@ Lear_the_cat
Ive considered 4 ghost and 3 ruins but i think thats too many colorless sources. Field of ruins can get a plains but i dont want to fire it off soley just for that there needs to be another advantage. Right now I'm trying 3 quarter 2 field.
@ D90Dennis14
Stonehewer giant is slow and a sword package looks too clunky. I've seen a few older lists that run a single a sword but I don't think that's where the deck wants to be.
Personally I think the best finishers behind serra is some combination of gideons.
I would also agree about Gideon. If you want to add more ways to win than Serra, 3-drop is pretty much what the deck wants. It can stop combo instantly and still hit for 4 or play the control route by just blanking the decks that are trying to attack with just one creature.
In my list, I run 1 Sun Titan, 1 Big Elsbeth and a sideboard Blood Baron, for reference.
Sorry for the double post, but I've started to have some serious fear about the possible dominance of Tron thanks to Blood Sun. I'd like to have access to more possibilities for land destruction (which I know seems counter-intutitve since Blood Sun would shut it off, anyway, but it's the option we have.) What do you guys think of this very light Blue splash?
Took a break from elves after my dog ate the sideboard and then kept on playing proc after I got the sideboard replaced because I was loaning elves to my girlfriend. I've been consistently going 3-1 or 4-0 with it twice a week and got 9th at a pptq with it a few months ago. This is where I'm at:
What were you playing against?
What about diff. of 4 land destruction? I feel like Field of RUin will be much better for your manabase.
What about Settle the Wreckage? How did you feel playing only 3 mass removals in 60?
And what about Orzhov charms? I don't feel like they're good for current meta.
Hey!
I like field of ruin way more than ghost quarter, and I am probably going to bump it up to 3 of them, but I was running the 2/1/1 split because wayfarer can tutor for a specific one if you need it. I wanted to be able to search up a ghost quarter to keep my opponent off tron on turn 2, which did come up last night at my tuesday night modern event. I'd say the tectonic edge will get the axe first since it has the lowest upside now that field of ruin does the same thing for the same amount of mana.
Settle the wreckage is excellent. I like having it as a 1-of because there are a lot of matchups where you don't want to tap out for a wrath (manlands etc) and being 1 sided is nice too. It also will cause people to play around it after you cast the first one, so you get a bit of mind game value there too.
I have 5 sweepers total, so the fact that only 3 are maindeck hasn't been a problem.
I told BoBoCTiberius yesterday that the only way any of the 4 orzhov charms are getting removed from my 75 is if someone kills me and physically takes them out of my deck. The card does so much heavy lifting it can't be understated. It really allows you to get out of way too many situations.
As far as what I'm playing against I'll just run through what I've faced this week, I've done three 4 round events and have a combined record of 10-1-1
8whack 2-1
Wr Kiki-Taxes 2-1
Grixis Control 2-0
BR Death's shadow 2-0
RG Shamans 2-0
Counters Company 1-2
Zombies 2-0
Burn 2-0
Boggles 1-1 (Game 1 I won on turn 38, game 2 I lost in extra turns)
WB Eldrazi&Taxes 2-0
Gb Tron 2-1
Skred 2-0
I don't remember my matches last week, but I think I went 3-1, 3-0-1, 2-1-1, and 2-2 in 4 events.
I'm still deciding what deck I'm going to play at the SCGO in Dallas this month so that is why I've been going to a lot of the local events. I'm either on this, or Elves (9 lords no combo)
Oh! That makes more sense, thanks.
I feel like if you are trying to combo kill Vizkopa Guildmage plus Martyr of Sands is easier to assemble, and Nahiri, the harbinger is going to be more consistent and isn't a dead card when you aren't comboing. Really I think Nahiri is the best option if you are looking to combo kill
@tumorbr yeap, thanks
@DemannicTheOrc Azor's gateway have several + that Nahiri doesn't:
* It costs cheaper - 2 and 4 is a huge difference, Renegade rallier can return artifact from graveyard. Also with 2cmc cost you get value from Gateway much earlier;
* You can loot on instant speed and with Gateway you draw card then exile;
* Azor's Gateway is less vulnarable to removal and you can utilise mana effectivle on different manasinks even in mainboard - Proclamation of rebirth. About SB or Wishboard: Evangelize, Sphinx's revelation, Aurelia's Fury (another wincon with Gateway that you can tutor with Wish) and etc. Will add list a bit later.
