Phyrexian Arena comes up in the discussion now and then and seems to get the cold shoulder. I've got copies and have never tried them.
Well, I'm kinda interested in the card too. It could provide the card draw the deck could really do with. I wouldn't run a full playset, but one or two copies I could definitely try.
The three problems I see surfacing with the card is first; The cost of 1 life per turn. It's definitely not much for an extra card, but we also run Bitterblossom, and balancing the life loss between the two and our manabase could be problematic. We'd have to run extra options to gain life mainboard like Auriok Champion or Timely Reinforcements, as well as making sure to run three copies of each Sorin, solemn Visitor and Shambling Vent.
The second problem is the mana cost. 1BB can be hard to cast if we want to keep a full playset of Spectral procession, not to mention that it fight for the 3cmc slot, which is where most of our token generator sits at. (see Lingering souls,Timely Reinforcements and again Spectral Procession) I don't run Anguished Unmaking in my 75 precisely for that reason. I feel like the turn 3 slot is for our Tokens.
Last, but not least, it does nothing the turn it enters the battlefield, which is a HUGE bummer in Modern. A card needs to be central to the strategy to be forgiven of this blasphemous sin. In fact the only card we run that does nothing the turn we play it is Bitterblossom, but it's probably the best token producer next to Lingering souls, hence why we run it.
Also, what would we cut to play it? I mean we're already pretty limited in our flex slots. Can't really cut hand hate or spot removal (need about 7 of each, give or take 1), and certainly not token generators (We need at least 12). Plus our Anthem effect needs to be there too. (a full playset of Intangible Virtue and at least two Sorin, Solemn Visitor) That leaves us with 2 to 4 flex spots if we run 24 lands and most of it already has pretty specific cards (See the very primer about the deck) that can fill it with pretty good synergy...
In fact, all the reasons I've stated above might be why the card gets the cold shoulder.
hello. Never really played bw tokens, but I wanted to ask if liliana of the veil fits well in this deck?
This deck shares some favourite cards of mine and I search for a deck for playing my lilianas. traditional 8rack is not my playstlyle
Yes it's excellent. The reason why it never made prominence in the first place was because this deck only very lightly splashed for black originally and the mana base could not afford it. With fetches, godless shrines, 2 filter lands, 4 fastlands, and 3 shambling vents, you can easily run Liliana no problem.
Why is it good? Because it does two relevant things: hand interaction which is important against our worst match-ups and it serves as additional (sometimes recurring) removal. This versatility is why Liliana is considered one of the best (possibly the best) walker. Even in Legacy I often find it more troublesome than Jace MS. With all tokens available as blockers and running the best removals, your opponent will have a hard time dealing with Liliana without a burn spell.
How many copies should we run? I often do a 4/2 spectral to liliana ratio, or sometimes a 3/3 depending on the meta. It's hard to say which is better. All I can say is you should run AT LEAST 2 copies but no more than 3 copies. Liliana is not always good in your opening hand because you need to play your token generation first (usually) or keep some important cards in hand. But it is such a good top deck I can't run less than 2.
I don't know about that. I'm really against removing token producer to test cards. I'd probably try more to cut cards like Zealous Persecution or perhaps a single of our spot removal or hand hate card. Still, it's crucial we keep the count for both at minimum six.
IMO the mana requirements of the traditional tokens build are too demanding to run both Lili and Spectral reliably. Ditching Spectral altogether not only allows you to run a full playset of Lilianas, but reduces the mana requirements so much that you can also run a full playset of Ghost Quarter to help out with the traditionally very difficult Tron matchup. I did precisely that in this build (credit goes to Craig Wescoe for the idea), and I can attest to the fact that it performs really well in practice:
IMO the mana requirements of the traditional tokens build are too demanding to run both Lili and Spectral reliably. Ditching Spectral altogether not only allows you to run a full playset of Lilianas, but reduces the mana requirements so much that you can also run a full playset of Ghost Quarter to help out with the traditionally very difficult Tron matchup. I did precisely that in this build (credit goes to Craig Wescoe for the idea), and I can attest to the fact that it performs really well in practice:
I posted a link to my deck build with both Liliana and Spectral. Casting both is extremely reliable. I would imagine it's 80-90% chance of casting either on curve, assuming you hit the third land. This is because 18 of my lands can produce two colors, one way or another.
