If you want a wrath effect consider Hour of Reckoning. A natural curve of BB into spirits (souls or SP or midnight haunting) allows us to cast it turn 4 like all other wraths. You can also get cute and flashback souls and still cast Hour on turn 4.
I feel Kataki, War's Wage is pretty weak because creature removal is always there and it still dies to abrupt decay anyway. Some affinity players include gut shot in SB only for kataki... I will keep playing my 2 Stony Silence.
In a different line, I am running 2 copies of ghostly prison for aggro decks like fish, zoo, tokens... I am considering replacing them with two Wrath of god, which is a better choice against elves or bogles, but also wipes our board. In addition, the prison is more of a continuous effect, while the wrath allows for board re-build... Thoughts on this?
I don't know if I'd ever play a Kataki but the advantage of running it over Stony Silence is that it hits things like Ensnaring Bridge which is by far the most problematic artifact card for this deck. Pretty much every good sideboard card against these artifact based combo decks gets hit by Abrupt Decay anyways so I rely primarily on 2 Sundering Growths.
I ran Ghostly Prison in the side but my experience is that it doesn't stack with everything else you're doing. What I mean by that is the more you play removals and wraths, the less you get out of Ghostly Prison. Which is why I started experimenting with Ensnaring Bridge in the side, which by the way is just fantastic against midrange decks where both players are playing off the top of their deck.
Hour of Reckoning is a sideboard card I always forget to test. I think it could be consistently better than Wrath of God.
After some consideration, I think ghostly prison is preferable for me (I realized wrath effects are not very good when totem armors are on the battlefield...). I will swap my single blessed alliance for a runed halo, as the latter is much more stable and versatile.
PS: If someone knows how I can make the links in my signature appear under a certain word, i.e., changing on of the links for the word "Tokens", I would really appreciate that.
If you read the last 4 pages we have discussed it extensively. It can be good in certain builds. Although I personally believe Selfless Spirit fulfils a similar role but is overall the better card.
So I've got some "Post Push" Monday Modern results for you all. I first wanted to say that Fatal Push was as good as I thought it would be. It turned the early game of many of my matches into a walk in the park and allowed me to get into the late game. It even dealt with a few late game Goyfs and Spell Quellers.
The tournament was only 4 rounds and I wound up going 3-1; I'll list the matchups and then go into a little bit of detail about a few of the matches.
Round 1: Affinity (2-0)
Round 2: Living End (2-1)
Round 3: Bant Knightfall (2-0)
Round 4: Skred (1-2)
Affinity - Nothing Much to say here; the Affinity pilot had never played against BW Tokens before so I don't know if he knew it was already in favor of us. Both games I was able to stick a Virtue and a Sorin so I outclassed everything in his deck. I do believe that Fatal Push makes this matchup even better for us. It consistently was able to deal with everything he played (sans champion). He attacked with a Signal Pest and a Master of Etherium at one point and I cracked a fetch cast Push on his Master and blocked the signal pest with a BB Token.
Living End - I don't have a ton of Experience in this Matchup so it was a bit strange. Game 1 his deck literally did nothing. He just cycled cards and drew into lands. Game 2 I made a huge misplay tapping out on turn 2 with a Relic on Board so I couldn't exile his Graveyard; I did use relic to remove his first two cycles but he cast living end with only a Pale Recluse and a Street Wraith in the Yard; then the following turn stuck a Siege Rhino. Game 3 Was close, I mulled to 6 and he went all in on the Fulminator Plan (fortunately I kept a hand with 4 lands a spectral and a Virtue; I didn't mull again because I felt at 5 I probably couldnt get much better against him). He Played a T2 Fulminator Mage with the help from Simian Spirit Guide and then cast a living end on turn 3 to get back the Fulminator and blew up my other land. I drew into a Bitterblossom and I proceeded to draw a land and win. (Push was boarded out in this matchup)
Bant Knightfall - Not alot to say about the deck other than Fatal Push was my star card. Having the power to nuke a turn 1 Mana Dork without giving them a land felt very powerful as did killing Goyf. Really just had the upperhand against him; I never really felt behind. I drew into a decent amount of removal and discard which felt very good usually having answers for his Spell Quellers and his Knight of the Reliquary
Skred - This was an intense match. He mopped the floor with me game 1 sticking Blood Moon, Chandra, Torch of Defiance and Koth of the Hammer. Game 2 I won, I was able to get my manabase all set up for the bloodmoon; I believe he kept this hand hoping the Moon would be enough, It wasn't. Bitterblossom and Elspeth won me that game. Game 3 went to turns and he wound up killing me with a Stormbreath Dragon. He saw all 3 of his Anger of the Gods and I saw none of my SB tech (Selfless Spirit, Runed Halo, Auriok Champion)
Overall even though I lost to Skred in the last round I felt the deck performed the way it should. Skred is one of our most difficult matchups to Start with and it did get down to the wire. Though I can safely say that I think I want to find room for a second Runed Halo in the board since its so good in many fringe applications (Stormbreath Dragon) Fatal Push was 110% as good as I was hoping it would be. Definitely happy to be back on Tokens. I might consider taking out the Raise the Alarms for sometihng else but I'm not sure; they did help provide an early clock in some matches so maybe its right to play a few.