Also Gateway requires less actions to start combo while with Guildmage you have to cast it, activate,cast Martyr and activate... a bit a lot of actions and mana for same turn, no? While Guildmage isn't very usefull earlier.
* Nahiri requires Emrakul that will always be a dead card in hand while Gateway can loot away all dead cards drawing cards you need.
Here is also another point - Nahiri costs 4 mana so it's hard to play 4 copies bcs there's already a lot of cards in 4cmc while 2 cmc slots are pretty free.
To start, I don't think Proc needs a combo finish, but a few counterpoints:
1) It doesn't really cost 2 mana though, it is more like 7+ mana over the course of multiple turns.
2) The loot is an exile, which has disynergy with recursion. You would need to exile some number of important spells if you want to flip it at all. In the Mono White version specifically, due to the curve you have to exile a proc or it will never flip, meaning you have to draw 2 of your 3 procs if you want to use the mana from it to forecast.
3) Gateway requires a cast, 5 turns, 5 cards with 5 different CMCs, 7 mana, and then another card to take advantage of the success condition. You can't possibly flip it before turn 8, meaning you also more or less require a martyr and an activation just like the guildmage. Guildmage costs less mana, has fewer requirements, and actually wins the game. A 2 mana white 2/2 is about as useful as exile-looting for 1 mana every turn. But I feel like it is important to point out I think guild mage is not playable right now, I mentioned it because it is better in that it takes less set up and actually wins the game when it works out.
4) Nahiri can loot away emrakul, and has dramatically higher upside than gateway because it can exile artifacts, enchantments, creatures, and so on.
Aside from that the cards you are looting away are your spells, meaning it is going to trend towards reducing the number of white cards in your hand making martyrs worse.
I just feel like the card is asking for a lot, and the payoff doesn't actually win you the game, like an emrakul or drain would.
Took a break from elves after my dog ate the sideboard and then kept on playing proc after I got the sideboard replaced because I was loaning elves to my girlfriend. I've been consistently going 3-1 or 4-0 with it twice a week and got 9th at a pptq with it a few months ago. This is where I'm at:
I'm thinking about combo finish more bcs meta is pretty fast and there're pretty much of combo decks around. So better not give opponents extra turns before we kill them, no?
1) it's true but some turns we have free mana to use it. Also there're situations where we can't tap out and have to sit on removal. And there we can use our mana effectivly.
2) I was thinking about exile. We have pretty much cards we can utilize "for free" without hitting our effectiveness. (for example extra martyr of sands\1 Squadron hawk\Leyline of sanctity and etc.) In third drop you can exile extra Ghostly Prison.
3) Guildmage is vanile 2\2 body for 2 that can't help a lot while Gateaway can help you find card you need. (***, Ranger of Eos to tutor something and other sideboard cards) Hm.. I think better look at Gateway for fist turns as articat that lets you cantrip a card once a turn for 1 mana with exile effect.
Also I think flipping Gateway is more consistent than getting to 7+ lands or active Emeria.
4) That's true but it all costs 4 mana and most times will be 1 use - then Nahiri dies. Also some funny moment - you can cast Emrakul or Ugin from Gateway while have pretty consistent hand and not getting a lot of land drops and win game just with them..
It's not really true. You can always exile "bad" cards and keep you white hand full if you need so bcs you first draw then exile.
I think it costs less then Nahiri bcs you have to protect Nahiri (keep board clear with only 4 Paths and 4 ***s?..), not draw Emrakul most the times and etc.
The Guildmage combo is not easy, especially in the face of instant-speed removal. To execute it at no risk of failure requires 2WWWBB and a hand consisting of Martyr, Guildmage, and probably 5 more white cards; this is so you can play the Guildmage, and activate it if they try to kill it in response to Martyr. Holding it all up like that to thwart removal instead makes you vulnerable to discard and countermagic. If you're not facing removal, then turn 4 wins are more reliable. But I think the meta has been removal-heavy for a while.
Arch is grindy, and while we're more likely to Ascend early than most decks, it's still going to be at best around turn 5.
Nahiri is interesting. She feels a bit out of place in the deck, but there's no reason she can't work.
Gateway feels conditional and slow, and I'm not sure that the transform effect is really that handy. What's our outlet for this mana again? If none, I fail to see why this is worth consideration versus Copter.