Running less than 12 reliable threats is not a good idea. Watching Jiachen Tao's gameplay, it's painfully obvious you can't afford to lose your threat count to make this a better control deck.
Running a number of confidants and smuggler's copter means that you're essentially turning on spot removal. Dark confidant I can understand as a threat worth playing but smuggler's copter, I would argue is not.
I also don't think running 4 ghost quarters to shore up one match-up by some percentage points is the way to build this deck.
It's much harder to run 4x Liliana in tokens than BGx. We don't have a reliable turn 2 blocker for her. Running only 6 removals is also not sufficient for this sort of control build.
IMO the mana requirements of the traditional tokens build are too demanding to run both Lili and Spectral reliably. Ditching Spectral altogether not only allows you to run a full playset of Lilianas, but reduces the mana requirements so much that you can also run a full playset of Ghost Quarter to help out with the traditionally very difficult Tron matchup. I did precisely that in this build (credit goes to Craig Wescoe for the idea), and I can attest to the fact that it performs really well in practice:
I posted a link to my deck build with both Liliana and Spectral. Casting both is extremely reliable. I would imagine it's 80-90% chance of casting either on curve, assuming you hit the third land. This is because 18 of my lands can produce two colors, one way or another.
Running less than 12 reliable threats is not a good idea. Watching Jiachen Tao's gameplay, it's painfully obvious you can't afford to lose your threat count to make this a better control deck.
Running a number of confidants and smuggler's copter means that you're essentially turning on spot removal. Dark confidant I can understand as a threat worth playing but smuggler's copter, I would argue is not.
I also don't think running 4 ghost quarters to shore up one match-up by some percentage points is the way to build this deck.
It's much harder to run 4x Liliana in tokens than BGx. We don't have a reliable turn 2 blocker for her. Running only 6 removals is also not sufficient for this sort of control build.
I definitely will agree with Jongsl5 on this. I'm still debating LotV myself and will likely try to get a pair in the end but that would be it, I would definitely not run more than 2 in any Token build.
So after testing Smuggler's copter, watching gameplays of it (Craig Wescoe's), and playing against a Mardu vehicle token deck, I have come to a conclusion.
Overall, I don't think it's very good. Wescoe's build in particular had too low of a threat count to activate it consistently. Amazing how often he top decks a copter with no threat on the field. It's easy to think that as a tokens deck we'd always have some creatures on the field but that's not always the case especially games 2 and 3. In his match against Grixis Delver, it was outright embarrassing due to the number of spot removals + kolaghan's command. He won the match but barely and would have had an easier time with a higher threat count.
Seeing the vehicle in action on the other side of the field was interesting. The player was running mogul + heart of kiran as well. Whatever removal I drew into, I basically just used it on the vehicles. With anthems, it was very difficult to lose this match-up as they run a bunch of 1/1s.
From my playtesting, I ran a fairly similar build to Wescoe's to optimize Copter. I faced similar problems. As an offensive threat, it was at best good on turn 3-5 but usually with an anthem on the field there was almost no incentive to activate it in the late game. I was more impressed with it on defense, as you can crew a summoning-sickness token and this caught some people by surprise. The looting ability is great obviously.
So I've been messing around lately on MTGO with an Azban Tokens list, I'm doing a lot of things differently deck wise, but it seems to be working out ok so far. Here's the list:
It's still very much a work in progress, obviously, and I've been experimenting with Wooded Bastion as a way to help out with the inherent conflict in the Nissa/Spectral mana costs. I'd also like to experiment with Warping Wail maindeck, but it would require re-tuning the mana base a bit.
Basically I got rid of the removal package, because more and bigger tokens is a better way to invalidate their board position than diluting our game plan is. And I ditched the discard suite maindeck because the clock just isn't fast enough to really take advantage of it. Discard doesn't stop people, it just slows them down, and the tokens plan isn't really fast enough to benefit that much from that. Duress out of the board is great for forcing through spells though.
This is based off the GW list that got top 16 at a recent GP. I dropped the accelerating creatures form it and added a little more black plus some Aether Revolt upgrades, and vehicles. I really like how the vehicles give your tokens "haste" and provide a little bit of card filtering.
Anyone have any thought son this? Or tried something similar?
