1. Should I include a pair of Cryptic Commands in the main-deck. Most versions of the deck I am seeing run a pair of these now.
2. I wonder if I should move Engineered Explosives into the sideboard and replace it with something else.
3. I know mainboarding Geist of Saint Traft is a bit aytpical, but I have found it helpful for clocking.
However, with the addition of the Cryptic Commands, I wonder if a 24th land isn't in order (probably an Island). If that's right, then I wonder if it makes sense to continue to have Vendilion Clique.
I think mainboard geists are an interesting option: I played around with it a lot, the problem becomes that you can draw too many wincons as geist and nahiri both demand you to draw interaction; I wouldn't play mainboard clique if I played geist main at the least
I'm still curious about the AV versus cryptic command debate: I think Nahiri needs some amount of CA, but can overload on it. I think lists should either mainboard AV or cryptics, not both nor neither.
I like it and have decided to drop Cheeri0s for a bit and come back to Nahiri. I'm going to run 2 Helix, 2 Cryptic, 2 Verdict, 3 Serum otherwise as is. I think the 2 Colonaide, 1 Fumarole & Loothouse makes sense but I need to test.
I really think main board GoST is a key if you are not going to try for full draw go. You need a way to force interaction out of your opponents hand, because the modern counter suite is just garbage.
Anyone have experience against RG Ponza and can offer some advice? Land destruction seems really hard to beat right now.
It's just a tough out. You need all your cheap counter magic and for them to whiff on at least a couple turns. Oddly enough, Spreading Seas can be pretty good on any land they enchant with Utopia Sprawl. If you manage to survive the initial onslaught, you can beat 'em up with a ham sandwich. This is a match where I sideboard out the whole combo if you're on Nahiri, the Harbinger. Also, Path to Exile feels really bad in this match.
I've been trying out a mainboard geist list with cryptics and no AV, I'm torn on whether I prefer it over the more "classic" list with mainboard AV without cryptics. As with all geist lists in my experience, Nahiri geist has a lot more variance; sometimes I steal games I would have definitely lost with AV Nahiri, sometimes the deck bricks off super hard because you draw too many or too few wincons.
I like AV in the deck, I'm just not sure I want to give up Cryptics. I've been pretty happy with the below the last few weeks. Even beat Tron last night, one of my personal nemesis decks on the back of Spreading Seas.
I like AV in the deck, I'm just not sure I want to give up Cryptics. I've been pretty happy with the below the last few weeks. Even beat Tron last night, one of my personal nemesis decks on the back of Spreading Seas.
I love me some Geist, but going all-in with 4 Geists and Nahiri leaves you sort of half-way on two different plans. Nahiri wants to be protected, ie tap-out shell and/or blockers, and Geist wants to attack, ie tempo plays. Geist is a terrible defensive creature, being legendary and only making the angel when attacking, but Eiganjo Castle can help. I ran 3 Geists in the sideboard for a time, which was great because I could bring it in when I new it would be good.
See, I'm not really all in on Nahiri in a Control Shell sense, because honestly 'all in control' in Modern is terrible.
I was on more a tempo build before, with Clique, but what I kept finding is that right now, you just cannot be sitting back doing nothing. Its why Sea's is so well positioned right now, there is just a lot of greed going on and you need to be forwarding your own plan.
Geist is 'defensive' in that he creates a position where the opponent wants to defend and so will not attack into it, because an attacking Geist isnt 2 damage, its 6, and when we are running bolt, helix, snaps, and the self damage from Fetch/Shock lands, 6 damage is not insignificant.
Eiganjo is a great idea however, I will play with that. :]
Regardless, I play this more like Twin. The threats are as much there for their psychological value, as they are just to finish a game.
EDIT: Case in point, I just had a game where I forced through the threat of Geist, his reality Smasher to stay home for 3 turns, while yes I also did not attack, this was long enough for my Keranos to dig into some Cryptics, counter/tap and swing to bolt range.
Anyone have experience against RG Ponza and can offer some advice? Land destruction seems really hard to beat right now.