Smuggler's Copter is still my preference. It's inexpensive, highly flexible on attack and defense, and also helps to grind out longer games. But it's not likely to win before turn 7, while Nahiri and Guildmage can potentially win on turns 6 and 4, respectively.
I told BoBoCTiberius yesterday that the only way any of the 4 orzhov charms are getting removed from my 75 is if someone kills me and physically takes them out of my deck. The card does so much heavy lifting it can't be understated. It really allows you to get out of way too many situations.
Hey Demannic, welcome back! It's good to see you again.
This affirmation above mades me try a few leagues with BW version. My list was:
Matches:
Gr Devotion (Lost) 1-2
Ponza LD (Lost) 0-2
UW Control (Win) 1-1 (win due to time)
Unburial Rites (Win) 2-1
Humans (Win) 2-1
Affinity (Win) 2-0
Humans (Win) 2-0
GDS (Lost) 0-2
Grixis Control (Win) 2-1
Soul Sisters (2-0)
The list looks promising. The sideboard it's a little messy and the main (for me) is Ok
With this heavy removal list we can fight against Death's Shadow discard and we have four general removal (Cast Out, O'ring and Anguished) to deal with hard to answer permanentes (planeswalkers mainly).
Walking Ballista is very, very good on this list: takes down all long games, can be fetched with Ranger, can be put on the deck with Mistveil. I really think you should test at least one time in list.
I put Archangel Avacyn in the place of the 4th Wrath and she was very good. The surprising effect is devasting (against fair decks of course) and she wins the game quickly, it's relatively easy to flip Avacyn because of Martyr, Ballista and Orzhov Charm
Can I ask you to try it one or two games and then give me tips to upgrade the list?
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Current playing:
Modern: Soul Sisters
Commander: Isperia, Supreme Judge
Hi! Why don't you play any Vents and Caverns? I remember, you had some before. Do you think Emeria and LD are more important now?
I do think, mainly Field of Ruin:
Humans has only one basic, Affinty too (and have 8 manlands), GDS plays with one Island and one Swamp, all blue decks are playing with Search for Azcanta, against tron is our only hope and against Midrange (does anyone plays Midrange yet?) it kills manlands.
LD even helps to kill a opposing LD and protect Emeria or Mistveil Plains. Sometimes you can mess with a Serum Visions top and top.
If you use Surgical Extraction in the sideboard the LD plan becomes good against Valakut and relatively good against traditional Tron (without Eldrazis)
Maybe one Cavern of Souls is worth because of Chalice and UW / UWr Control. If wasn't for the price tag I would test one in the MOL.
Shambling Vent I don't know if it is better than Emeria or Cycle Land.
Smuggler's Copter is still my preference. It's inexpensive, highly flexible on attack and defense, and also helps to grind out longer games. But it's not likely to win before turn 7, while Nahiri and Guildmage can potentially win on turns 6 and 4, respectively.
Never tested Smuggler's Copter...
I do think my play style with MartyrProc it's too much conservative to play with this high proactive card. I almost never cast Serra Ascendant without 30 life, only when I need to chump or kill a enemy's planeswalker. Don't know if I'm playing right or not.
But someday I will test the Copter
Ive considered 4 ghost and 3 ruins but i think thats too many colorless sources. Field of ruins can get a plains but i dont want to fire it off soley just for that there needs to be another advantage. Right now I'm trying 3 quarter 2 field.
@ D90Dennis14
Stonehewer giant is slow and a sword package looks too clunky. I've seen a few older lists that run a single a sword but I don't think that's where the deck wants to be.
Personally I think the best finishers behind serra is some combination of gideons.
In my list, I run 1 Sun Titan, 1 Big Elsbeth and a sideboard Blood Baron, for reference.