I would disagree that Skred is bad, they're a control deck reliant on a few major threats and spot removal. I play them rather regularly and only lost the first time, I'm at least 3-1 all time against them now. Their main cards are pretty much dead against us, Blood Moon just needs to be played around but overall I'd actually say we're slightly favored.
Also you should board in Discard, Needle and Stony Silence (Manastones, Relic and Batterskull).
Well most of your discard should be main to begin with. Needle is decent, from experience I'd say Stony is mediocre at best. I've found Celestial Purge, Auriok, and Runed Halo to be the best options in that matchup.
I would disagree that Skred is bad, they're a control deck reliant on a few major threats and spot removal. I play them rather regularly and only lost the first time, I'm at least 3-1 all time against them now. Their main cards are pretty much dead against us, Blood Moon just needs to be played around but overall I'd actually say we're slightly favored.
If they run anger of the gods main, I could see the match being unfavorable. We can handle Stormbreath but Koth can put a fast clock on us after a boardwipe. Blood Moon hampers spectral procession a lot and it's always a problem,if they SSG to play it on turn 2. It is not an amazing deck but a turn 2 blood moon basically makes them playable.
Also you should board in Discard, Needle and Stony Silence (Manastones, Relic and Batterskull).
Well most of your discard should be main to begin with. Needle is decent, from experience I'd say Stony is mediocre at best. I've found Celestial Purge, Auriok, and Runed Halo to be the best options in that matchup.
Some people are playing additional discard in their SB. I also prefer 2 additional Thoughtseize against some decks. With 4 Path and 4 Push you have enough cards to board out anyway to board in Halos, Needle etc. But T2 manastone into T3 Koth is one important line of play in their deck. Silence shuts down this play and they can not cycle their Relics and Stones anymore.
Stony Silence is great on turn 2. But chances are you are only running 1-2 copies; I would say it's far more likely to be dead by the time you draw it. Same goes for Tron. It's the best turn 2 play against them but I never bring it on the draw, and even though there are more targets in Tron than Skred. Against Affinity, Stony is also excellent in the late-game so no argument needed there.
I just had a troublesome time against him in games 1 and 3 because he saw 2 Angers in game 1 and all 3 in Game 3. I still almost won in Game 3 but after 3 Angers and a Stormbreath I just couldn't do it.
I just had a troublesome time against him in games 1 and 3 because he saw 2 Angers in game 1 and all 3 in Game 3. I still almost won in Game 3 but after 3 Angers and a Stormbreath I just couldn't do it.
Yeah the sweepers are a pain, last time I played against the local Skred player I somehow won 2-0 despite him hitting 3 Anger, 2 Pyroclasm G2.
So I just went back from my Weekly Modern Event, and it went smooth like butter. For the first time ever I didn't lose a single game, which gave me a very good impression for the cards I tried out tonight. First, Here's the deck:
Thanks to pzbw7z, TheBatman, Dhamlin and particulary jongsl5. I took in your comments and most, if not all of what you've said greatly helped in this build. Here are the matches
BlackMoon? (2/0): Very strange deck (probably a test/rogue build). It was like bluemoon, but with spot removal like Lightning Bolt and Terminate instead of counterspells and Cryptic Command, so needless to say it was a very good matchup. Game two went smooth, I got hit by a single anger of the gods, then a Night of Souls' Betrayal, which didn't matter since I started with a Leyline of the meek. The opponent either didn't know the match up, or knew he was screwed as he was wasting removal on many token game one. Game two, Bitterblossom almost won me the game singlehandedly.
