He can be sideboarded against infinite life combo but I tell you it is a wasted slot. You are faster than them.
Batwing Brume This is the BW version of Holy Day. It was relevant against Splinter twin and can win damage races. Don't rate it too highly as 2 mana isn't always available.
Grinding Station Less drawbacks than Lab Maniac although this one has to target a player. It may may seem like a more solution to infinite life combo decks, but again, we should be faster than them. Don't waste your deck space on it.
How to Play the Deck
This is a guide to which hands you can hold and which you better shouldn't. This is the starting point you have to master if you want to win outside of the god hands. You CAN hold hands with only one land if you are ballsy with blue mana+Repeal or have the fetchland +Noxious Revival combination.
Cards you want in the opening hand:
1-2 creatures, preferably Puresteel Paladin
2-3 mana sources, especially if one of them is a Mox Opal
0-1 Sigarda's Aid
1-2 sideboard cards
Dependant on your opponent's gameplan you might want to get to the combo as fast as you can or you might want to wait until your opponent taps enough mana to be sure he can't react to the combo. General Rule: Only play your Cheeri0s if you get a trigger from them or if you get something else out of it like activating Metalcraft for following plays. This is a list of possible plays that may reward either strategy. I have sorted them by my priority, but this can change depending on the matchup.
1. Play your Ornithopter. The sooner your creatures lose summoning sickness the better.
2. If you have 2 equipments, at least one land, a Mox and a Puresteel Paladin and you either are on the go or he is tapped out you might want to try to go off as far as you can. This move is especially good on the go if your opponent wants to discard your Paladin or if you know that either counterspells like Spell Snare or "soft" removal like Lightning Bolt to your Paladin might disrupt the equipping or trigger from equipment. You will either be able to start the combo partially if you have 3 Cheeri0s and a Mox or you will be able to draw into cards like Repeal, Retract or Cheeri0s on your next turn. This move is only bad if your opponent has lots of removal like Path to Exile without other ways to interact with your Paladin.
4. If you have Goblin Gaveleer or another cheap creature, play it now. You can play them before Sigarda's Aid to let them lose their summoning sickness on turn 2. Be sure that your opponent runs not much early removal if you want to cast those spells in this order. You can play 1cmc creatures to hope that they draw out the removal which would be otherwise be spent on Paladin or Mentor. Sometimes it is better to play these before Paladin even if you could go off turn 1 as they lower the potential of your hand to draw into enough cards to be worth it.
5. Equip a Paradise Mantle to an Ornithopter. This way you will have an additional mana next turn. If you have a Mox Opal and a second land drop you might get to 4 mana on turn 2. Yes, we can be a ramp deck.
6. If you have blue mana available you can use a Repeal on a Cheeri0 to draw further into the deck. Be sure you don't need it later. Use this if you are greedy or if it is quite urgent with no other action/lands in your hand. Often it feels natural when goldfishing to do this but in a normal game you will often regret this play if it wasn't really nessecary.
1. If you have fetched for a land in the first turn with no other land in hand you can play Noxious Revival on the Fetchland before your draw step. It is better to do it now than earlier as this is some dangerous piece of information you don't really want to give to your opponent durig their first turn.
2. Play your Paladin if you feel safe to do so. Go into the combo. You can also play Monastery Mentor before him if you have one as he draws removal away from Paladin.
3. Play your Monastery Mentor, trigger him as much as you can. Maybe leave 1-2 noncreature spells in hand to trigger him and his tokens for more damage next turn
. This is especially a good option if you hace a Retract in hand that you can't play yet and when you probably have no additional mana next turn to cast both. This option is very bad if your opponents run cards like Pyroclasm or Anger of the Gods. It is often better to not rush this as this uses up a lot more of your ressources in comparison to the partial combo Paladin does. Play mentor into openings, don't rush him out each time.
4. Play your other creatures.
5. Equip the stuff you have already played if able.
Similar order as in turn 2 but now you have hopefully more mana. If you already have gotten partially into the combo use the ressources that have stranded in your hand wisely. Don't overextend if you know that your opponent might play boardwipes. You haven't many threats in your deck after all and should attempt to concentrate as much power as possible in singular turns. For example it is wise to play 2 equipments in short order to trigger Monastery Mentor as this gives your opponents less power in their backswings/blocks wheras you only lose ~25% of the potential power. Sometimes this can be significant to deny their backswing with those lost ~25% damages. If you are a combat mage this is the place to shine for you!
