Skyknight hits permanents, so it's etb ability can target planeswalkers, which are weaknesses for this deck. 3 power and flying allows it to attack planeswalkers efficiently as well. Flickering it or reflector mage can also create a soft lock over multiple turns.
In regards to what is the best version, color wise, to play of this deck. One thing that was mentioned briefly but not touched on enough I think is the value you get from playing Detention Sphere with Wisp. Detention Sphere is a MUCH better card than any of it's Mono colored alts. It does so much work, to me that alone plus the obvious control aspects of U (plus Phantasmal Image) give the deck a better chance of going long and controlling the game consistently, which, at heart is what the deck really wants to do. U just gives the deck better tools to get there I think.
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I played G/W for awhile, several different builds/curves. I really began to miss the subtle differences of the cards after some runs with it. The ability of Hussar once you deviate from U for instance. When i played G/W, I used Oath of Nissa for card selection. Oath was OK, but it didn't block, and it is limited in what it can fetch(can't fetch a Path if you need it). It didn't provide the value Hussar did and the deck missed that. Also, the difference between Wrath and Verdict is huge. Maybe it is just my meta (MTGO) but I have played against a lot of decks where if I weren't playing Verdict I would have lost. I play W almost exclusively now when I play Modern, so I know how I often I wish I was playing Verdict lol =] G/W was a pretty strong deck, but I felt the matches it lost due to it's limitations(not my own miss plays) would have been winnable with U/W. I have not experimented with the new G walkers, they do interest me though.
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I am not trying to stir anything up, I just think it is an interesting aspect of this deck, which way to take it splash wise. I have seen B discussed, and I like the idea of it, I just don't have any experience with it.
How good is Spreading Seas right now ?
I consider cutting it from the SB (I have 2x).
Shouldn't Kami of False Hope be more copies of Blessed Alliance (more versatile) as it is mostly good against "1-shot kill" decks like Infect/Death Shadow/UR Bloo anyway ?
I find Pithing Needle really good now and it is relevant against most decks I play against.
I would also suggest 1x copy of Phantasmal Image as it is very good with any of our creatures and has a nice combo from the grave with Sun Titan or Ojutai's Command.
The T.Inspectors are mostly curve-filler that can help get me out of bad starting hands (low amount of lands) and some extra blockers against fast decks or slow clock against non-interactive combo or control decks.
They are usually the first cards I sideboard out.
Spell Quellers should help me have a more proactive way to interact with spell based decks and clock them, I don't need them to necessarily suevive very long but long enough to keep me in the game (and get in for some damage) and let me set up the recursion engines.
So Dredge is large meta-share right now, and is a bad match-up for this deck. Unfortunately, other decks packing graveyard hate isn't good for this archetype either.
That being said, I'm interested in discussing rest in peace in our sideboard. RiP completely shuts down our main win condition, but is significantly worst for Dredge than us, when played on turn two or three. I am considering trying out Rest in Peace instead of Tormod's Crypt. While Tormod's Crypt is "free" and can be recurred with Sun Titan, it doesn't do enough to slowdown Dredge in the matches I've played.
If we play Rest in Peace, Sun Titan is pretty much just a 6/6 for 6 and Emeria is a Plains, but it makes our Wrath's permanent against their graveyard Creatures. I think with their deck hosed enough, Sun Titan and Flickerwisp could close-out the game even without Emeria online. Most Dredge list won't have removal for either threat outside of Stinkweed imp. If they Disenchant Rest in Peace, Sun Titan can bring it back. We can just play a value/control game and win with a Six-drop and removal.
What are your opinions? Outside of Kami of the False Hope and other narrow tech, most of the usual sideboard cards aren't great against dredge.
So Dredge is large meta-share right now, and is a bad match-up for this deck. Unfortunately, other decks packing graveyard hate isn't good for this archetype either.
That being said, I'm interested in discussing rest in peace in our sideboard. RiP completely shuts down our main win condition, but is significantly worst for Dredge than us, when played on turn two or three. I am considering trying out Rest in Peace instead of Tormod's Crypt. While Tormod's Crypt is "free" and can be recurred with Sun Titan, it doesn't do enough to slowdown Dredge in the matches I've played.