Sided-in: Selfless Spirit in anticipation of Anger of the Gods which I ended up being right, and Leyline of Sanctity because I've seen lots of discard and burn effect, but I've got neither of them. Sidenote: Blightning hits pretty hard.
Sided-out: One Path to Exile and two Timely Reinforcements. I've seen no creatures during the whole two games, so again good call.
R/W Aggro Burn (2/0): Timely Reinforcements is dope. Game two I had my two Leyline of the Meek in my opening hand. I don't think I need to say more.
Side-in: Two Selfless Spirit, which one aved my ass from an anger of the gods, Two Leyline of Sanctity and Two Blessed Alliance which stayed all comfy in my library.
Side-out: All my discard engine.
Overall, while I do think that my opponent making misplays is more of the reason why I won, I must say I feel very good about myself right now.
Also, why did nobody ever tell me about Leyline of the Meek? This card is fantastic! Having this and a Raise the Alarm in your opening hand is so bonker. Beside, even if it's not in your opening hand, it's still on curve with your 3CMC token producer, and is out of reach of Inquisition of Kozilek and Abrupt Decay. This card definitely has my seal of approval. I recommend trying it out, especially if you have three or more Raise the Alarm.
Also, Fatal Push is Definitely as good as people make it out to be. It got a bit clunky with my deck having only five fetches, but I still was able to get a lot of value out of it. I'm definitely putting a fourth copy in once I find my missing Marsh Flats.
Great post! all these kind of posts help a lot, so thank you.
I am running a pretty similar list but instead of 3 bitterblossoms, I run 2 smuggler's copters and 1 collective brutality (the link is my signature). So far it's working very fine, but more testing is needed still. I might, however, include some number of bitterblossoms at some point. The thing is that I don't really want to make the investment unless I am completely sure.
Any opinions?
Bitterblossom is definitely the better token generator of the deck, especially if you go against control decks or decks with lots of big fat creatures WITHOUT trample. Like rick90 is saying, it doesn't shine against decks that go aggro or that can combo turn 3, so 4 copies might be too much unless you're willing to run some extra cards to gain life. Again, this is Meta dependant, but I personally run 3 along with three Sorin, solemn visitor, two Timely Reinforcements and two Shambling Vent, along with the copy of Vault of the Archangel, and it seem to be good. If you're planning to play a full playset, be sure to have at least 8 cards that can gain you life somehow so that you have a good chance to start with one in your starting hand.
Try it out with one or both of the soul sisters (or with Auriok Champion If you have any), as it will sponge the 1 life cost for each turn it stays alive, and will allow you to play multiple Bitterblossom at once. Not to mention, if you get two sisters out, you actually start gaining life each turn.
Just beware if you run Worship, they don't go well together... I learned this the hard way.
Great post! all these kind of posts help a lot, so thank you.
I am running a pretty similar list but instead of 3 bitterblossoms, I run 2 smuggler's copters and 1 collective brutality (the link is my signature). So far it's working very fine, but more testing is needed still. I might, however, include some number of bitterblossoms at some point. The thing is that I don't really want to make the investment unless I am completely sure.
Any opinions?
I had doubts like you about the effectivness of Bitterblossom. Then, I made some tests (first online, then with proxy) and I realized how strong this card is. Is a nightmare for any midrange and control. Just take as example playing against BGx: it will attack you with a tarmo or an ooze and you will use the token generated to chumpblock. Instead of losing 4-5 you will lose just 1 life and, if virtue is on the board, you'll be able to attack as well! For sure it is a bad card in some match up, especially in the fast ones(burn, infect, affinity where going tapped out on T2 could be a serious problem) or against combos, but it is a HUGE card in all the rest! Personally, I am testing 3 copies (but I only have 1 btw), I do not want to go to 4 (I am using a raise the alarm instead).
Indeed, it is a great card. I might get them at some point in the next months, most likely 2 and, after that, we will see...