1. Don't use up your mana until you can't draw any more cards. Always priortise holding up at least one mana. Use Ornithopter+ Mass Hysteria to get more mana for each Retract
2. Never forget to use the sub-combo of Noxious Revival with the draw of an equipment or a Repeal to get a Repeal back to your hand.
2. better use Repeal on Mox Opal at the start of the combo and before you Retract you will potentially draw into more cards than if you save it for later.
3 if you are able to play a second Puresteel Paladin DO IT if you have at least 3-4 equipments in your hand left after this. 2 Paladin are normally the best way to get through the combo, even when it means that you lose your last open mana
4. On the contrary NEVER play Monastery Mentor if you aren't sure that you have enough mana after you played him (Mass Hysteria) or when you feel that the combo is about to fizzle. Same goes for other creatures, enchantments. Use mentor especially if you suspect that your opponent has some way to prevent Grapeshot from happening.
5. Rationize your time! Don't equip during the combo if it is not needed, Kill your opponent as fast as you can, preferably in the same way. If you want to play competitively this will conceal information and gives yourself more time to think during sideboarding and the first turns. On the other hand bash in faces as hard as you can if you know you have the time for it. Punish them if they underestimated you.
Cantrips in the Sideboard section can also mean any other flex spot cards like Glint Hawk and experimental cards like Paradoxical Outcome.
Any deck with a slow build-up is weak against our style of play. We ideally look to combo on either turn 2/3, so facing a deck that takes until turn 4/5 to get their win condition is always favourable. If they happen to have few removal the deal is sealed.
This deck is relatively slow and usually takes until turn 4/5 to get its win condition. Be wary of casting grapeshot if your opponent has a white Mana Source open as the opponent is likely to have angel's grace in hand. Sideboard In: Wear // Tear,Burrenton Forge-Tender, Silence Out: Sigarda's Aid, Cantrips.
This deck relies on clearing the board, but isn't that fast. The tempo of our deck is usually quicker but may struggle late game if too many lands or paladin get sacrificed. Be VERY careful with Mass Hysteria and fetching nonbasic lands. If you get partially into the combo it's usually over for them. Sideboard In: DispatchSilence Out: Sigarda's Aid, Cantrips.
This decks early game is all about searching for lands until they can play Scapeshift or a Titan. The decks build up is slow, so if we can combo early then we have a good chance of winning. Their main Removal is Bolt and Anger of the Gods, which is not enough to react to us. Also Goblin Gaveleer is insane in this matchup as his Trample outright ignores their chumpblock strategies with Sakura-Tribe Elder. Sideboard In: Leyline of Sanctity,Geist of Saint Traft Out: Monastery Mentor, Cantrips.
If you either have a nut draw yourself or enough time to play Repeal and Spidersilk Net you should be able to fight through them. Essentially this is a matchup where the first coinflip decides the winner but we have a solid sideboard against them. Sideboard In: Dispatch,Ghirapur Aether Grid Out: Sigarda's Aid, Cantrips
A lot of decks can be considered as an even match up, as they take a similar time to combo/achieve win condition. Or, they have single threats that can be dealt with early game. Some of them rely too heavy on discard or counterspells instead of spot removal which makes them very weak against Leyline of Sanctity or tapping out.
This deck relies on keeping your hand empty and milling. Playing lots of 0 cost equipments means we can empty our hand rapidly which is dangerous if they can play lots of their damaginfg permanents. Main point is to either get to the combo as fast as you can or to protect yourself from their discard which is often an auto-win. Ghirapur Aether Grid gives you an option to vomit your hand and kill them through a Bridge. Sideboard In: Wear // Tear,Leyline of Sanctity, Ghirapur Aether Grid Out: Monastery Mentor, Mass Hysteria, Kite Shield, Cantrips.
This deck usually takes a while to get going. Ensuring an early combo is the best strategy. Try to get rid of their Path to Exile with fodder before you play a Paladin and you're good to go. Thalia, Guardian of Thraben can be a real pain, it might be good to get to Metalcraft as soon as possible to support as many of your sideboard cards.Sideboard In: Wear // Tear,Dispatch, Ghirapur Aether Grid Out: Sigarda's Aid, Cantrips, Kite Shield.