4 Ranger of Eos
4 Serra Ascendant
4 Squadron Hawk
2 Weathered Wayfarer
1 Sun Titan
3 Ghostly Prison
1 Elspeth, Sun's Champion
1 Crucible of Worlds
2 Wrath of God
2 Supreme Verdict
4 Path to Exile
3 Detention Sphere
2 Proclamation of Rebirth
6 Plains
4 Flagstones of Trokair
2 Field of Ruin
4 Ghost Quarter
2 Emeria, the Sky Ruin
2 Mistveil Plains
2 Irrigated Farmland
1 Island
2 Leyline of Sanctity
2 Eidolon of Rhetoric
2 Relic of Progenitus
2 Nevermore
2 Sorcerous Spyglass
2 Aven Mindcensor
1 Linvala, Keeper of Silence
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Azorius Proc
2 Emeria, the Sky Ruin
2 Field of Ruin
4 Flagstones of Trokair
4 Ghost Quarter
2 Hallowed Fountain
2 Irrigated Farmland
1 Island
2 Mistveil Plains
5 Plains
1cc (13):
4 Martyr of Sands
4 Path to Exile
3 Thraben Inspector
2 Weathered Wayfarer
4 Squadron Hawk
3cc (5):
3 Ghostly Prison
2 Proclamation of Rebirth
4cc (12):
4 Leyline of Sanctity
3 Ranger of Eos
3 Supreme Verdict
1 Wrath of God
1 Archaeomancer
5cc (1):
1 Venser, the Sojourner
6cc (1):
1 Sun Titan
3 Surgical Extraction
1 Hex Parasite
3 Negate
3 Cast Out
1 Linvala, Keeper of Silence
1 Sky Hussar
1 Austere Command
1 Sphinx of the Final Word
1 Sphinx's Revelation
Dark Bant of Wishes
2 Emeria, the Sky Ruin
1 Forest
1 Godless Shrine
3 Hallowed Fountain
2 Mistveil Plains
4 Misty Rainforest
1 Murmuring Bosk
2 Plains
1 Scattered Groves
3 Temple Garden
4 Windswept Heath
4 Martyr of Sands
4 Path to Exile
2 Thraben Inspector
2 Weathered Wayfarer
2cc (8):
4 Squadron Hawk
4 Glittering Wish
3cc (6):
4 Ghostly Prison
2 Proclamation of Rebirth
4cc (10):
4 Leyline of Sanctity
3 Ranger of Eos
3 Supreme Verdict
1 Hex Parasite
1 Caustic Caterpillar
3 Celestial Purge
1 Thrun, the Last Troll
1 Sphinx of the Final Word
1 Gaddock Teeg
1 Meddling Mage
1 Kambal, Consul of Allocation
1 Wheel of Sun and Moon
1 Supreme Verdict
1 Merciless Eviction
1 Sky Hussar
1 Sigarda, Host of Herons
5c Martyr of Wishes
2 Emeria, the Sky Ruin
1 Forest
1 Godless Shrine
3 Hallowed Fountain
2 Mistveil Plains
4 Misty Rainforest
1 Murmuring Bosk
1 Plains
1 Scattered Groves
1 Stomping Ground
3 Temple Garden
4 Windswept Heath
4 Martyr of Sands
4 Path to Exile
2 Thraben Inspector
2 Weathered Wayfarer
2cc (8):
4 Squadron Hawk
4 Glittering Wish
3cc (6):
4 Ghostly Prison
2 Proclamation of Rebirth
4cc (10):
4 Leyline of Sanctity
3 Ranger of Eos
3 Supreme Verdict
1 Hex Parasite
1 Caustic Caterpillar
2 Celestial Purge
1 Thrun, the Last Troll
1 Sphinx of the Final Word
1 Gaddock Teeg
1 Burning-Tree Shaman
1 Kambal, Consul of Allocation
1 Wheel of Sun and Moon
1 Slaughter Games
1 Supreme Verdict
1 Merciless Eviction
1 Sky Hussar
1 Sigarda, Host of Herons
4 martyr of sands
4 serra Ascendant
1 Kami of False Hope
1 Weathered Wayfarer
4 Squadron Hawk
2 Ayli, Eternal Pilgrim
4 Ranger of Eos
1 Blood Baron of Vizkopa
SPELLS(16)
4 Path to Exile
4 Orzhov Charm
2 Proclamation of Rebirth
2 Anguished Unmaking
2 Wrath of God
1 Settle the Wreckage
1 Crucible of Worlds
2 Field of Ruin
1 Ghost Quarter
1 Tectonic Edge
2 Emeria, the Sky Ruin
1 Mistviel Plains
4 Marsh Flats
4 Godless Shrine
1 Swamp
7 Plains
4 Leyline of Sanctity
4 Castigate
2 Surgical Extraction
1 Anguished Unmaking
1 Blood Baron of Vizkopa
1 Wrath of God
1 Austere Command
1 Stony Silence
Modern: MartyrProc (Control/Prison) Check out my Primer!