On the other hand, I have been re-thinking about the smuggler's copter inclusion in the deck and I will take them out in the end. Just in case someone is attracted by them, it should be understood that they contribute to the deck in an inversely proportional way to the quantity/quality of the anthems that the deck is running. If we run 4intangible virtues + 3sorin, solemn visitors + 1gideon, ally of zendikar (and even leyline of the meek, as I am running), this makes crewing much worse. You will always be able to argue in favour of the loot effect, but I think it is not enough. You don't want to crew a 3/3 flyer with a 3/3 flyer... you'd better run even a couple hidden stockpiles.
That said, if you plan running a more Wescoe-like list, the scooter is definitively where you want to be.
@MisterMuffin - I'm surprised you don't have any number of Collective Brutality in the 75, do you not like the card or just not tested with it?
Also what does everyone here think about Westvale Abbey? When is it good vs. when is it bad? I haven't used the card at all and just not sure if its worth testing.
Never tested it, but from what I see, it seem like it could be a nice spot for when you're not sure if you want Duress or Disfigure (AKA hand hate or spot removal). The fact that you can discard a card to get both can be very good, especially if you discard excess lands or even better a Lingering Souls. What I really don't like is the sorcery Speed. Still, what seem to make the card good is the utility, and while I seem to be picky, I don't think I would play more than one copy, and if I did, it would be mainboard. Also I don't thinke the drain 2 life clause is relevant, but still. It's there for when we struggle to live with Bitterblossom or any burn deck.
As for Westvale abbey, I think it goes a little bit against the point of the deck, which is quantity of monster over quality. Still it could give us a nice boss monster, a 9/7 flyer that gain us life and is indestructible. I simply cannot put that to shame. And yet... 5 mana plus the 6th land to bring out is a bit steep, not to mention sacrificing 5 creature, which we definitely can do, but then again, those five token are likely to be boosted with Intangible virtue and flying, which already is stronger than our little Ormendahl, Profane Prince, and that's with only 1 anthem effect. I also need to mention that the manabase can be finicky for this deck, needing 3 white Mana for Spectral Procession and 1 black mana for our discard effect and Bitter blossom. So this land could mana screw us just like Vault of the Archangel can and if I had to choose between both, the later wins by a huge margin in my opinion. If you want to try it at one, it could work, but I feel multiple copy is gonna be hard on the mana base. Also if you decide to run it... be very wary about Path to exile and Ghost Quarter
TL;DR: I'd try running one Collective brutality in the main if I ever feel like it. Utility on the cards are relevent to what we want to do. As for Westvale Abbey, it's worth a try, but I feel it's too risky and goes a little against the goal of the deck. Still the deck can enable it.
I don't think the sacrifice ability is the reason to run Westvale Abbey. If one wanted it, it would be for the token production, which isn't efficient but it could be a card for a grind fest. Instant speed chumps for turns. But I don't think this ability is good enough either. In fact, I don't think I'd play it on a bet. . . Well, maybe on a bet.
Collective Brutality doesn't shine in BW tokens; there aren't enough cards that can be profitably pitched. Still, late discard, extra copies of Bitterblossom, late lands and - in a pinch - Lingering Souls make a one or two-of reasonable. If one really liked Brutatlity, maybe a side-board Big Game Hunter or two would be thing? You decide if I'm joking.
Have to say, I am amazed from Brutality in Tokens and it won me a several games against Burn, Infect and CoCo G1 for example.
You listed the only matches where it is better than average. If we look at decks like BGx, eldrazi, and Dredge it is consistently a dead card. I would say if we look at how it fares against all the decks in Modern, brutality is not worth it unless you see a ton of burn and infect.
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I don't know if I'd ever play a Kataki but the advantage of running it over Stony Silence is that it hits things like Ensnaring Bridge which is by far the most problematic artifact card for this deck. Pretty much every good sideboard card against these artifact based combo decks gets hit by Abrupt Decay anyways so I rely primarily on 2 Sundering Growths.
I ran Ghostly Prison in the side but my experience is that it doesn't stack with everything else you're doing. What I mean by that is the more you play removals and wraths, the less you get out of Ghostly Prison. Which is why I started experimenting with Ensnaring Bridge in the side, which by the way is just fantastic against midrange decks where both players are playing off the top of their deck.
Hour of Reckoning is a sideboard card I always forget to test. I think it could be consistently better than Wrath of God.
PS: If someone knows how I can make the links in my signature appear under a certain word, i.e., changing on of the links for the word "Tokens", I would really appreciate that.