Affinity has as many inconsistent hands as we have. The combo clearly gives us an edge but their manlands are a big problem if we want to interact with them. Luckily we have a similar clock and Spidersilk Net does a lot in this matchup. As most of their threats flywe need the ability to remove them. Pre sideboard you can often win through the combo unless they got a really good hand. After sideboard you will have the better options. Expect Thoughtseize, but don't board Leylines. Sideboard In: Wear // Tear,Dispatch, Ghirapur Aether Grid Out: Sigarda's Aid, Cantrips, Mass Hysteria.
Fish is weak against our combo but Fish is stronk and consistent. They have no real means to stop us exept Vapor Snag and Spreading seas to prevent us from playing Puresteel. In my experience it is desirable to NOT fetch for Hallowed Fountain. Therefore it is better to reduce the need of blue sources and concentrate on the red side of things. Keep Fetchlands unfetched if not needed. Sometimes you only have to board Dispatch to get them for sure. Sideboard In: Dispatch, Ghirapur Aether Grid Out: Cantrips, Mass Hysteria, Kite Shield.
You simply have the same strategy just more permanent based. You can win earlier as they only can setup theitr win T2 to go off T3, while they are sometimes more consistent. Limit their ability to pay life with being as aggressive as possible. With Leyline of Sanctity you have a formidable way to disable your opponent to win earlier than turn 4. Keep your eyes peeled for Bolts from the side. Sideboard In: Leyline of Sanctity, Wear // Tear. Out: Cantrips, 2 Spidersilk Net.
Decks that are extremely aggressive or disrupt our hand are going to difficult to play against. Losing a paladin from either our hand our the board significantly reduces our chances of winning.
Jund This decks hand disruption is difficult to combat. Keeping a paladin in hand, then successfully playing and keeping it alive is tricky.
Burn (Naya etc...) Any aggro deck is tricky to play against as it is fast and blitzes your creatures.
Grixis Similar to Jund, hand disruption is difficult to deal with.
Videos and Placements
Special thanks to: Serenechaos for founding this thread and Zerodown as a long time advisor in this forum. His signature brought me here. Ktkenshinx for making the old thread sticky/pinned again. We shed blood and milk for it!
Lantern for pinning the new thread.
VivaSkegVegas for lending a hand by providing a 3000 page script with a nearly finished primer.
Wesste for the Matchup section blueprint.
Wuzlking for the Sram creature section blueprint.
I'm still waiting on my Kaladesh cards to arrive, and I haven't tested with many of the cards I want to, such as paradoxical outcome and aetherflux reservoir, or even panharmonicon (which each look fun, but probably too janky). I also think there might be merit in reshape and lotus bloom if we need to run 4-cost+ cards, but I haven't yet tested that out either.
My current, very initial, build is the above 15 cards, 16 equipment, 4 mox, 4 retract, 4 repeal, 1 grapeshot, 1 mass hysteria (which I may move up to two or three given how good it is with the ascendancy), 12 lands (8 fetch, 4 shock, 2 hallowed fountain), and three flex slots, where I am currently running 2 mentors and 1 paradoxical outcome.
Early results have been mind-blowingly consistent compared to every other version I have played.
Mileage may vary as more testing occurs, of course.
Round 1: elves 2-0
Playing against my friend and the scg somerset invitational winner. Game 1 I had riddlesmith with ovalchase going and eventually played a paladin and went off, eventually getting him to scoop to aether grid.
Game 2 I almost threw the game by forgetting to play my 3rd land, giving me enough lands to pay for the kataki he chord of calling'd for. Luckily for me, after paying 3(including tapping my ornithopter) I drew grapeshot and killed it immediately. I stalled for a couple turns with double paladin out but we were both stalled as all he could find was nettle sentinels and elf mana dudes. I draw an equip and start going off again, which he allows, but in an attempt to finish it now, I played a riddlesmith, in which he chords for 2, getting phyrexian revoker, naming reservoir. I continue storming along, and eventually draw the aether grid again, killing the revoker, which gets a coco in response, only hitting dwynen's elite and elvish visionary. I continue again getting him to scoop it up when I retract.
Round 2: tron 2-1
Game 1 was bad from the moment I said I keep this hand. Keeping 3 fetches and plains without an enabler in hindsight was a terrible keep, but I thought I'd be fine since I had lands to do anything I wanted. And then I saw Urza's mine into expedition map. I didn't see much of anything that game and eventually got run over by karn and ulamog nuking my lands. I draw the paladin after my lands were destroyed. Onto game 2.