First Thing that comes as a big oversight is perhaps the full playset of Gavony township. Perhaps you want to drop two for colored lands, that would probably help with the mana problem of GG and WWW.
Also... no turn 1 plays? That seem kind of risky, especially against deck like bogles, affinitty or infect. I don't know if cutting the removal/discard package for a more "balls to the wall" aproach is necessarily a good one. But it's definitely something I'd try in a multiplayer game though. Looks really fun.
Also I'm not a fan of Baneslayer Angel in the sideboard. I don't feel like tokens need a boss monster, but perhaps I'm not seeing something here.
Pretty curious though, how did Night's Whisper amd Sram's Expertise Perform? I did not have time to test them myself and they both interest me.
Sram's is really, really good. An earlier build I used had a couple Eternal Witnesses in it, and that was just a brutal, brutal play. One reason for no turn one play is kind of accidental, I used to have some Duress' and Consulate Dreadnoughts in there, and the Dreadnoughts got cut because they were really situational (but very strong in those situations), and the Duress' got moved to the board. It's also kind of on purpose so that I can play a tapped land on T1 without losing a ton of life. I run the Sorin that gives emblems, not the one that gives you tons of life.
Night's Whisper is good, but I have been looking for something better. Tamiyo, Field Researcher would be amazing, but she's not the right colors. I'll probably try Mask of Memory at some point.
It's pretty bad overall but discard is a must early in. The only real threats to worry about are Displacer and Smasher, otherwise you can usually stall into a win through overrun + lifegain.
I don't think the match-up is that bad and I've played like 7 games with it. I believe I won more than I lost.
Like Dhamlin said, Smasher and Displacer are the biggest problems. We don't care that much about Thought-Knot Seer.
I have not tested Fatal Push in this match-up yet. It's definitely not as good here as it is in other match-ups but can still kill most threats with revolt and a turn 1 hierarch (could be very important tempo play).
Out of the side:
Runed Halo --> great against Reality Smasher. A good secondary target is Seer, making it a vanilla 4/4 that can't hurt you.
Sundering Growth --> Worship and Chalice of the Void (1 or 2) sucks.
Zealous Persecution --> Your opponent lacks a lot of removals so there is no way to interact with a favorable zealous persecution. Often game breaking.
I don't think the match-up is that bad and I've played like 7 games with it. I believe I won more than I lost.
Like Dhamlin said, Smasher and Displacer are the biggest problems. We don't care that much about Thought-Knot Seer.
I have not tested Fatal Push in this match-up yet. It's definitely not as good here as it is in other match-ups but can still kill most threats with revolt and a turn 1 hierarch (could be very important tempo play).
Out of the side:
Runed Halo --> great against Reality Smasher. A good secondary target is Seer, making it a vanilla 4/4 that can't hurt you.
Sundering Growth --> Worship and Chalice of the Void (1 or 2) sucks.
Zealous Persecution --> Your opponent lacks a lot of removals so there is no way to interact with a favorable zealous persecution. Often game breaking.
Went 3-1 last night at Monday Modern at the LGS. Lost to Tezerrator (what a garbage match up and unfun deck). Then went through Green Stompy, Burn and Jund in a row after. Jund seems almost unloseable at points.
Some discoveries in this and the last found testing runs: Hidden Stockpile is not actually good. It's so slow and gives you a small bit of scry later on, but not enough to matter. I would rather have BB or RtA in it's place every time and there wasn't a game I didn't sideboard it out. I had such high hopes. Starting to somewhat sour on 2 copies of Smuggler's Copter. I think it will be better with BB and RtA back in the deck so will continue with it. Though a local meta call, Brimaz has been great in the sideboard. Stifled and single handed beat Green Stompy. Doesn't die to bolt. Clogs up the board fairly fast. REALLY like this card. We'll see if it changes when Push starts becoming more prevalent. Speaking of Push: Having Flagstones and Ghost Quarters makes Push pretty awesome. Had a not great mana base going, Ghost Quartered my Flagstones to get 3 white for SP the next turn and then Pushed Kalitas that same turn. Felt so good. Push is an amazing addition to this deck.
Went 3-1 last night at Monday Modern at the LGS. Lost to Tezerrator (what a garbage match up and unfun deck). Then went through Green Stompy, Burn and Jund in a row after. Jund seems almost unloseable at points.
