Dryad militant, or a 3/1 split on 3 militants 1 familair. Dryad militant is more relevant in more match-ups. Familiar does nothing against some decks, and when militant does nothing it still a faster "clock". It's better against the decks we need it too. It hoses more relevant spells. removal is good against our deck. Making snaocaster not be a 3 for 1 is awesome, or making a lingering souls not be able to flashback is great. Also makes goyfs less big which is nothing to scoff at.
The point of vialing in a "counter spell" is fine. The problem is you only have that one turn to do it really. You never really want to keep vials on 1. Trading with clique is not really super relevant.
I've just started trying a mono-white list and I'm noticing I have a hard time against creature based decks such as merfolk, zoo, and stompy. Vryn Wingmare feels really bad, thalia is okay for the first strike, but the opposing creatures often have toughness more than 2. Am I playing/sideboarding the matchups wrong or is it just a bad match-up and takes practice?
EDIT: Some other things I'm noticing. Has Brimaz fallen out of favour? I'm not seeing him in many lists lately. I'm also having trouble with the 1 drop slot. Dryad Militant doesn't seem to do much in my meta-game, and Judge's Familiar doesn't do much either.
What's your meta? You can cut the 1-drops if they're not your style, or you can use Kytheon, Hero of Akros as an alternative.
Went 3-1 in the weekly thursday modern. Round 4 was vs. Tron. game 1 I lost to his only main deck pyroclasm, and then game 2 on the hand I kept on the play was:
Kept it hoping for a plains since it would pretty much be GG, didn't draw one and ghost quartered my own GQ on turn 3 to cast a stony silence that I drew.
I like the look of your list. I would do the lands differently, but I tend to be a little greedy on the manabase. However, I think you should at least include a vault of the archangel it is actually really really good.
How useful do you feel having 2x pointiff in the main is?
Do you feel you consistently need 3x pack rat? I only ever really wanted 2 in my deck.
only 3 sculler? Every time I've cut down to 3 I've regretted it. I';ve heard sheepz say the same. Have you tried it at 4?
B gives you access to more kill spells like deathmark and dismember. Something like that might help for fish (I'm aware deathmark doesn't hit them, but I still like it). Strangler should help against them already. Perhaps EE?
Good work man! I want to see results with that list!
Thanks for the feed back.
I feel that one of the weak points of this deck in legacy and modern is not getting the right cards at the right time. So I built this deck with that in mind. The things I feel I NEED every game are 4 x + 1 more redundant card. Things I want to see 1 x a game are 3 x in the deck.
I view pack rat as a card that I want to see every game that goes long. Most games will go long with this deck. I was trying to find room for a 4th to be honest.
I REALLY want a 4th sculler main. These are the cards I have looked to change for it:
1x Pontiff - He has been a rock star for me in the more creature heavy match ups. I almost want a 3rd side
2x skites - When they are good they are amazing. I would move them to the side. This would also free up 1 more spot main.
1x wasteland strangler - Another all star for me. I would move it to the side rather then drop it completely.
Every one of those changes seams worse to me.
I had vault of the archangel in at one point. I felt that in order to make the deck more consitant I needed to cut back on the colorless lands. I have thought of dropping the 1 tec edge for it.
Dissmember may be the card I need in the side board. G2 against decks like Fish or Elves there are a lot of dead cards.
2-3x Thalia - First strike is still relevant.
Wingmare
4x Arbiter
Aven
That is 8-9 cards. So far this is what I can bring in.
2x Crusader
2x Lingering
2x Relic-Warder
Basically turn the deck more into dead guy ale. Dismember, Sunlance, or Disfigure look like they could help more here.
I have an event coming up on the 21st. So I have a few more weeks before I have to commit to a build.
I've just started trying a mono-white list and I'm noticing I have a hard time against creature based decks such as merfolk, zoo, and stompy. Vryn Wingmare feels really bad, thalia is okay for the first strike, but the opposing creatures often have toughness more than 2. Am I playing/sideboarding the matchups wrong or is it just a bad match-up and takes practice?
EDIT: Some other things I'm noticing. Has Brimaz fallen out of favour? I'm not seeing him in many lists lately. I'm also having trouble with the 1 drop slot. Dryad Militant doesn't seem to do much in my meta-game, and Judge's Familiar doesn't do much either.
Aggro decks are tougher matchups for Monowhite compared to control/combo, but still usually pretty close to even. I find merfolk to be about 50/50, while zoo and stompy can be very swingy but I think a little bit in our favor.
I have a merfolk, zoo, and stompy decks, so I know the other side as well.
The main strategy against these decks for Monowhite is to create a standstill on the ground and then win in the air. That means usually dropping beaters like blade splicer, finks, brimaz, and mirran crusader to help stabilize. Thalia along side a 3/3 first striking golem makes for an excellent defense. Maindeck spellskites are great for blocking and also for protecting your first strike double blocks from getting blowout due to removal/bounce. Also, if you are playing Monowhite with splicers, then you should be playing some mutavualts as well to get some more first striking defense.