Game 2 was quick and painless. Turn 2 paladin draw about 6 cards and pass. No tron turn 3 and he passes. Play a riddlesmith and draw my deck.
Game 3 much of the same, he mulls to 5 and I have Paladins and 2 mana. Played star t1 into sylvan scrying t2(guaranteed no t3 tron). I t2 paladin draw 3 into second paladin win with grapeshot.
Round 3: burn 2-1
Game 1 I'm terrified of this mu solely because of eidolon of the great revel. I keep a decent hand but no paladin, have a riddlesmith but no daredevil. t1 lavamancer has me wondering how I'm getting a dude to stick. Fetch pass. He burns me for 6 with spike/bolt then attacks for 1. He starts stalling on lands but I am in a position where that the lavamancer needed to die. So I was able to cast riddlesmith and had the opals with retract to storm 6 on grapeshot, killing lavamancer and dealing him 5, but alas, no paladin or daredevil made it so I had no hand after. I was in topdeck mode and he had me at 7. Whiffs the next two turns with eot deal 3 to me and revealing a skullcrack on the upkeep had me scooping to game 2.
Game 2 was by far my worst keep but the biggest payoff ever keeping it. Hand consisted of paladin/riddlesmith/daredevil/double leyline of sanctity/double burrenton forge-tender. Notice anything? Yea I did too. It had no lands lol. After contemplating this hand for a good minute, I think to myself that I'm not going to have a six anywhere near as devastating against burn as this seven was. So crazy as it sounds, I kept. Pre game my double leyline. He lands atarka's command on me since it gets around the hexproof and was able to searing blaze my ornithopter, but had not much else for a couple turns. I still can't find a land. he lands an eidolon and gets me to 8. I then finally get my land and slam forge tender going to 6. I play a mantle the next turn going to 4 and then another forge tender going to 2. Plus side of me not drawing lands was my hand was stacked with equips. I dodge a command and sac my first forge-tender for paladin and go off after fetching for my second land. Lethal grapeshot after a couple retracts.
Game 3 I'm trying to exhale from that last game but end up mulling into another no lander with double forge tender. This time I had a sigh of relief since I scryed my land. He t1 suspend bolt to my fetch/shock tender. Bolt resolves into t2 eidolon. Damn. I take 2 more to play a second tender and pass. We go back and forth, him burning me for bits and eventually I'm at 4 when I can't risk anymore life. Sac the first tender for preventing eidolon, playing paladin and drawing 3 cards then suiting him up and having an Opal down. He is now flooding with lands which makes me breathe easier since I'm still at 4. But my vigilant paladin is getting in. Eventually I draw another land, allowing me to cast daredevil and making him vigilant also. This is apparently enough, since he didn't block with eidolon for 3 turns, bringing him to 2. Eidolon went from being a nightmare to being my savior.
I drew round 4 with a friend of mine, which I would've done regardless, but knowing he plays burn also made the choice that much easier.
Good night overall, the consistency of the combo is fantastic thanks to the kaladesh cards. I never got to cast outcome so I'm not sure how good it actually is, but I saw myself boarding them out every game 2/3. Reservoir alongside grapeshot is fantastic. The incidental life gain is amazing and it essentially is a second grapeshot that can't be inquisitioned. I originally thought the 4 mana was a major stretch, but with mantles and opals as you're going off, it's a lot easier to cast than I thought. Going forward I would like to be able to cast outcome to figure out if I want to play it as a 2 of, 1 of, or drop it entirely. This new version seems fantastic and more consistent than I've seen this deck do in a while.
Aether grid in the main has been a house, especially if I didn't get to an enabler or it got killed/discarded. If you have a paladin or smith/daredevil it just becomes another wincon. I do agree that 4 daredevil is excessive, but it's the first time I tried it with riddlesmith so I just wanted to have it as often as possible. I'll probably goto 3. As for reservoir, it's just an alternate grapeshot that doubles as a safety net vs burn. I got to 4 mana more often than you would think in this build, Especially if there's a mantle in play.