Some discoveries in this and the last found testing runs: Hidden Stockpile is not actually good. It's so slow and gives you a small bit of scry later on, but not enough to matter. I would rather have BB or RtA in it's place every time and there wasn't a game I didn't sideboard it out. I had such high hopes. Starting to somewhat sour on 2 copies of Smuggler's Copter. I think it will be better with BB and RtA back in the deck so will continue with it. Though a local meta call, Brimaz has been great in the sideboard. Stifled and single handed beat Green Stompy. Doesn't die to bolt. Clogs up the board fairly fast. REALLY like this card. We'll see if it changes when Push starts becoming more prevalent. Speaking of Push: Having Flagstones and Ghost Quarters makes Push pretty awesome. Had a not great mana base going, Ghost Quartered my Flagstones to get 3 white for SP the next turn and then Pushed Kalitas that same turn. Felt so good. Push is an amazing addition to this deck.
That is what I expected from stockpile. It is simply too slow and low impact to be in our deck.
Brimaz is really good with honor of the pure. I could see him being played out of the side playing the beater role.
I'm skeptical of the ghost quarter + flagstone mana but will test it online.
Flagstone is just perfectly fine in our deck. Provides white. Ghost Quarter is 100% playable for obvious reasons. Courtyard/Flagstones/Ghost Quarter opening hand turns into Courtyard/Godless Shrine/Plains. There's no real downside and the revolt trigger is simply icing on the cake. Not sure what number we should be playing is the only thing.
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Well, I'm kinda interested in the card too. It could provide the card draw the deck could really do with. I wouldn't run a full playset, but one or two copies I could definitely try.
The three problems I see surfacing with the card is first; The cost of 1 life per turn. It's definitely not much for an extra card, but we also run Bitterblossom, and balancing the life loss between the two and our manabase could be problematic. We'd have to run extra options to gain life mainboard like Auriok Champion or Timely Reinforcements, as well as making sure to run three copies of each Sorin, solemn Visitor and Shambling Vent.
The second problem is the mana cost. 1BB can be hard to cast if we want to keep a full playset of Spectral procession, not to mention that it fight for the 3cmc slot, which is where most of our token generator sits at. (see Lingering souls,Timely Reinforcements and again Spectral Procession) I don't run Anguished Unmaking in my 75 precisely for that reason. I feel like the turn 3 slot is for our Tokens.
Last, but not least, it does nothing the turn it enters the battlefield, which is a HUGE bummer in Modern. A card needs to be central to the strategy to be forgiven of this blasphemous sin. In fact the only card we run that does nothing the turn we play it is Bitterblossom, but it's probably the best token producer next to Lingering souls, hence why we run it.
Also, what would we cut to play it? I mean we're already pretty limited in our flex slots. Can't really cut hand hate or spot removal (need about 7 of each, give or take 1), and certainly not token generators (We need at least 12). Plus our Anthem effect needs to be there too. (a full playset of Intangible Virtue and at least two Sorin, Solemn Visitor) That leaves us with 2 to 4 flex spots if we run 24 lands and most of it already has pretty specific cards (See the very primer about the deck) that can fill it with pretty good synergy...
In fact, all the reasons I've stated above might be why the card gets the cold shoulder.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Yes it's excellent. The reason why it never made prominence in the first place was because this deck only very lightly splashed for black originally and the mana base could not afford it. With fetches, godless shrines, 2 filter lands, 4 fastlands, and 3 shambling vents, you can easily run Liliana no problem.
Why is it good? Because it does two relevant things: hand interaction which is important against our worst match-ups and it serves as additional (sometimes recurring) removal. This versatility is why Liliana is considered one of the best (possibly the best) walker. Even in Legacy I often find it more troublesome than Jace MS. With all tokens available as blockers and running the best removals, your opponent will have a hard time dealing with Liliana without a burn spell.
How many copies should we run? I often do a 4/2 spectral to liliana ratio, or sometimes a 3/3 depending on the meta. It's hard to say which is better. All I can say is you should run AT LEAST 2 copies but no more than 3 copies. Liliana is not always good in your opening hand because you need to play your token generation first (usually) or keep some important cards in hand. But it is such a good top deck I can't run less than 2.