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
If you read the last 4 pages we have discussed it extensively. It can be good in certain builds. Although I personally believe Selfless Spirit fulfils a similar role but is overall the better card.
Here was the list I was playing last night
4 Windswept Heath
4 Marsh Flats
4 Concealed Courtyard
2 Shambling Vent
2 Godless Shrine
1 Fetid Heath
1 Caves of Koilos
1 Vault of the Archangel
3 Plains
1 Swamp
Discard - 7
4 Inquisition of Kozilek
2 Thoughtseize
1 Collective Brutality
4 Fatal Push
4 Path to Exile
1 Zealous Persecution
Anthems - 4
4 Intangible Virtue
Token Generators - 13
4 Lingering Souls
4 Bitterblossom
3 Spectral Procession
2 Raise the Alarm
Planeswalkers - 4
2 Sorin, Solemn Visitor
1 Gideon, Ally of Zendikar
1 Elspeth, Knight-Errant
2 Auriok Champion
2 Selfless Spirit
2 Rest in Peace
1 Relic of Progenitus
1 Hero of Bladehold
2 Stony Silence
1 Sundering Growth
1 Ratchet Bomb
1 Hour of Reckoning
1 Runed Halo
1 Pithing Needle
The tournament was only 4 rounds and I wound up going 3-1; I'll list the matchups and then go into a little bit of detail about a few of the matches.
Round 1: Affinity (2-0)
Round 2: Living End (2-1)
Round 3: Bant Knightfall (2-0)
Round 4: Skred (1-2)
Affinity - Nothing Much to say here; the Affinity pilot had never played against BW Tokens before so I don't know if he knew it was already in favor of us. Both games I was able to stick a Virtue and a Sorin so I outclassed everything in his deck. I do believe that Fatal Push makes this matchup even better for us. It consistently was able to deal with everything he played (sans champion). He attacked with a Signal Pest and a Master of Etherium at one point and I cracked a fetch cast Push on his Master and blocked the signal pest with a BB Token.
Living End - I don't have a ton of Experience in this Matchup so it was a bit strange. Game 1 his deck literally did nothing. He just cycled cards and drew into lands. Game 2 I made a huge misplay tapping out on turn 2 with a Relic on Board so I couldn't exile his Graveyard; I did use relic to remove his first two cycles but he cast living end with only a Pale Recluse and a Street Wraith in the Yard; then the following turn stuck a Siege Rhino. Game 3 Was close, I mulled to 6 and he went all in on the Fulminator Plan (fortunately I kept a hand with 4 lands a spectral and a Virtue; I didn't mull again because I felt at 5 I probably couldnt get much better against him). He Played a T2 Fulminator Mage with the help from Simian Spirit Guide and then cast a living end on turn 3 to get back the Fulminator and blew up my other land. I drew into a Bitterblossom and I proceeded to draw a land and win. (Push was boarded out in this matchup)
Bant Knightfall - Not alot to say about the deck other than Fatal Push was my star card. Having the power to nuke a turn 1 Mana Dork without giving them a land felt very powerful as did killing Goyf. Really just had the upperhand against him; I never really felt behind. I drew into a decent amount of removal and discard which felt very good usually having answers for his Spell Quellers and his Knight of the Reliquary
Skred - This was an intense match. He mopped the floor with me game 1 sticking Blood Moon, Chandra, Torch of Defiance and Koth of the Hammer. Game 2 I won, I was able to get my manabase all set up for the bloodmoon; I believe he kept this hand hoping the Moon would be enough, It wasn't. Bitterblossom and Elspeth won me that game. Game 3 went to turns and he wound up killing me with a Stormbreath Dragon. He saw all 3 of his Anger of the Gods and I saw none of my SB tech (Selfless Spirit, Runed Halo, Auriok Champion)
Overall even though I lost to Skred in the last round I felt the deck performed the way it should. Skred is one of our most difficult matchups to Start with and it did get down to the wire. Though I can safely say that I think I want to find room for a second Runed Halo in the board since its so good in many fringe applications (Stormbreath Dragon) Fatal Push was 110% as good as I was hoping it would be. Definitely happy to be back on Tokens. I might consider taking out the Raise the Alarms for sometihng else but I'm not sure; they did help provide an early clock in some matches so maybe its right to play a few.