Commander: Karador
Pauper: Ub Reanimator
Legacy: Young Frankenstein/Dredge/The Spanish Inquisition
Casual: 5Color Zendikar Combo
MartyrProc
Daily Digest
MartyrProc. List citation is incorrect.
tWoo Brew off
twitter: @Dave_Cordeiro
Youtube Channel: https://www.youtube.com/user/TheBizarroDavid
What were you playing against?
What about diff. of 4 land destruction? I feel like Field of RUin will be much better for your manabase.
What about Settle the Wreckage? How did you feel playing only 3 mass removals in 60?
And what about Orzhov charms? I don't feel like they're good for current meta.
What do you think about Azor's Gateway?
I think this card adds to us option to have combo kill especially that we gain tonns of life.
I estimated 4 lists for test:
https://deckbox.org/sets/1892238 - monoW
https://deckbox.org/sets/1892202 - GW
https://deckbox.org/sets/1892218 - UW
https://deckbox.org/sets/1892232 - Dark Bant
What are your opinion about this card? Will it change martyr deck and our playstyle?
I like field of ruin way more than ghost quarter, and I am probably going to bump it up to 3 of them, but I was running the 2/1/1 split because wayfarer can tutor for a specific one if you need it. I wanted to be able to search up a ghost quarter to keep my opponent off tron on turn 2, which did come up last night at my tuesday night modern event. I'd say the tectonic edge will get the axe first since it has the lowest upside now that field of ruin does the same thing for the same amount of mana.
Settle the wreckage is excellent. I like having it as a 1-of because there are a lot of matchups where you don't want to tap out for a wrath (manlands etc) and being 1 sided is nice too. It also will cause people to play around it after you cast the first one, so you get a bit of mind game value there too.
I have 5 sweepers total, so the fact that only 3 are maindeck hasn't been a problem.
I told BoBoCTiberius yesterday that the only way any of the 4 orzhov charms are getting removed from my 75 is if someone kills me and physically takes them out of my deck. The card does so much heavy lifting it can't be understated. It really allows you to get out of way too many situations.
As far as what I'm playing against I'll just run through what I've faced this week, I've done three 4 round events and have a combined record of 10-1-1
8whack 2-1
Wr Kiki-Taxes 2-1
Grixis Control 2-0
BR Death's shadow 2-0
RG Shamans 2-0
Counters Company 1-2
Zombies 2-0
Burn 2-0
Boggles 1-1 (Game 1 I won on turn 38, game 2 I lost in extra turns)
WB Eldrazi&Taxes 2-0
Gb Tron 2-1
Skred 2-0
I don't remember my matches last week, but I think I went 3-1, 3-0-1, 2-1-1, and 2-2 in 4 events.
I'm still deciding what deck I'm going to play at the SCGO in Dallas this month so that is why I've been going to a lot of the local events. I'm either on this, or Elves (9 lords no combo)
Modern: MartyrProc (Control/Prison) Check out my Primer!
Commander: Karador
Pauper: Ub Reanimator
Legacy: Young Frankenstein/Dredge/The Spanish Inquisition
Casual: 5Color Zendikar Combo
MartyrProc
Daily Digest
MartyrProc. List citation is incorrect.
tWoo Brew off
twitter: @Dave_Cordeiro
Youtube Channel: https://www.youtube.com/user/TheBizarroDavid
Modern: MartyrProc (Control/Prison) Check out my Primer!
Commander: Karador
Pauper: Ub Reanimator
Legacy: Young Frankenstein/Dredge/The Spanish Inquisition
Casual: 5Color Zendikar Combo
MartyrProc
Daily Digest
MartyrProc. List citation is incorrect.
tWoo Brew off
twitter: @Dave_Cordeiro
Youtube Channel: https://www.youtube.com/user/TheBizarroDavid
Modern: Soul Sisters
Commander: Isperia, Supreme Judge
I feel like if you are trying to combo kill Vizkopa Guildmage plus Martyr of Sands is easier to assemble, and Nahiri, the harbinger is going to be more consistent and isn't a dead card when you aren't comboing. Really I think Nahiri is the best option if you are looking to combo kill
Modern: MartyrProc (Control/Prison) Check out my Primer!