Here is my list: http://tappedout.net/mtg-decks/bw-tokens-2017-1/
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
2 Hidden Stockpile
4 Intangible Virtue
3 Oath of Ajani
//Instant (7)
4 Fatal Push
2 Path to Exile
1 Secure the Wastes
//Planeswalker (8)
3 Gideon, Ally of Zendikar
3 Nissa, Voice of Zendikar
2 Sorin, Solemn Visitor
//Sorcery (11)
1 Alive // Well
2 Beck // Call
4 Lingering Souls
4 Sram's Expertise
2 Bitterblossom
//Land (23)
2 Forest
1 Gavony Township
2 Godless Shrine
4 Marsh Flats
1 Overgrown Tomb
2 Plains
1 Swamp
2 Temple Garden
1 Vault of the Archangel
1 Verdant Catacombs
1 Westvale Abbey
1 Windbrisk Heights
4 Windswept Heath
1 Alive // Well
1 Anguished Unmaking
1 Grafdigger's Cage
3 Leyline of Sanctity
2 Lost Legacy
1 Path to Exile
2 Rest in Peace
2 Stony Silence
2 Yahenni's Expertise
GWU Eldrazi
BRG Living End
WBG JunkFit
http://tappedout.net/mtg-decks/bw-tokens-2ct7-build-copy/
BW BW Tokens
BUW Esper Shadow
BUR Grixis Shadow
I posted a link to my deck build with both Liliana and Spectral. Casting both is extremely reliable. I would imagine it's 80-90% chance of casting either on curve, assuming you hit the third land. This is because 18 of my lands can produce two colors, one way or another.
Running less than 12 reliable threats is not a good idea. Watching Jiachen Tao's gameplay, it's painfully obvious you can't afford to lose your threat count to make this a better control deck.
Running a number of confidants and smuggler's copter means that you're essentially turning on spot removal. Dark confidant I can understand as a threat worth playing but smuggler's copter, I would argue is not.
I also don't think running 4 ghost quarters to shore up one match-up by some percentage points is the way to build this deck.
It's much harder to run 4x Liliana in tokens than BGx. We don't have a reliable turn 2 blocker for her. Running only 6 removals is also not sufficient for this sort of control build.
I definitely will agree with Jongsl5 on this. I'm still debating LotV myself and will likely try to get a pair in the end but that would be it, I would definitely not run more than 2 in any Token build.
Overall, I don't think it's very good. Wescoe's build in particular had too low of a threat count to activate it consistently. Amazing how often he top decks a copter with no threat on the field. It's easy to think that as a tokens deck we'd always have some creatures on the field but that's not always the case especially games 2 and 3. In his match against Grixis Delver, it was outright embarrassing due to the number of spot removals + kolaghan's command. He won the match but barely and would have had an easier time with a higher threat count.
Seeing the vehicle in action on the other side of the field was interesting. The player was running mogul + heart of kiran as well. Whatever removal I drew into, I basically just used it on the vehicles. With anthems, it was very difficult to lose this match-up as they run a bunch of 1/1s.
From my playtesting, I ran a fairly similar build to Wescoe's to optimize Copter. I faced similar problems. As an offensive threat, it was at best good on turn 3-5 but usually with an anthem on the field there was almost no incentive to activate it in the late game. I was more impressed with it on defense, as you can crew a summoning-sickness token and this caught some people by surprise. The looting ability is great obviously.
So I've been messing around lately on MTGO with an Azban Tokens list, I'm doing a lot of things differently deck wise, but it seems to be working out ok so far. Here's the list:
4x Smuggler's Copter
Sorceries - 16
4x Night's Whisper
4x Lingering Souls
4x Spectral Procession
4x Sram's Expertise
Planeswalkers - 9
4x Nissa, Voice of Zendikar
3x Sorin, Lord of Innistrad
2x Gideon, Ally of Zendikar
Enchantments - 4
4x Intangible Virtue
Instants - 2
2x Secure the Wastes
4x Windswept Heath
4x Marsh Flats
4x Gavony Township
3x Windbrisk Heights
2x Plains
2x Forest
1x Swamp
2x Godless Shrine
2x Temple Garden
1x Overgrown Tomb
4x Duress
3x Baneslayer Angel
4x Abrupt Decay
4x Blessed Alliance
It's still very much a work in progress, obviously, and I've been experimenting with Wooded Bastion as a way to help out with the inherent conflict in the Nissa/Spectral mana costs. I'd also like to experiment with Warping Wail maindeck, but it would require re-tuning the mana base a bit.