If we play Rest in Peace, Sun Titan is pretty much just a 6/6 for 6 and Emeria is a Plains, but it makes our Wrath's permanent against their graveyard Creatures. I think with their deck hosed enough, Sun Titan and Flickerwisp could close-out the game even without Emeria online. Most Dredge list won't have removal for either threat outside of Stinkweed imp. If they Disenchant Rest in Peace, Sun Titan can bring it back. We can just play a value/control game and win with a Six-drop and removal.
What are your opinions? Outside of Kami of the False Hope and other narrow tech, most of the usual sideboard cards aren't great against dredge.
Yup Rest in Peace will screw our graveyard gameplan but yeah its still a very powerful answer to dredge. Tormod's Crypt is still a good option but probably needs more answers later, so usually Ghostly Prison is a good stopper for aggro based decks which don't have many lands, just have to watch out for nature's claim etc. Surgical extraction also works. A Wipe like hallowed burial can be good against dredge but its 5cc, we may die before that.
I wouldn't put Rest in Peace in the SB as it works too much against our own deck, while Tormod's Crypt might not be enough it can be combined with something like Wheel of Sun and Moon for a one-sided RiP.
I wouldn't put Rest in Peace in the SB as it works too much against our own deck, while Tormod's Crypt might not be enough it can be combined with something like Wheel of Sun and Moon for a one-sided RiP.
I totally forgot about Wheel of Sun and Moon! For some reason I always think it requires green. Anyways, I think that may be our best option to deal with dredge or graveyard decks. It will also end up in our own graveyard if disenchanted, so we can recur it.
Has anyone used Hallowed Moonlight successfully? I've heard mix things about it. It replaces itself which is always good, but I feel like you absolutely need it at the right time. To me in a competitive match, it seems like a card that would work once, and then just be played around by the opponent next game.
Detention Sphere is awesome against dredge. It's nice locking up a bunch of Amalgam on turn 3. I think D-Sphere may just be better than Declaration in stone, or at least more versatile.
I may tryout Wheel of Sun and Moon in the side next time I enter a league. I also like Ghostly Prison, and may try that out in the future as well. For Ghostly Prison, I feel like 1 Main and 2 in the Side wouldn't be too cumbersome for this deck.
Sun Titan can recur Tormod's Crypt. You generally only need to draw one Crypt to win the game versus most opponents you want it for. Because it costs 0 to play and immediately causes them to slow-roll (thus buying time), I tend to like it better than Wheel. That said, Wheel is quite strong.
Sun Titan can recur Tormod's Crypt. You generally only need to draw one Crypt to win the game versus most opponents you want it for. Because it costs 0 to play and immediately causes them to slow-roll (thus buying time), I tend to like it better than Wheel. That said, Wheel is quite strong.
Tormod's Crypt requires the right timing. You definitely gotta wait for the best time to Exile as many threats as possible. Although, I tend to jump the gun a bit.
Also worth noting that it is awesome to play Hussar turn three, dig for a Crypt, and be able to play it.
Hi, I build this deck three weeks ago as my first modern deck and am loving it! Thanks to ENCOhRE for the primer.
Do any of you guys think, that the spoilered Trophy Mage will be a viable replacement for the Hussar? It can't get the Lands directly, but it will fetch Pylgrims Eyes, Cruicible of Worlds and the Swords(I heaven't tried them in the Deck yet so I don't know if we would want that) . Plus it stays when beeing blinked or reanimated.
Trophy Mage 2U
Creature - Human Wizard
When ~ enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.
2/2
I don't think that Trophy Mage is of any use for this deck as we don't play any 3-cmc artifacts (Pilgrim's Eye isn't worth it).
Even something like Trinket Mage for the SB (to get hate cards) seems like a better idea.
Voidmage Prodigy requires a lot more U than the deck can easily generate.
As for Trophy Mage, it's interesting but it's not a replacement for Hussar, as Hussar digs for lands early or a needed Supreme Verdict. What Trophy Mage can do is replace any second copies of Blasting Station, Sword of X/Y, Crucible, etc. For this reason, I could see 1-2 copies making it into some builds. It won't be part of mine, though.
That is another perk. I have generally found that between Walls, Hussar, PtE, and Crypts, I had adequate defense against Dredge.
adding to this. Against Dredge, fire your negates on their Cathartic Reunions. Sure the dredge cards will still go to the graveyards, but you slow them down when they don't get to draw three cards.
Aside from that, Walls and Hussars are usually okay at initial defense. they have to waste a conflagrate on them if they want to pass through. If you run runed halo in your SB, drop those and name Prized Amalgam.