Yes, Vryn Wingmare is not that great vs straight aggro. But most Monowhite lists only run 1-3 Wingmares anyway so pretty minimal issue. Basically no different than having path to exile mainboard when facing many combo deck. Plus they are still 2 power flyers so they are not completely dead. A wingmare along side a wisp finishes most games in 3-4 turns, while the wisp alone would take 5-7 turns. Also, the tax can still be very relevant, especially early on by preventing your opponent from using both removal and being able to cast more threats on the same turn. Post-sideboard you take out the wingmares (and perhaps even Thalia) and bring in the agro hate which is usually non-creature spells so it works out well.
A few key points I have found vs each of those decks;
Merfolk: They are not super fast, so you usually have an extra 1-2 turns to develop your board, so plan your plays each turn with that in mind. The main focus with merfolk is preventing them from getting evasion via islandwalk. Your ground blockade of first strikers means nothing if they can islandwalk you. Use ghostquarter and flickerwisp to get rid of island enchantments. Save paths to kill lords and deny the islandwalk and allow surprise blocking. Don't forget that your mutavaults get bonuses from their Lord of Atlantis. If they are mana screwed, but have a vial, using wisp to reset their vial can sometimes deny them enough tempo to allow you an easy win. Mana denial vs merfolk is usually pointless. They have vial and lots of islands. Saving your ghost quarters to deny them islandwalk is more important. Because of this, I will often sideboard out arbiter to prevent not being able to search when I ghost quarter my own island.
Zoo: A very fragile mana base. If you have a strong mana denial hand, use it to attack their mana base. It is ok if they drop a couple beaters. Take the hits, destroy their mana base, and then stabilize. Nothing is better than watching a zoo player with a hand full of cards and 2-3 fetchlands facing an arbiter. Sometimes they are too fast and have the removal for your taxers. Other games you just completely shut them down. Games are swingy like this more so than merfolk where games grind out and tight mistake-free play gets the win.
Stompy: All about stuffing up the ground with crusaders, finks, splicer, and/or brimaz. Thalia and wingmare help slow them down since they usually need to hit things exactly on curve and need their cheap pump spells to win quick (kind of like infect). The main thing to focus on is rancor. It is the only thing that gives evasion usually. It can be a pain since it recurs. Try to save your paths for when they are casting rancor to get the 2 for 1. Also, spellskite can be great as both an early blocker and a way to steal their creature buffs. I find stompy to be easier than zoo, because once you stabilize you don't need to worry about being burned out.
My Modern decks: Death and Taxes, Hatebears, Well Oiled Machine, Merfolk, Nyx Wave, Soul Sisters, Stompy, Matyr Proc, Naya Zoo, Robots (I refuse to call it affinity!), Bogles, Kiki Chord
Sadly brimaz still has trouble in matches where we need the beaters, he is 'better' than splicer as a lone creature, however sometimes that double white is a point of contention I like brimaz as a card for sure, it passes the bolt test, if only mirran did that ;-)
It's more than just this. Blade splicer is probably the best 3 drop in the deck behind flickerwisp.If you compare them 1-1 Brimaz is "better" But look at the deck as a whole.
-Brimaz is double white in your 9-12 colorless land deck. You won't always have vial.
-Splicer makes 2 very relevant bodies. Sure they both "die to bolt", but if they bolt your golem, you can flicker the Splicer. If they bolt the splicer then you keep a 3/3. I'd say that pretty good against bolt.
-Splicer can often times is just more than 4 power. The amount of games where you just turn 3 splicer, turn 4 flicker wisp it and have 10 power on board;6 of it first strike,3 of it flying; and then just clog the board with idiots is fine. Brimaz can take over a game too, it's just slower.
-Splicer is good against cards we have trouble with. The token blockes etched champions, holds off aggro decks, and is good against Liliana which gives our deck some trouble.
All in all Brimaz is a good card, but there is a lot to compete for in the 3cmc slot. He might fit as a 1 of, but I'd say that is even a stretch.
This is all really helpful guys, thanks. What are people's thoughts on Kytheon? I tried out Judge's Familiar and Dryad Militant in the 1 cmc slot and I'm not really impressed by them. Dryad Militant is only relevant in a few match-ups and it's usually not very impactful, and I find Judge's Familiar can often get people when it's vialed in on turn 2, but then it isn't very impactful in terms of life total. I'm a little interested in the 1/1 that can tutor up lands? I forget what it's called.
This is all really helpful guys, thanks. What are people's thoughts on Kytheon? I tried out Judge's Familiar and Dryad Militant in the 1 cmc slot and I'm not really impressed by them. Dryad Militant is only relevant in a few match-ups and it's usually not very impactful, and I find Judge's Familiar can often get people when it's vialed in on turn 2, but then it isn't very impactful in terms of life total. I'm a little interested in the 1/1 that can tutor up lands? I forget what it's called.
-Brimaz is double white in your 9-12 colorless land deck. You won't always have vial.
This deck runs 7-9 colorless lands, depending on the build. It typically has 23 lands, with somewhere between 14-16 colored mana sources. Yes, I've seen the lists that run 11 white sources, but they are not the norm.
-Splicer makes 2 very relevant bodies. Sure they both "die to bolt", but if they bolt your golem, you can flicker the Splicer. If they bolt the splicer then you keep a 3/3. I'd say that pretty good against bolt.
True, although Splicer's relevancy depends on how many flicker effects you have in your deck. We never go below four, but Splicer is a lot less good at four than six, because Flickerwisp often gets used offensively.