Played this version today,-1 Fountain, +1 Cavern of Souls, -1 Daredevil, +1 Kite Shield, -1 Forge Tender, +1 Kor Firewalker
Riddlesmith+Ovalchase Daredevil made this glass cannon of a deck, super, super consistent. Ive piloted this deck a few times at FNM, had mixed results, but tonight was an absolute slaughter. Having 8 Puresteels in this deck turned it into pure gas.
Played Vs Budget Boros Humans, Infect, Infect, and Burn, 3 of which can kill as fast as we can.
Only lost to round 3 infect, missing a turn 2 land drop that would have had my puresteel in play without having to dump out artifacts+opal, had 2 retracts in hand but couldnt hit the land with my extra artifact.
Overall, changes I will be making next time, is removing dispatch in favor of path to exile, lost hard when I had 2 in hand vs infect but no metalcraft to go with it. I will be trying out Paradoxical Outcome 1 more time, but the whole tournament I sided it out every game, maybe it will be better vs slower matchups, but in the 4 I played it was awful. Aethergrid didnt have a chance to shine, but I know the power of this card and I believe it will stay. The 2nd cavern was incredibly helpful as I had to cast Ovalchase in 2 games to win.
I will keep this thread updated with results, as I believe this deck went from Deck Creation, to Developing Competitive, with just the addition of Ovalchase Daredevil, Riddlesmith was just better than Puresteel most of the time being able to loot with Ornithopters and Opals, never losing when getting 2 of any riddlesmith/puresteel online.
I am back from vacation guys. Gratulations to Gameshark, I will update the champion link soon. I like that the Riddlesmith+ devil seems to get popular. I will look into building a deck with them for myself. I never thought Daredevil would get cast. With 4 copies this seems natural though.
I liked the Grid in the sideboard as a decision against aggro decks with weak creatures. In the main it should be as effective against those decks but I run quite often into Jund in my local meta where it is not as good. It might be a good choice to run it in the main against the current agressive online meta.
Welcome napalmgod! We got more and more toys to make this deck less of a glass cannon. Hopefully more people like you get to see that or are inspired from Kaladesh to pick up this deck.
what are everyone's thoughts on a 1-of inventor's fair in the manabase? The 1 life may be irrelevant most times but I've been thinking about it since I changed my outcomes to jeskai ascendency. With a mantle you have unlimited mana to search up and play a reservoir. If there's a paladin out also, 1 mantle turns into a cryptolith rite.
Recently started playing Gameshark's version on Cockatrice and I have a few thoughts:
This deck is extremely consistent and very difficult for an opponent to dismantle.
4x Ovalchase Daredevil is excessive as our card draw practically guarantees we'll hit 1. I think 3x is probably perfect. Also reduces the chance of it being a dead card because we don't run black mana.
I've gotten to cast Paradoxical Outcome a number of times and really liked it. It provided evasion and practically guaranteed that I'd combo off if I played it on my turn. The downside is that the 4 cmc is clunky.
I'll be testing Jeskai Ascendancy soon and I think that will make the deck even more consistent. Perhaps -1 Ovalchase Daredevil, +1 Jeskai Ascendancy and then maybe swapping out 1 Paradoxical Outcome for 1 Jeskai Ascendancy?
Inventor's fair's tutoring ability seems great. The downside is how painful it is if it's the only land in our starting hand.
A second Cavern of Souls might be good in helping with control matchups although we have to be more careful with how we tap our lands.
I will probably swap out 2 Flooded Strand for 2 Windswept Heath for budgetary reasons as they are functionally identical in the deck unless we modify the mana base with different basic lands.
Having gone over most all the previous thread, I don't remember ever seeing Maniac being used or even considered. This was before the rise of the Riddlesmith + Ovalchase Daredevil builds, however, which meant actually drawing the entire library, while possible, didn't happen consistently.
With any two of Smith and Paladin however that becomes much more likely, so maybe it could be worked in?
Private Mod Note
Rollback Post to RevisionRollBack
Vorthos-y Johnny. All will be One
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Well.... Wondered where the hell everyone had gone as the last thread had a lot of contributors. Glad I managed to find the primer - which looks great Lakor, good effort.
Unfortunately I don't have time now to go into the details, but played at my first PPTQ with my old deck list. Safe to say it didn't go well. Kept some match reports and will post these up this weekend.... Think most of my errors were down to keep bad hands. That said, every opponent I played against we played two casual games after, where I didn't lose one! Go figure.