Lastly, don't forget that Bloodghast CAN'T block.
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Skyknight hits permanents, so it's etb ability can target planeswalkers, which are weaknesses for this deck. 3 power and flying allows it to attack planeswalkers efficiently as well. Flickering it or reflector mage can also create a soft lock over multiple turns.
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
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I played G/W for awhile, several different builds/curves. I really began to miss the subtle differences of the cards after some runs with it. The ability of Hussar once you deviate from U for instance. When i played G/W, I used Oath of Nissa for card selection. Oath was OK, but it didn't block, and it is limited in what it can fetch(can't fetch a Path if you need it). It didn't provide the value Hussar did and the deck missed that. Also, the difference between Wrath and Verdict is huge. Maybe it is just my meta (MTGO) but I have played against a lot of decks where if I weren't playing Verdict I would have lost. I play W almost exclusively now when I play Modern, so I know how I often I wish I was playing Verdict lol =] G/W was a pretty strong deck, but I felt the matches it lost due to it's limitations(not my own miss plays) would have been winnable with U/W. I have not experimented with the new G walkers, they do interest me though.
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I am not trying to stir anything up, I just think it is an interesting aspect of this deck, which way to take it splash wise. I have seen B discussed, and I like the idea of it, I just don't have any experience with it.
How good is Spreading Seas right now ?
I consider cutting it from the SB (I have 2x).
Shouldn't Kami of False Hope be more copies of Blessed Alliance (more versatile) as it is mostly good against "1-shot kill" decks like Infect/Death Shadow/UR Bloo anyway ?
I find Pithing Needle really good now and it is relevant against most decks I play against.
I would also suggest 1x copy of Phantasmal Image as it is very good with any of our creatures and has a nice combo from the grave with Sun Titan or Ojutai's Command.
Here is my current W/U list:
3x Thraben Inspector
4x Wall of Omens
3x Lone Missionary
1x Phantasmal Image
4x Flickerwisp
3x Court Hussar
3x Eldrazi Skyspawner
4x Sun Titan
Enchantment (3)
3x Detention Sphere
4x Path to Exile
2x Negate
Sorcery (3)
3x Supreme Verdict
Land (23)
4x Flooded Strand
4x Hallowed Fountain
2x Prairie Stream
6x Plains
1x Island
3x Ghost Quarter
3x Emeria, the Sky Ruin
2x Blessed Alliance
2x Pithing Needle
2x Negate
2x Meddling Mage
2x Spreading Seas
2x Stony Silence
1x Lone Missionary
1x Ojutai's Command
1x Ghostly Prison
I'm waiting for Spell Queller to drop in price and get them, for now Eldrazi Skyspawner is doing a good job instead in the 3-drop slot.
They are usually the first cards I sideboard out.
Spell Quellers should help me have a more proactive way to interact with spell based decks and clock them, I don't need them to necessarily suevive very long but long enough to keep me in the game (and get in for some damage) and let me set up the recursion engines.
That being said, I'm interested in discussing rest in peace in our sideboard. RiP completely shuts down our main win condition, but is significantly worst for Dredge than us, when played on turn two or three. I am considering trying out Rest in Peace instead of Tormod's Crypt. While Tormod's Crypt is "free" and can be recurred with Sun Titan, it doesn't do enough to slowdown Dredge in the matches I've played.
If we play Rest in Peace, Sun Titan is pretty much just a 6/6 for 6 and Emeria is a Plains, but it makes our Wrath's permanent against their graveyard Creatures. I think with their deck hosed enough, Sun Titan and Flickerwisp could close-out the game even without Emeria online. Most Dredge list won't have removal for either threat outside of Stinkweed imp. If they Disenchant Rest in Peace, Sun Titan can bring it back. We can just play a value/control game and win with a Six-drop and removal.
What are your opinions? Outside of Kami of the False Hope and other narrow tech, most of the usual sideboard cards aren't great against dredge.
Yup Rest in Peace will screw our graveyard gameplan but yeah its still a very powerful answer to dredge. Tormod's Crypt is still a good option but probably needs more answers later, so usually Ghostly Prison is a good stopper for aggro based decks which don't have many lands, just have to watch out for nature's claim etc. Surgical extraction also works. A Wipe like hallowed burial can be good against dredge but its 5cc, we may die before that.