-Splicer can often times is just more than 4 power. The amount of games where you just turn 3 splicer, turn 4 flicker wisp it and have 10 power on board;6 of it first strike,3 of it flying; and then just clog the board with idiots is fine. Brimaz can take over a game too, it's just slower.
Also true, although competent pilots tend to hold up removal to stop the play you just suggested. Blade Splicer can be a curse for us, because it gives us incentive to overextend. For example, you can win next turn if you Vial in Flickerwisp, targeting Splicer, so you got for it. In response to the Flickerwisp trigger, your opponent burns your Splicer, and proceeds to shift the momentum in the game.
Obviously, Splicer is awesome. But it can also be the kind of trap that Brimaz just isn't.
-Splicer is good against cards we have trouble with. The token blockes etched champions, holds off aggro decks, and is good against Liliana which gives our deck some trouble.
Splicer is better against Affinity, but I'd rather have Brimaz against Zoo or Burn.
All in all Brimaz is a good card, but there is a lot to compete for in the 3cmc slot. He might fit as a 1 of, but I'd say that is even a stretch.
There is a lot of competition in the 3-drop slot, but Brimaz is better than you're giving it credit for. Also, Brimaz is notably ridiculous in the not-often-played WU Blade and Taxes variant.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Recap:
R1 - Melira Combo: 2-0. G1 he is off to a fast start threatening an early combo kill, but PtE and later on Flickerwisp takes care of business. G2 plays out pretty much the same, I have the crucial PtE and Flicker into Resto that takes over the air. Both games Blade Splicer holds the fort.
R2 - Burn: 0-2. G1 he has all the magic cards - all the time. My G1 hand is pretty good, but he forces a race with an early Eidolon. I make a massive mistake, forgetting that Hierarch taps for U, which influences my entire block sequence in the crucial turn. My opponent points it out, then shows me a hand full of gas, so could'nt have won anyway - still feels bad. G2 I keep a hand with Resto and triple PtE on a mull to 6. He plays exactly one creature and proceeds to just burn me out.
R3 - Affinity: 2-0. G1 I have all the answers, Qasali, Skite, Splicer and double Hierarch. Its almost gross. G2 he mulls to 5 and keeps a very poor hand. I drop a few beaters and have time to eat lunch before next round.
R4 - 4C Geist: 2-1. G1 I get out ahead and stay ahead - Flickerwisp and Resto Angel take over. G2 he is off to a very aggresive start, and despite dropping vial on Turn 1 and Mark of Asylum on Turn 2, I still lose the race. G3 I again have the Mark of Asylum AND he has mana issues. Two GQ and a Resto Angel later and I'm actually in contention.
R5 - Affinity: 0-2. G1 he just vomits on the table and I die in the air turn 4 to double Plating without ever having a chance of stabilizing. G2 I keep a non-Stony hand that is pretty strong nonetheless. He opens on Thoughtseize and nothing else, and I make an internal fistpump. This was premature as he just vomits on the table turn 2 I can't stabilize and he once again beats me in the air with double Plating.
Out of contention, playing for top 16.
R6 - Infect: 2-1. G1 I am pretty gross with Skite, Path and several fliers. G2 he manages to squeeze through for exactly 10 on the back of triple Hierarch. G3 is the talk of the town at the entire tournament. I mull to 6 seeing GQ, GQ, Thalia, Hierarch, and double PtE... Opponent kept 7 after a full minute in the tank. I keep, hoping to scry my way out of it. Scry Gavony to the bottom - play GQ. He plays fetch and I draw an Arbiter. At this point its clear that I'm Quartering myself, but for what source? I go through every possible thought process and decide to go with the Arbiter but almost throw away the game when I reach for Thalia. She actually touches the table, before I realize my mistake and ask my opponent if I can retrace, and he says sure - he was a nice guy and we kept up the friendly banter across all three games. Long story short - My double PtE is too much, since he is stuck on only 1 land and even goes to endstep discard on the next turn. When he finally breaks out of it, I have lethal in the air after scooping a fetchland on Mindcensor.
Overall very satisfied with my build and with the deck in general - came extremely close to cutting Gaddock for a Finks, which I probably should have given my pairings, but the room was also full of Tron, so had my pairings been different, he could have been an all-star. The Grafdigger's Cage was a last-minute call when I saw the amount of CoCo fueled decks, plus I knew that two of my travelmates were on Dredge.
As for the discussions concerning mono-W vs W/G. W/G overall has a higher powerlevel and is able to incorporate some fairly crucial MD and SB cards. That being said, mono-W is strictly better against combo (not Twin), big-mana decks and Burn, and overall worse against the fair decks. W/G is less polarized in its matchups and still retains a very healthy combo matchup. Overall I like the versatility of the G splash, but in a field full of Combo I would take mono-W any day.
Hey everyone. Got a new recording from playing in the MTGO 2-man rooms. Played vs. the mirror except they had blade splicers and some number of restoration angels.
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
Hey everyone. Got a new recording from playing in the MTGO 2-man rooms. Played vs. the mirror except they had blade splicers and some number of restoration angels.
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
That's for sharing LtGlitter. What's your current decklist if you don't mind me asking? Also how have you liked Archangel of Tithes so far?