Commander: Karador
Pauper: Ub Reanimator
Legacy: Young Frankenstein/Dredge/The Spanish Inquisition
Casual: 5Color Zendikar Combo
MartyrProc
Daily Digest
MartyrProc. List citation is incorrect.
tWoo Brew off
twitter: @Dave_Cordeiro
Youtube Channel: https://www.youtube.com/user/TheBizarroDavid
@DemannicTheOrc Azor's gateway have several + that Nahiri doesn't:
* It costs cheaper - 2 and 4 is a huge difference, Renegade rallier can return artifact from graveyard. Also with 2cmc cost you get value from Gateway much earlier;
* You can loot on instant speed and with Gateway you draw card then exile;
* Azor's Gateway is less vulnarable to removal and you can utilise mana effectivle on different manasinks even in mainboard - Proclamation of rebirth. About SB or Wishboard: Evangelize, Sphinx's revelation, Aurelia's Fury (another wincon with Gateway that you can tutor with Wish) and etc. Will add list a bit later.
Also Gateway requires less actions to start combo while with Guildmage you have to cast it, activate,cast Martyr and activate... a bit a lot of actions and mana for same turn, no? While Guildmage isn't very usefull earlier.
* Nahiri requires Emrakul that will always be a dead card in hand while Gateway can loot away all dead cards drawing cards you need.
Here is also another point - Nahiri costs 4 mana so it's hard to play 4 copies bcs there's already a lot of cards in 4cmc while 2 cmc slots are pretty free.
1) It doesn't really cost 2 mana though, it is more like 7+ mana over the course of multiple turns.
2) The loot is an exile, which has disynergy with recursion. You would need to exile some number of important spells if you want to flip it at all. In the Mono White version specifically, due to the curve you have to exile a proc or it will never flip, meaning you have to draw 2 of your 3 procs if you want to use the mana from it to forecast.
3) Gateway requires a cast, 5 turns, 5 cards with 5 different CMCs, 7 mana, and then another card to take advantage of the success condition. You can't possibly flip it before turn 8, meaning you also more or less require a martyr and an activation just like the guildmage. Guildmage costs less mana, has fewer requirements, and actually wins the game. A 2 mana white 2/2 is about as useful as exile-looting for 1 mana every turn. But I feel like it is important to point out I think guild mage is not playable right now, I mentioned it because it is better in that it takes less set up and actually wins the game when it works out.
4) Nahiri can loot away emrakul, and has dramatically higher upside than gateway because it can exile artifacts, enchantments, creatures, and so on.
Aside from that the cards you are looting away are your spells, meaning it is going to trend towards reducing the number of white cards in your hand making martyrs worse.
I just feel like the card is asking for a lot, and the payoff doesn't actually win you the game, like an emrakul or drain would.
Modern: MartyrProc (Control/Prison) Check out my Primer!
Commander: Karador
Pauper: Ub Reanimator
Legacy: Young Frankenstein/Dredge/The Spanish Inquisition
Casual: 5Color Zendikar Combo
MartyrProc
Daily Digest
MartyrProc. List citation is incorrect.
tWoo Brew off
twitter: @Dave_Cordeiro
Youtube Channel: https://www.youtube.com/user/TheBizarroDavid
Hi! Why don't you play any Vents and Caverns? I remember, you had some before. Do you think Emeria and LD are more important now?
1) it's true but some turns we have free mana to use it. Also there're situations where we can't tap out and have to sit on removal. And there we can use our mana effectivly.
2) I was thinking about exile. We have pretty much cards we can utilize "for free" without hitting our effectiveness. (for example extra martyr of sands\1 Squadron hawk\Leyline of sanctity and etc.) In third drop you can exile extra Ghostly Prison.
3) Guildmage is vanile 2\2 body for 2 that can't help a lot while Gateaway can help you find card you need. (***, Ranger of Eos to tutor something and other sideboard cards) Hm.. I think better look at Gateway for fist turns as articat that lets you cantrip a card once a turn for 1 mana with exile effect.
Also I think flipping Gateway is more consistent than getting to 7+ lands or active Emeria.
4) That's true but it all costs 4 mana and most times will be 1 use - then Nahiri dies. Also some funny moment - you can cast Emrakul or Ugin from Gateway while have pretty consistent hand and not getting a lot of land drops and win game just with them..