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Well most of your discard should be main to begin with. Needle is decent, from experience I'd say Stony is mediocre at best. I've found Celestial Purge, Auriok, and Runed Halo to be the best options in that matchup.
If they run anger of the gods main, I could see the match being unfavorable. We can handle Stormbreath but Koth can put a fast clock on us after a boardwipe. Blood Moon hampers spectral procession a lot and it's always a problem,if they SSG to play it on turn 2. It is not an amazing deck but a turn 2 blood moon basically makes them playable.
Stony Silence is great on turn 2. But chances are you are only running 1-2 copies; I would say it's far more likely to be dead by the time you draw it. Same goes for Tron. It's the best turn 2 play against them but I never bring it on the draw, and even though there are more targets in Tron than Skred. Against Affinity, Stony is also excellent in the late-game so no argument needed there.
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Yeah the sweepers are a pain, last time I played against the local Skred player I somehow won 2-0 despite him hitting 3 Anger, 2 Pyroclasm G2.
3 Bitterblossom
4 Intangible Virtue
2 Leyline of the Meek
Instant
3 Fatal Push
4 Path to Exile
2 Raise the Alarm
1 Zealous Persecution
Planeswalker
3 Sorin, Solemn Visitor
Sorcery
4 Inquisition of Kozilek
2 Thoughtseize
4 Lingering Souls
2 Timely Reinforcements
3 Spectral Procession
4 Concealed Courtyard
4 Godless Shrine
1 Marsh Flats
2 Shambling Vents
1 Vault of the Archangel
4 Windswept Heath
6 Plains
1 Swamp
1 Pithing Needle
2 Blessed Alliance
2 Kataki, War's Wage
2 Rest in Peace
2 Runed Halo
2 Selfless Spirit
2 Sundering Growth
2 Leyline of Sanctity
Thanks to pzbw7z, TheBatman, Dhamlin and particulary jongsl5. I took in your comments and most, if not all of what you've said greatly helped in this build. Here are the matches
BlackMoon? (2/0): Very strange deck (probably a test/rogue build). It was like bluemoon, but with spot removal like Lightning Bolt and Terminate instead of counterspells and Cryptic Command, so needless to say it was a very good matchup. Game two went smooth, I got hit by a single anger of the gods, then a Night of Souls' Betrayal, which didn't matter since I started with a Leyline of the meek. The opponent either didn't know the match up, or knew he was screwed as he was wasting removal on many token game one. Game two, Bitterblossom almost won me the game singlehandedly.
Sided-in: Selfless Spirit in anticipation of Anger of the Gods which I ended up being right, and Leyline of Sanctity because I've seen lots of discard and burn effect, but I've got neither of them. Sidenote: Blightning hits pretty hard.
Sided-out: One Path to Exile and two Timely Reinforcements. I've seen no creatures during the whole two games, so again good call.
Coco Elf (2/0): First game went in my favor so much I feel bad for the guy. He didn't get any Elvish Archdruid or Ezuri, Renegade leader, and I took its Lead the Stampede with Inquisition of Kozilek. Then when he played Collected Company, he got two Elvish Mystic out of it. Game two was tight, But ultimately, he made the mistake of sacrificing five creature to bring Ormendahl, Profane Prince, Which I proceeded to Path to exile.
Side-in: Pithing Needle For Ezuri, Renegade Leader, and two Runed Halo to sponge some damages, and again I've seen neither of them.
Side-out: two Thoughtseize which was a bad idea, I realize it now, and a single bitterblossom.
R/W Aggro Burn (2/0): Timely Reinforcements is dope. Game two I had my two Leyline of the Meek in my opening hand. I don't think I need to say more.
Side-in: Two Selfless Spirit, which one aved my ass from an anger of the gods, Two Leyline of Sanctity and Two Blessed Alliance which stayed all comfy in my library.
Side-out: All my discard engine.
Blue Moon (2/0): I. Freaking. Love. Shambling Vents. It's also the first time in my life I didn't see a single Spell Pierce Pop up and I was positively happy about it, because my hand hate took something relevent each times. Game one was surprisingly close, and very long, but ultimately the combination of Bitterblossom and Shambling Vents gave me the game. As for game two, he mulliganed twice and I took its only Angers of the gods with Inquisition of Kozilek.
Side-in: Two Selfless Spirit and two Rest in Peace, which again I didn't see.