Hey everyone. Got a new recording from playing in the MTGO 2-man rooms. Played vs. the mirror except they had blade splicers and some number of restoration angels.
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
That's for sharing LtGlitter. What's your current decklist if you don't mind me asking? Also how have you liked Archangel of Tithes so far?
My paper version has a Linvalla in place of the AoJ. I don't have L online but I want to mimic a similar 4cmc card in that slot.
Some times 1-2 Serra Avenger, Mindcensor and Anafenza are Phyrexian Revoker, just depends on how I'm feeling.
Archangel hasn't come up all that often. In paper I've only been able to draw it once (last thursday) vs. merfolk and I won the game without needing to play it anyway. I think I've got it online twice now and its been pretty good. If you can draw it it really helps when opponents are playing lots of creatures and may only have 4ish lands in play to pay for attackers. It comes up in game 3 of that D&T mirror match which was great since it prevents him from having any kind of vialed in creature as an out. Its also just a good card to bring in when you want to try and go bigger than your opponent in situations like this.
Hey everyone. Got a new recording from playing in the MTGO 2-man rooms. Played vs. the mirror except they had blade splicers and some number of restoration angels.
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
That's for sharing LtGlitter. What's your current decklist if you don't mind me asking? Also how have you liked Archangel of Tithes so far?
My paper version has a Linvalla in place of the AoJ. I don't have L online but I want to mimic a similar 4cmc card in that slot.
Some times 1-2 Serra Avenger, Mindcensor and Anafenza are Phyrexian Revoker, just depends on how I'm feeling.
Archangel hasn't come up all that often. In paper I've only been able to draw it once (last thursday) vs. merfolk and I won the game without needing to play it anyway. I think I've got it online twice now and its been pretty good. If you can draw it it really helps when opponents are playing lots of creatures and may only have 4ish lands in play to pay for attackers. It comes up in game 3 of that D&T mirror match which was great since it prevents him from having any kind of vialed in creature as an out. Its also just a good card to bring in when you want to try and go bigger than your opponent in situations like this.
How is it to play with flip Gideon? What does he bring to the table, how hard so you find him to flip? Are you ok with him eating a removal spell so another creature doesn't have to?
Have anyone tries brave the elements? A friend suggested that it could be a thing for an alpha strike or a last stand with blockers followed by a big attack against a tapped out opponent.
Hey everyone. Got a new recording from playing in the MTGO 2-man rooms. Played vs. the mirror except they had blade splicers and some number of restoration angels.
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
That's for sharing LtGlitter. What's your current decklist if you don't mind me asking? Also how have you liked Archangel of Tithes so far?
My paper version has a Linvalla in place of the AoJ. I don't have L online but I want to mimic a similar 4cmc card in that slot.
Some times 1-2 Serra Avenger, Mindcensor and Anafenza are Phyrexian Revoker, just depends on how I'm feeling.
Archangel hasn't come up all that often. In paper I've only been able to draw it once (last thursday) vs. merfolk and I won the game without needing to play it anyway. I think I've got it online twice now and its been pretty good. If you can draw it it really helps when opponents are playing lots of creatures and may only have 4ish lands in play to pay for attackers. It comes up in game 3 of that D&T mirror match which was great since it prevents him from having any kind of vialed in creature as an out. Its also just a good card to bring in when you want to try and go bigger than your opponent in situations like this.
Serra Avenger is pretty good vs. a lot of decks including affinity. I'm trying out some other sideboard cards so I took out my 3rd stony silence and wanted more good main deck cards. I also don't have any other cool cards to put in the main deck online so I just went for the 4th Avenger.
Wingmare is also great. Some times you get a random Arbiter and your opponents can't crack any fetchlands, and now some times you double tech edge your opponent on turn 4 with Thalia and Wingmare in play and they can't cast any spells. They also really help vs. decks that are playing more spells than creatures like all of the Grixis decks and Tron. I've even found that they are pretty good vs. twin too since most of these decks are play at most 1 Electrolize, one of the games I had Thalia + 2 Wingmares in play, they wern't able to combo out and they died to the 4 flying damage.
How is it to play with flip Gideon? What does he bring to the table, how hard so you find him to flip? Are you ok with him eating a removal spell so another creature doesn't have to?
Have anyone tries brave the elements? A friend suggested that it could be a thing for an alpha strike or a last stand with blockers followed by a big attack against a tapped out opponent.
I put one in since he is pretty cheap online and I had a free slot. I've actually been surprised at how often I've been able to flip him for how many games I've drawn him, probably at least %50. If hes not flipping the opponent usually spends a bolt to take him off the table or he just sits there killing two toughness creatures for 3 mana. The worst thing is that I don't think his +2 ability will come up all that often. Your opponent will usually attack him anyway and I've only used it once to kill a mana dork. Every other time he usually makes an indestractble blocker and then survives for a turn or two.
Went 2-2 last Friday beating Elves and Shamans and losing to Affinity (conceded as it was of no advantage to either of us to draw and I made mistakes that I felt meant I deserved to lose) and losing to Twin. I had the cards for the latter, but I made a lot of bad decisions and my opponent played a tight, respectable game.