It's just a tough out. You need all your cheap counter magic and for them to whiff on at least a couple turns. Oddly enough, Spreading Seas can be pretty good on any land they enchant with Utopia Sprawl. If you manage to survive the initial onslaught, you can beat 'em up with a ham sandwich. This is a match where I sideboard out the whole combo if you're on Nahiri, the Harbinger. Also, Path to Exile feels really bad in this match.
This build is a local brew that plays new Nissa, new Chandra, Thragtusk and Inferno Titan and has not dropped a match in a strong field for a few events now. It is an absolute menace!! Spreading Seas sounds great.
The Amonkhet lands are a pretty big deal for control decks, I'm sure we'll end up playing a couple
What lands would you cut for them? They don't have an option of coming into play untapped, so it seems like 3-4 Colonnades + cycling lands might overload us on tapped lands. Obviously they're good drawn late and don't have to be fetched, but not great when they're one of your starting X lands. I'm not sure what the net gain/loss is. They seem harder to evaluate than the fastlands.
You're definitely right that these are harder to evaluate. The amount of etbt lands you can play is indeed a limitation on how many you can play, but I think they are worth it. Being fetchable is also HUGE, as you can just fetch them tapped if you didn't need the mana at no loss. I'd probably be willing to cut down on Colonnades for this as well, as they serve a somewhat similar purpose.
It depends a lot on how fast your build is of course; the slower your deck, the more you can play. I think in 23 land AV Nahiri I'll try 2, MAYBE 3, next to 2 colonnades. I really hope we get the enemy colored ones this block as well as the UR version is generally more important to us than the UW one
Not to sound like a dick but how do they serve the same purpose at all? Colonnade is our win con like 50% of the time and this just draws a card.(not to understate how good cycling is)
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I'd love to hear some feedback about my current deck.
So here's what I have:
Creatures (8):
1 Emrakul, the Aeons Torn
1 Vendilion Clique
2 Geist of Saint Traft
4 Snapcaster Mage
Planeswalkers (4):
4 Nahiri, the Harbinger
Spells (25):
2 Remand
2 Mana Leak
2 Spell Snare
4 Serum Visions
3 Ancestral Vision
4 Lightning Bolt
3 Lightning Helix
4 Path to Exile
1 Engineered Explosives
1 Ghost Quarter
3 Celestial Colonnade
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
2 Spirebluff Canal
1 Seachrome Coast
2 Island
1 Mountain
1 Plains
1 Arid Mesa
3 Scalding Tarn
4 Flooded Strand
1 Dispel
1 Izzet Staticaster
1 Crumble to Dust
1 Stony Silence
1 Wear // Tear
1 Celestial Purge
1 Supreme Verdict
1 Anger of the Gods
2 Negate
2 Timely Reinforcements
2 Surgical Extraction
1 Elspeth, Sun's Champion
Here are my questions:
1. Should I include a pair of Cryptic Commands in the main-deck. Most versions of the deck I am seeing run a pair of these now.
2. I wonder if I should move Engineered Explosives into the sideboard and replace it with something else.
3. I know mainboarding Geist of Saint Traft is a bit aytpical, but I have found it helpful for clocking.
This is super helpful.
So let me see what you think about this:
You're suggesting I switch Engineered Explosives with Supreme Verdict. Fair enough.
If I moved the 2-of Geist of Saint Traft into the sideboard (not sure what to switch out yet, then that will leave room for 2 Cryptic Commands.
In terms of the wraths, you're suggesting I get rid of Anger of the Gods and replace it with another Supreme Verdict or perhaps Wrath of God. That seems right to me.
However, with the addition of the Cryptic Commands, I wonder if a 24th land isn't in order (probably an Island). If that's right, then I wonder if it makes sense to continue to have Vendilion Clique.
Any thoughts?
I'm still curious about the AV versus cryptic command debate: I think Nahiri needs some amount of CA, but can overload on it. I think lists should either mainboard AV or cryptics, not both nor neither.