Ghostly Prison, Declaration in Stone and Hallowed Moonlight against Dredge and there are also Detention Spheres in the MD that are very good (if you manage to survive long enough).
I wouldn't put Rest in Peace in the SB as it works too much against our own deck, while Tormod's Crypt might not be enough it can be combined with something like Wheel of Sun and Moon for a one-sided RiP.
Btw, abit OT but I wanted to point this deck here - https://www.mtggoldfish.com/articles/budget-magic-97-67-tix-modern-mono-white-blink
A blink heavy white deck similar to the "Mono-White Emeria" but without the recursive elements.
The play style is rather similar but more tempo-aggro than controlling.
I totally forgot about Wheel of Sun and Moon! For some reason I always think it requires green. Anyways, I think that may be our best option to deal with dredge or graveyard decks. It will also end up in our own graveyard if disenchanted, so we can recur it.
Has anyone used Hallowed Moonlight successfully? I've heard mix things about it. It replaces itself which is always good, but I feel like you absolutely need it at the right time. To me in a competitive match, it seems like a card that would work once, and then just be played around by the opponent next game.
Detention Sphere is awesome against dredge. It's nice locking up a bunch of Amalgam on turn 3. I think D-Sphere may just be better than Declaration in stone, or at least more versatile.
I may tryout Wheel of Sun and Moon in the side next time I enter a league. I also like Ghostly Prison, and may try that out in the future as well. For Ghostly Prison, I feel like 1 Main and 2 in the Side wouldn't be too cumbersome for this deck.
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
Tormod's Crypt requires the right timing. You definitely gotta wait for the best time to Exile as many threats as possible. Although, I tend to jump the gun a bit.
Also worth noting that it is awesome to play Hussar turn three, dig for a Crypt, and be able to play it.
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
Do any of you guys think, that the spoilered Trophy Mage will be a viable replacement for the Hussar? It can't get the Lands directly, but it will fetch Pylgrims Eyes, Cruicible of Worlds and the Swords(I heaven't tried them in the Deck yet so I don't know if we would want that) . Plus it stays when beeing blinked or reanimated.
Trophy Mage 2U
Creature - Human Wizard
When ~ enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.
2/2
Even something like Trinket Mage for the SB (to get hate cards) seems like a better idea.
1 Blasting Station
//Artifact Creature (4)
1 Cataclysmic Gearhulk
2 Pilgrim's Eye
1 Wurmcoil Engine
//Creature (17)
1 Fiend Hunter
4 Flickerwisp
3 Lone Missionary
1 Phantasmal Image
4 Sun Titan
4 Wall of Omens
2 Detention Sphere
//Instant (7)
2 Gifts Ungiven
2 Negate
3 Path to Exile
//Planeswalker (1)
1 Elspeth, Sun's Champion
//Sorcery (4)
1 Day of Judgment
1 Supreme Verdict
1 Unburial Rites
1 Wrath of God
3 Emeria, the Sky Ruin
4 Flooded Strand
2 Ghost Quarter
1 Godless Shrine
2 Hallowed Fountain
1 Island
7 Plains
4 Prairie Stream
Your list seems a bit too top-heavy with a lot of finishers:
4x Sun Titan, 1x Wurmcoil Engine, 1x Elspeth, Sun's Champion and 1x Cataclysmic Gearhulk.
Is the Gifts Ungiven + Unburial Rites really worth it in this deck ?
We have Sun Titan for smaller creatures and Emeria, the Sky Ruin for the bigger ones.
Also dropping Court Hussar seems like not the best idea (especially while keeping in Pilgrim's Eye).
think u may be right about hussar, I'll try to play it instead of Elspeth, wurmcoil and 1 wisp or 1 Missionary.
As for Trophy Mage, it's interesting but it's not a replacement for Hussar, as Hussar digs for lands early or a needed Supreme Verdict. What Trophy Mage can do is replace any second copies of Blasting Station, Sword of X/Y, Crucible, etc. For this reason, I could see 1-2 copies making it into some builds. It won't be part of mine, though.
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
adding to this. Against Dredge, fire your negates on their Cathartic Reunions. Sure the dredge cards will still go to the graveyards, but you slow them down when they don't get to draw three cards.
Aside from that, Walls and Hussars are usually okay at initial defense. they have to waste a conflagrate on them if they want to pass through. If you run runed halo in your SB, drop those and name Prized Amalgam.
Lastly, don't forget that Bloodghast CAN'T block.