Thoughts coming out of the night were that 3 copies of Worship is too many and I may drop one in the near future for another Auriok Champion as it has a wide array of practical uses and improves the practicality of the former. Am also toying with eventually replacing one copy of Lingering Souls with Linvala, as much as I hate to raise the mana ceiling over 3.
I've actually toyed with the idea of cutting Souls entirely, but I'll never trim out Orzhov Pontiff, so it feels like a shame to cut the advantage the former gives against BGx decks and Infect.
Private Mod Note
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Rollback Post to RevisionRollBack
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Hi Guys. I'm pretty new to the deck and am looking for some feedback. I know that opinions differ a lot on card choices and such, but I'm looking for structural feedback. For example, I'm playing 12 plains. Is that too many basics? Am I not playing enough lands in general? I don't see anybody mainboarding relic. Should I not be doing this? Other feedback/opinions on my list are also appreciated.
So far I'm quite impressed with the deck. Just about the only problems I'm having is there being only 4 vials and paths in the deck
Hey guys. I just did yet another league. This time I tried my bant utility version of D&T. I played against some strange decks so I'm not sure if this is a fair representation of the deck in a tournament setting, but nevertheless, I managed to put up results with it. I went 4-1. I posted the list a couple pages back. I just changed it slightly by adding 2 swords (Feast and Famine and War and Peace).
Round 1 v Everything but R good stuff? 1-2
I really don't know what he was doing. I just saw good creatures in each color. He had geist, tassy, angler, goyf, lingering, path, etc... It was a really odd list with what should have been a fragile mana base. Yet he still managed to 2-1 me. G1 I lost to a geist with that UW enchantment that makes it unblockable and have lifelink. I thought he was bant tempo so I sided for that and managed to squeak out a win in the air. G 3 he just had too many big guys that I couldn't deal with.
Round 2 v affinity. 2-1.
G1 he wasn't super fast and I seemed to actually outpace him with a T2 GosT via hierarch. It didn't last long.
G2 I started with kataki and thought I had it, but he managed to still beat my face in with steel overseer and vault skirge.
G3 I had finks, dromoka's command, and wisps for days. It was still pretty close though and I would have lost had I not found worship. By the time I got it, the board was relatively cleared because he whipflared me after I had begun to dominate him. I found a mindcensor and started beating him down. He still almost killed me via inkmoth, but after 2 well placed EEs to clear ornithopters and then a topdecked qasali pridemage which gave me the exalted I needed to finish the game.
Round 3 v grinding station? with a combo involving myr retriever and or enduring renewal. 2-0
It was a strange deck that probably isn't actually competitive.
G1 I played taxers and beat him to death. Maybe he would have found the combo given another turn or two?
G2 I started with relic of progenitus and leyline of sanctity followed by thalia and GosT.
Round 4 v Bant midrange? 2-0
I played mana denial into geist both games. He really didn't stand a chance.
Round 5 v Naya midrange 2-0
This round felt a lot like round 4. Like wow was it similar. I again played mana denial both games. G1 he couldn't recover. G2 he managed to come back from my arbiters, but then ran into a sworded up Brimaz and Ephara.
The deck felt pretty good most of the time. Then again, the only serious round was the one where I played against affinity. The ability to do T2 mana denial from G is so good. It finished off 2 whole decks. Once swords hit the table, games ended. My opponents just sort of stalled before crumbling.
The point of vialing in a "counter spell" is fine. The problem is you only have that one turn to do it really. You never really want to keep vials on 1. Trading with clique is not really super relevant.
What's your meta? You can cut the 1-drops if they're not your style, or you can use Kytheon, Hero of Akros as an alternative.
Kept it hoping for a plains since it would pretty much be GG, didn't draw one and ghost quartered my own GQ on turn 3 to cast a stony silence that I drew.
Thoughts?
Thanks for the feed back.
I feel that one of the weak points of this deck in legacy and modern is not getting the right cards at the right time. So I built this deck with that in mind. The things I feel I NEED every game are 4 x + 1 more redundant card. Things I want to see 1 x a game are 3 x in the deck.
I view pack rat as a card that I want to see every game that goes long. Most games will go long with this deck. I was trying to find room for a 4th to be honest.
I REALLY want a 4th sculler main. These are the cards I have looked to change for it:
Every one of those changes seams worse to me.
I had vault of the archangel in at one point. I felt that in order to make the deck more consitant I needed to cut back on the colorless lands. I have thought of dropping the 1 tec edge for it.
Dissmember may be the card I need in the side board. G2 against decks like Fish or Elves there are a lot of dead cards.
I have an event coming up on the 21st. So I have a few more weeks before I have to commit to a build.
Aggro decks are tougher matchups for Monowhite compared to control/combo, but still usually pretty close to even. I find merfolk to be about 50/50, while zoo and stompy can be very swingy but I think a little bit in our favor.
I have a merfolk, zoo, and stompy decks, so I know the other side as well.
The main strategy against these decks for Monowhite is to create a standstill on the ground and then win in the air. That means usually dropping beaters like blade splicer, finks, brimaz, and mirran crusader to help stabilize. Thalia along side a 3/3 first striking golem makes for an excellent defense. Maindeck spellskites are great for blocking and also for protecting your first strike double blocks from getting blowout due to removal/bounce. Also, if you are playing Monowhite with splicers, then you should be playing some mutavualts as well to get some more first striking defense.