Basically I got rid of the removal package, because more and bigger tokens is a better way to invalidate their board position than diluting our game plan is. And I ditched the discard suite maindeck because the clock just isn't fast enough to really take advantage of it. Discard doesn't stop people, it just slows them down, and the tokens plan isn't really fast enough to benefit that much from that. Duress out of the board is great for forcing through spells though.
This is based off the GW list that got top 16 at a recent GP. I dropped the accelerating creatures form it and added a little more black plus some Aether Revolt upgrades, and vehicles. I really like how the vehicles give your tokens "haste" and provide a little bit of card filtering.
Anyone have any thought son this? Or tried something similar?
Also... no turn 1 plays? That seem kind of risky, especially against deck like bogles, affinitty or infect. I don't know if cutting the removal/discard package for a more "balls to the wall" aproach is necessarily a good one. But it's definitely something I'd try in a multiplayer game though. Looks really fun.
Also I'm not a fan of Baneslayer Angel in the sideboard. I don't feel like tokens need a boss monster, but perhaps I'm not seeing something here.
Pretty curious though, how did Night's Whisper amd Sram's Expertise Perform? I did not have time to test them myself and they both interest me.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Night's Whisper is good, but I have been looking for something better. Tamiyo, Field Researcher would be amazing, but she's not the right colors. I'll probably try Mask of Memory at some point.
If your looking for competitive advise while keeping your theme-
-4 Night's Whisper
-3 Nissa, Voice of Zendikar
-1 Secure the Wastes
-3 Smuggler's Copter
+4 Thoughtseize
+1 Elspeth, Knight-Errant
+3 Fatal Push
+3 Oath of Ajani
It's pretty bad overall but discard is a must early in. The only real threats to worry about are Displacer and Smasher, otherwise you can usually stall into a win through overrun + lifegain.
I don't think the match-up is that bad and I've played like 7 games with it. I believe I won more than I lost.
Like Dhamlin said, Smasher and Displacer are the biggest problems. We don't care that much about Thought-Knot Seer.
I have not tested Fatal Push in this match-up yet. It's definitely not as good here as it is in other match-ups but can still kill most threats with revolt and a turn 1 hierarch (could be very important tempo play).
Out of the side:
Runed Halo --> great against Reality Smasher. A good secondary target is Seer, making it a vanilla 4/4 that can't hurt you.
Sundering Growth --> Worship and Chalice of the Void (1 or 2) sucks.
Zealous Persecution --> Your opponent lacks a lot of removals so there is no way to interact with a favorable zealous persecution. Often game breaking.
Pithing Needle --> Spellskite, Engineered Explosives, Displacer
Selfless Spirit --> I don't know if there is room for spirits here but EE is often a problem.
Boardwipe like Wrath of God or Hour of Reckoning
Fatal Push is actually surprisingly good against them, their own Displacers do our job for us by enabling revolt which is hilarious to say the least.
Some discoveries in this and the last found testing runs: Hidden Stockpile is not actually good. It's so slow and gives you a small bit of scry later on, but not enough to matter. I would rather have BB or RtA in it's place every time and there wasn't a game I didn't sideboard it out. I had such high hopes. Starting to somewhat sour on 2 copies of Smuggler's Copter. I think it will be better with BB and RtA back in the deck so will continue with it. Though a local meta call, Brimaz has been great in the sideboard. Stifled and single handed beat Green Stompy. Doesn't die to bolt. Clogs up the board fairly fast. REALLY like this card. We'll see if it changes when Push starts becoming more prevalent. Speaking of Push: Having Flagstones and Ghost Quarters makes Push pretty awesome. Had a not great mana base going, Ghost Quartered my Flagstones to get 3 white for SP the next turn and then Pushed Kalitas that same turn. Felt so good. Push is an amazing addition to this deck.
That is what I expected from stockpile. It is simply too slow and low impact to be in our deck.
Brimaz is really good with honor of the pure. I could see him being played out of the side playing the beater role.
I'm skeptical of the ghost quarter + flagstone mana but will test it online.