I like it and have decided to drop Cheeri0s for a bit and come back to Nahiri. I'm going to run 2 Helix, 2 Cryptic, 2 Verdict, 3 Serum otherwise as is. I think the 2 Colonaide, 1 Fumarole & Loothouse makes sense but I need to test.
EDIT: 23 lands seems greedy.
1 Emrakul, the Aeons Torn
1 Vendilion Clique
4 Snapcaster Mage
Planeswalkers (4):
4 Nahiri, the Harbinger
Spells (26):
1 Remand
2 Mana Leak
2 Spell Snare
2 Cryptic Command
3 Serum Visions
3 Ancestral Vision
4 Lightning Bolt
3 Lightning Helix
4 Path to Exile
1 Wrath of God
1 Timely Reinforcements
1 Ghost Quarter
3 Celestial Colonnade
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
2 Spirebluff Canal
1 Seachrome Coast
3 Island
1 Mountain
1 Plains
1 Arid Mesa
3 Scalding Tarn
4 Flooded Strand
1 Dispel
1 Crumble to Dust
1 Stony Silence
1 Wear // Tear
1 Celestial Purge
1 Supreme Verdict
1 Negate
1 Timely Reinforcements
1 Surgical Extraction
1 Elspeth, Sun's Champion
2 Geist of Saint Traft
1 Engineered Explosives
1 Rest in Peace
1 Vendilion Clique
Spirits
It's just a tough out. You need all your cheap counter magic and for them to whiff on at least a couple turns. Oddly enough, Spreading Seas can be pretty good on any land they enchant with Utopia Sprawl. If you manage to survive the initial onslaught, you can beat 'em up with a ham sandwich. This is a match where I sideboard out the whole combo if you're on Nahiri, the Harbinger. Also, Path to Exile feels really bad in this match.
4 Flooded Strand
4 Scalding Tarn
4 Island
2 Plains
1 Mountain
1 Glacial Fortress
1 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
1 Desolate Lighthouse
1 Mystic Gate
4 Snapcaster Mage
4 Geist of Saint Traft
//Draw and Removal
4 Serum Visions
4 Lightning Bolt
4 Path to Exile
2 Lightning Helix
1 Supreme Verdict
//Counters
2 Spell Snare
2 Mana Leak
4 Remand
2 Cryptic Command
//Nahiri
3 Nahiri, the Harbinger
1 Emrakul, the Aeons Torn
3 Spreading Seas
3 Anger of the Gods
2 Rest in Peace
2 Kor Firewalker
2 Hurkyl's Recall
1 Deflecting Palm
1 Dispel
1 Keranos, God of Storms
Spirits
I was on more a tempo build before, with Clique, but what I kept finding is that right now, you just cannot be sitting back doing nothing. Its why Sea's is so well positioned right now, there is just a lot of greed going on and you need to be forwarding your own plan.
Geist is 'defensive' in that he creates a position where the opponent wants to defend and so will not attack into it, because an attacking Geist isnt 2 damage, its 6, and when we are running bolt, helix, snaps, and the self damage from Fetch/Shock lands, 6 damage is not insignificant.
Eiganjo is a great idea however, I will play with that. :]
Regardless, I play this more like Twin. The threats are as much there for their psychological value, as they are just to finish a game.
EDIT: Case in point, I just had a game where I forced through the threat of Geist, his reality Smasher to stay home for 3 turns, while yes I also did not attack, this was long enough for my Keranos to dig into some Cryptics, counter/tap and swing to bolt range.
Spirits
What lands would you cut for them? They don't have an option of coming into play untapped, so it seems like 3-4 Colonnades + cycling lands might overload us on tapped lands. Obviously they're good drawn late and don't have to be fetched, but not great when they're one of your starting X lands. I'm not sure what the net gain/loss is. They seem harder to evaluate than the fastlands.
It depends a lot on how fast your build is of course; the slower your deck, the more you can play. I think in 23 land AV Nahiri I'll try 2, MAYBE 3, next to 2 colonnades. I really hope we get the enemy colored ones this block as well as the UR version is generally more important to us than the UW one