Side-out: One of each Fatal Push, Path to exile, Zealous persecution and Timely reinforcement. He did not have a lots of creature, but I didn't want to remove my whole removal package as I know two of his win conditions are Torrential Gearhulk and Koth of the Hammer.
Overall, while I do think that my opponent making misplays is more of the reason why I won, I must say I feel very good about myself right now.
Also, why did nobody ever tell me about Leyline of the Meek? This card is fantastic! Having this and a Raise the Alarm in your opening hand is so bonker. Beside, even if it's not in your opening hand, it's still on curve with your 3CMC token producer, and is out of reach of Inquisition of Kozilek and Abrupt Decay. This card definitely has my seal of approval. I recommend trying it out, especially if you have three or more Raise the Alarm.
Also, Fatal Push is Definitely as good as people make it out to be. It got a bit clunky with my deck having only five fetches, but I still was able to get a lot of value out of it. I'm definitely putting a fourth copy in once I find my missing Marsh Flats.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
I am running a pretty similar list but instead of 3 bitterblossoms, I run 2 smuggler's copters and 1 collective brutality (the link is my signature). So far it's working very fine, but more testing is needed still. I might, however, include some number of bitterblossoms at some point. The thing is that I don't really want to make the investment unless I am completely sure.
Any opinions?
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Try it out with one or both of the soul sisters (or with Auriok Champion If you have any), as it will sponge the 1 life cost for each turn it stays alive, and will allow you to play multiple Bitterblossom at once. Not to mention, if you get two sisters out, you actually start gaining life each turn.
Just beware if you run Worship, they don't go well together... I learned this the hard way.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Indeed, it is a great card. I might get them at some point in the next months, most likely 2 and, after that, we will see...
On the other hand, I have been re-thinking about the smuggler's copter inclusion in the deck and I will take them out in the end. Just in case someone is attracted by them, it should be understood that they contribute to the deck in an inversely proportional way to the quantity/quality of the anthems that the deck is running. If we run 4intangible virtues + 3sorin, solemn visitors + 1gideon, ally of zendikar (and even leyline of the meek, as I am running), this makes crewing much worse. You will always be able to argue in favour of the loot effect, but I think it is not enough. You don't want to crew a 3/3 flyer with a 3/3 flyer... you'd better run even a couple hidden stockpiles.
That said, if you plan running a more Wescoe-like list, the scooter is definitively where you want to be.
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Also what does everyone here think about Westvale Abbey? When is it good vs. when is it bad? I haven't used the card at all and just not sure if its worth testing.
As for Westvale abbey, I think it goes a little bit against the point of the deck, which is quantity of monster over quality. Still it could give us a nice boss monster, a 9/7 flyer that gain us life and is indestructible. I simply cannot put that to shame. And yet... 5 mana plus the 6th land to bring out is a bit steep, not to mention sacrificing 5 creature, which we definitely can do, but then again, those five token are likely to be boosted with Intangible virtue and flying, which already is stronger than our little Ormendahl, Profane Prince, and that's with only 1 anthem effect. I also need to mention that the manabase can be finicky for this deck, needing 3 white Mana for Spectral Procession and 1 black mana for our discard effect and Bitter blossom. So this land could mana screw us just like Vault of the Archangel can and if I had to choose between both, the later wins by a huge margin in my opinion. If you want to try it at one, it could work, but I feel multiple copy is gonna be hard on the mana base. Also if you decide to run it... be very wary about Path to exile and Ghost Quarter
TL;DR: I'd try running one Collective brutality in the main if I ever feel like it. Utility on the cards are relevent to what we want to do. As for Westvale Abbey, it's worth a try, but I feel it's too risky and goes a little against the goal of the deck. Still the deck can enable it.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Collective Brutality doesn't shine in BW tokens; there aren't enough cards that can be profitably pitched. Still, late discard, extra copies of Bitterblossom, late lands and - in a pinch - Lingering Souls make a one or two-of reasonable. If one really liked Brutatlity, maybe a side-board Big Game Hunter or two would be thing? You decide if I'm joking.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
You listed the only matches where it is better than average. If we look at decks like BGx, eldrazi, and Dredge it is consistently a dead card. I would say if we look at how it fares against all the decks in Modern, brutality is not worth it unless you see a ton of burn and infect.