Yes, Vryn Wingmare is not that great vs straight aggro. But most Monowhite lists only run 1-3 Wingmares anyway so pretty minimal issue. Basically no different than having path to exile mainboard when facing many combo deck. Plus they are still 2 power flyers so they are not completely dead. A wingmare along side a wisp finishes most games in 3-4 turns, while the wisp alone would take 5-7 turns. Also, the tax can still be very relevant, especially early on by preventing your opponent from using both removal and being able to cast more threats on the same turn. Post-sideboard you take out the wingmares (and perhaps even Thalia) and bring in the agro hate which is usually non-creature spells so it works out well.
A few key points I have found vs each of those decks;
Merfolk: They are not super fast, so you usually have an extra 1-2 turns to develop your board, so plan your plays each turn with that in mind. The main focus with merfolk is preventing them from getting evasion via islandwalk. Your ground blockade of first strikers means nothing if they can islandwalk you. Use ghostquarter and flickerwisp to get rid of island enchantments. Save paths to kill lords and deny the islandwalk and allow surprise blocking. Don't forget that your mutavaults get bonuses from their Lord of Atlantis. If they are mana screwed, but have a vial, using wisp to reset their vial can sometimes deny them enough tempo to allow you an easy win. Mana denial vs merfolk is usually pointless. They have vial and lots of islands. Saving your ghost quarters to deny them islandwalk is more important. Because of this, I will often sideboard out arbiter to prevent not being able to search when I ghost quarter my own island.
Zoo: A very fragile mana base. If you have a strong mana denial hand, use it to attack their mana base. It is ok if they drop a couple beaters. Take the hits, destroy their mana base, and then stabilize. Nothing is better than watching a zoo player with a hand full of cards and 2-3 fetchlands facing an arbiter. Sometimes they are too fast and have the removal for your taxers. Other games you just completely shut them down. Games are swingy like this more so than merfolk where games grind out and tight mistake-free play gets the win.
Stompy: All about stuffing up the ground with crusaders, finks, splicer, and/or brimaz. Thalia and wingmare help slow them down since they usually need to hit things exactly on curve and need their cheap pump spells to win quick (kind of like infect). The main thing to focus on is rancor. It is the only thing that gives evasion usually. It can be a pain since it recurs. Try to save your paths for when they are casting rancor to get the 2 for 1. Also, spellskite can be great as both an early blocker and a way to steal their creature buffs. I find stompy to be easier than zoo, because once you stabilize you don't need to worry about being burned out.
It's more than just this. Blade splicer is probably the best 3 drop in the deck behind flickerwisp.If you compare them 1-1 Brimaz is "better" But look at the deck as a whole.
-Brimaz is double white in your 9-12 colorless land deck. You won't always have vial.
-Splicer makes 2 very relevant bodies. Sure they both "die to bolt", but if they bolt your golem, you can flicker the Splicer. If they bolt the splicer then you keep a 3/3. I'd say that pretty good against bolt.
-Splicer can often times is just more than 4 power. The amount of games where you just turn 3 splicer, turn 4 flicker wisp it and have 10 power on board;6 of it first strike,3 of it flying; and then just clog the board with idiots is fine. Brimaz can take over a game too, it's just slower.
-Splicer is good against cards we have trouble with. The token blockes etched champions, holds off aggro decks, and is good against Liliana which gives our deck some trouble.
All in all Brimaz is a good card, but there is a lot to compete for in the 3cmc slot. He might fit as a 1 of, but I'd say that is even a stretch.
GW Death and Taxes WG
Are you talking about Weathered Wayfarer?
True, although Splicer's relevancy depends on how many flicker effects you have in your deck. We never go below four, but Splicer is a lot less good at four than six, because Flickerwisp often gets used offensively.
Also true, although competent pilots tend to hold up removal to stop the play you just suggested. Blade Splicer can be a curse for us, because it gives us incentive to overextend. For example, you can win next turn if you Vial in Flickerwisp, targeting Splicer, so you got for it. In response to the Flickerwisp trigger, your opponent burns your Splicer, and proceeds to shift the momentum in the game.
Obviously, Splicer is awesome. But it can also be the kind of trap that Brimaz just isn't.
Splicer is better against Affinity, but I'd rather have Brimaz against Zoo or Burn.
There is a lot of competition in the 3-drop slot, but Brimaz is better than you're giving it credit for. Also, Brimaz is notably ridiculous in the not-often-played WU Blade and Taxes variant.
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
My list was fairly standard W/G Taxes:
4 Razorverge Thicket
4 Temple Garden
4 Ghost Quarter
3 Horizon Canopy
2 Tectonic Edge
1 Gavony Township
1 Forest
4 Aether Vial
4 Path to Exile
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Blade Splicer
4 Flickerwisp
2 Aven Mindcensor
2 Restoration Angel
2 Spellskite
2 Qasali Pridemage
1 Gaddock Teeg
3 Stony Silence
2 Rest in Peace
2 Choke
2 Mirran Crusader
2 Sunlance
2 Burrenton Forge-Tender
1 Grafdigger's Cage
1 Mark of Asylum
Recap:
R1 - Melira Combo: 2-0. G1 he is off to a fast start threatening an early combo kill, but PtE and later on Flickerwisp takes care of business. G2 plays out pretty much the same, I have the crucial PtE and Flicker into Resto that takes over the air. Both games Blade Splicer holds the fort.