It's not really true. You can always exile "bad" cards and keep you white hand full if you need so bcs you first draw then exile.
I think it costs less then Nahiri bcs you have to protect Nahiri (keep board clear with only 4 Paths and 4 ***s?..), not draw Emrakul most the times and etc.
Arch is grindy, and while we're more likely to Ascend early than most decks, it's still going to be at best around turn 5.
Nahiri is interesting. She feels a bit out of place in the deck, but there's no reason she can't work.
Gateway feels conditional and slow, and I'm not sure that the transform effect is really that handy. What's our outlet for this mana again? If none, I fail to see why this is worth consideration versus Copter.
Smuggler's Copter is still my preference. It's inexpensive, highly flexible on attack and defense, and also helps to grind out longer games. But it's not likely to win before turn 7, while Nahiri and Guildmage can potentially win on turns 6 and 4, respectively.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Hey Demannic, welcome back! It's good to see you again.
This affirmation above mades me try a few leagues with BW version. My list was:
1 Emeria, the Sky Ruin
2 Field of Ruin
2 Flagstones of Trokair
4 Ghost Quarter
4 Godless Shrine
4 Marsh Flats
1 Misveil Plains
5 Plains
1 Swamp
Creatures (17)
4 Martyr of Sands
2 Serra Ascendant
1 Weathered Wayfarer
4 Squadron Hawk
4 Ranger of Eos
1 Archangel Avacyn
1 Walking Ballista
4 Path to Exile
4 Orzhov Charm
2 Ghostly Prison
2 Proclamation of Rebirth
1 Oblivion Ring
1 Anguished Unmaking
2 Cast Out
1 Day of Judgment
2 Wrath of God
1 Weathered Wayfarer
1 Hex Parasite
3 Relic of Progenitus
1 Celestial Purge
1 Disenchant
3 Aven Mindcensor
2 Ghostly Prison
2 Lost Legacy
1 Wrath of God
Played two (Friendly) Leagues:
3-2, 4-1
Matches:
Gr Devotion (Lost) 1-2
Ponza LD (Lost) 0-2
UW Control (Win) 1-1 (win due to time)
Unburial Rites (Win) 2-1
Humans (Win) 2-1
Affinity (Win) 2-0
Humans (Win) 2-0
GDS (Lost) 0-2
Grixis Control (Win) 2-1
Soul Sisters (2-0)
The list looks promising. The sideboard it's a little messy and the main (for me) is Ok
With this heavy removal list we can fight against Death's Shadow discard and we have four general removal (Cast Out, O'ring and Anguished) to deal with hard to answer permanentes (planeswalkers mainly).
Walking Ballista is very, very good on this list: takes down all long games, can be fetched with Ranger, can be put on the deck with Mistveil. I really think you should test at least one time in list.
I put Archangel Avacyn in the place of the 4th Wrath and she was very good. The surprising effect is devasting (against fair decks of course) and she wins the game quickly, it's relatively easy to flip Avacyn because of Martyr, Ballista and Orzhov Charm
Can I ask you to try it one or two games and then give me tips to upgrade the list?
Modern: Soul Sisters
Commander: Isperia, Supreme Judge
I do think, mainly Field of Ruin:
Humans has only one basic, Affinty too (and have 8 manlands), GDS plays with one Island and one Swamp, all blue decks are playing with Search for Azcanta, against tron is our only hope and against Midrange (does anyone plays Midrange yet?) it kills manlands.
LD even helps to kill a opposing LD and protect Emeria or Mistveil Plains. Sometimes you can mess with a Serum Visions top and top.
If you use Surgical Extraction in the sideboard the LD plan becomes good against Valakut and relatively good against traditional Tron (without Eldrazis)
Maybe one Cavern of Souls is worth because of Chalice and UW / UWr Control. If wasn't for the price tag I would test one in the MOL.
Shambling Vent I don't know if it is better than Emeria or Cycle Land.
Never tested Smuggler's Copter...
I do think my play style with MartyrProc it's too much conservative to play with this high proactive card. I almost never cast Serra Ascendant without 30 life, only when I need to chump or kill a enemy's planeswalker. Don't know if I'm playing right or not.
But someday I will test the Copter
Modern: Soul Sisters
Commander: Isperia, Supreme Judge