R2 - Burn: 0-2. G1 he has all the magic cards - all the time. My G1 hand is pretty good, but he forces a race with an early Eidolon. I make a massive mistake, forgetting that Hierarch taps for U, which influences my entire block sequence in the crucial turn. My opponent points it out, then shows me a hand full of gas, so could'nt have won anyway - still feels bad. G2 I keep a hand with Resto and triple PtE on a mull to 6. He plays exactly one creature and proceeds to just burn me out.
R3 - Affinity: 2-0. G1 I have all the answers, Qasali, Skite, Splicer and double Hierarch. Its almost gross. G2 he mulls to 5 and keeps a very poor hand. I drop a few beaters and have time to eat lunch before next round.
R4 - 4C Geist: 2-1. G1 I get out ahead and stay ahead - Flickerwisp and Resto Angel take over. G2 he is off to a very aggresive start, and despite dropping vial on Turn 1 and Mark of Asylum on Turn 2, I still lose the race. G3 I again have the Mark of Asylum AND he has mana issues. Two GQ and a Resto Angel later and I'm actually in contention.
R5 - Affinity: 0-2. G1 he just vomits on the table and I die in the air turn 4 to double Plating without ever having a chance of stabilizing. G2 I keep a non-Stony hand that is pretty strong nonetheless. He opens on Thoughtseize and nothing else, and I make an internal fistpump. This was premature as he just vomits on the table turn 2 I can't stabilize and he once again beats me in the air with double Plating.
Out of contention, playing for top 16.
R6 - Infect: 2-1. G1 I am pretty gross with Skite, Path and several fliers. G2 he manages to squeeze through for exactly 10 on the back of triple Hierarch. G3 is the talk of the town at the entire tournament. I mull to 6 seeing GQ, GQ, Thalia, Hierarch, and double PtE... Opponent kept 7 after a full minute in the tank. I keep, hoping to scry my way out of it. Scry Gavony to the bottom - play GQ. He plays fetch and I draw an Arbiter. At this point its clear that I'm Quartering myself, but for what source? I go through every possible thought process and decide to go with the Arbiter but almost throw away the game when I reach for Thalia. She actually touches the table, before I realize my mistake and ask my opponent if I can retrace, and he says sure - he was a nice guy and we kept up the friendly banter across all three games. Long story short - My double PtE is too much, since he is stuck on only 1 land and even goes to endstep discard on the next turn. When he finally breaks out of it, I have lethal in the air after scooping a fetchland on Mindcensor.
Overall very satisfied with my build and with the deck in general - came extremely close to cutting Gaddock for a Finks, which I probably should have given my pairings, but the room was also full of Tron, so had my pairings been different, he could have been an all-star. The Grafdigger's Cage was a last-minute call when I saw the amount of CoCo fueled decks, plus I knew that two of my travelmates were on Dredge.
As for the discussions concerning mono-W vs W/G. W/G overall has a higher powerlevel and is able to incorporate some fairly crucial MD and SB cards. That being said, mono-W is strictly better against combo (not Twin), big-mana decks and Burn, and overall worse against the fair decks. W/G is less polarized in its matchups and still retains a very healthy combo matchup. Overall I like the versatility of the G splash, but in a field full of Combo I would take mono-W any day.
/ Hans
It looks like they weren't very familiar with the mirror match since they had a few chances to ghost quarter me off of either their arbiter or my arbiter and didn't, along with using flickerwisps on my vials when their creatures were way better than mine.
Again sorry for no audio since its just a recording of the replay.
That's for sharing LtGlitter. What's your current decklist if you don't mind me asking? Also how have you liked Archangel of Tithes so far?
Deck in that game is:
1x Anafenza, Kin-Tree Spirit
1x Aven Mindcensor
2x Brimaz, King of Oreskos
4x Dryad Militant
4x Flickerwisp
4x Leonin Arbiter
4x Serra Avenger
4x Thalia, Guardian of Thraben
4x Vryn Wingmare
1x Eiganjo Castle
4x Ghost Quarter
4x Tectonic Edge
14x Plains
Instant (4)
4x Path to Exile
Artifact (4)
4x AEther Vial
2x Archangel of Tithes
1x Disenchant
1x Elspeth, Knight-Errant
1x Angel of Jubilation
1x Mark of Asylum
2x Mirran Crusader
1x Ratchet Bomb
2x Rest in Peace
2x Stony Silence
1x Celestial Flare
1x Sunlance
My paper version has a Linvalla in place of the AoJ. I don't have L online but I want to mimic a similar 4cmc card in that slot.
Some times 1-2 Serra Avenger, Mindcensor and Anafenza are Phyrexian Revoker, just depends on how I'm feeling.
Archangel hasn't come up all that often. In paper I've only been able to draw it once (last thursday) vs. merfolk and I won the game without needing to play it anyway. I think I've got it online twice now and its been pretty good. If you can draw it it really helps when opponents are playing lots of creatures and may only have 4ish lands in play to pay for attackers. It comes up in game 3 of that D&T mirror match which was great since it prevents him from having any kind of vialed in creature as an out. Its also just a good card to bring in when you want to try and go bigger than your opponent in situations like this.
Are the 4x Serra Avenger treating you well?
Edit: How about the 4x Wingmare?
Have anyone tries brave the elements? A friend suggested that it could be a thing for an alpha strike or a last stand with blockers followed by a big attack against a tapped out opponent.
Serra Avenger is pretty good vs. a lot of decks including affinity. I'm trying out some other sideboard cards so I took out my 3rd stony silence and wanted more good main deck cards. I also don't have any other cool cards to put in the main deck online so I just went for the 4th Avenger.
Wingmare is also great. Some times you get a random Arbiter and your opponents can't crack any fetchlands, and now some times you double tech edge your opponent on turn 4 with Thalia and Wingmare in play and they can't cast any spells. They also really help vs. decks that are playing more spells than creatures like all of the Grixis decks and Tron. I've even found that they are pretty good vs. twin too since most of these decks are play at most 1 Electrolize, one of the games I had Thalia + 2 Wingmares in play, they wern't able to combo out and they died to the 4 flying damage.
I put one in since he is pretty cheap online and I had a free slot. I've actually been surprised at how often I've been able to flip him for how many games I've drawn him, probably at least %50. If hes not flipping the opponent usually spends a bolt to take him off the table or he just sits there killing two toughness creatures for 3 mana. The worst thing is that I don't think his +2 ability will come up all that often. Your opponent will usually attack him anyway and I've only used it once to kill a mana dork. Every other time he usually makes an indestractble blocker and then survives for a turn or two.
Thoughts coming out of the night were that 3 copies of Worship is too many and I may drop one in the near future for another Auriok Champion as it has a wide array of practical uses and improves the practicality of the former. Am also toying with eventually replacing one copy of Lingering Souls with Linvala, as much as I hate to raise the mana ceiling over 3.
I've actually toyed with the idea of cutting Souls entirely, but I'll never trim out Orzhov Pontiff, so it feels like a shame to cut the advantage the former gives against BGx decks and Infect.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
3 Blade Splicer
4 Flickerwisp
4 Judge's Familiar
2 Kitchen Finks
4 Leonin Arbiter
1 Restoration Angel
2 Serra Avenger
2 Spellskite
4 Thalia, Guardian of Thraben
1 Eiganjo Castle
4 Ghost Quarter
3 Horizon Canopy
12 Plains
3 Tectonic Edge
4 Aether Vial
1 Relic of Progenitus
1 Kor Skyfisher
4 Path to Exile
2 Burrenton Forge-Tender
1 Celestial Purge
1 Dismember
1 Engineered Explosives
2 Kataki, War's Wage
1 Mark of Asylum
3 Mirran Crusader
1 Rest in Peace
1 Sword of Fire and Ice
1 Sunlance
Hi Guys. I'm pretty new to the deck and am looking for some feedback. I know that opinions differ a lot on card choices and such, but I'm looking for structural feedback. For example, I'm playing 12 plains. Is that too many basics? Am I not playing enough lands in general? I don't see anybody mainboarding relic. Should I not be doing this? Other feedback/opinions on my list are also appreciated.
So far I'm quite impressed with the deck. Just about the only problems I'm having is there being only 4 vials and paths in the deck
Thanks in advance.
Round 1 v Everything but R good stuff? 1-2
I really don't know what he was doing. I just saw good creatures in each color. He had geist, tassy, angler, goyf, lingering, path, etc... It was a really odd list with what should have been a fragile mana base. Yet he still managed to 2-1 me. G1 I lost to a geist with that UW enchantment that makes it unblockable and have lifelink. I thought he was bant tempo so I sided for that and managed to squeak out a win in the air. G 3 he just had too many big guys that I couldn't deal with.
Round 2 v affinity. 2-1.
G1 he wasn't super fast and I seemed to actually outpace him with a T2 GosT via hierarch. It didn't last long.
G2 I started with kataki and thought I had it, but he managed to still beat my face in with steel overseer and vault skirge.
G3 I had finks, dromoka's command, and wisps for days. It was still pretty close though and I would have lost had I not found worship. By the time I got it, the board was relatively cleared because he whipflared me after I had begun to dominate him. I found a mindcensor and started beating him down. He still almost killed me via inkmoth, but after 2 well placed EEs to clear ornithopters and then a topdecked qasali pridemage which gave me the exalted I needed to finish the game.
Round 3 v grinding station? with a combo involving myr retriever and or enduring renewal. 2-0
It was a strange deck that probably isn't actually competitive.
G1 I played taxers and beat him to death. Maybe he would have found the combo given another turn or two?
G2 I started with relic of progenitus and leyline of sanctity followed by thalia and GosT.
Round 4 v Bant midrange? 2-0
I played mana denial into geist both games. He really didn't stand a chance.
Round 5 v Naya midrange 2-0
This round felt a lot like round 4. Like wow was it similar. I again played mana denial both games. G1 he couldn't recover. G2 he managed to come back from my arbiters, but then ran into a sworded up Brimaz and Ephara.
The deck felt pretty good most of the time. Then again, the only serious round was the one where I played against affinity. The ability to do T2 mana denial from G is so good. It finished off 2 whole decks. Once swords hit the table, games ended. My opponents just sort of stalled before crumbling.
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance