What is Poached Eggs?
It's a variant on eggs now that Second Sunrise is banned. It uses several artifacts such as Mox Opal, Lotus Bloom, Mind Stone, and Krark-Clan Ironworks to generate obscene amounts of mana. With this mana it plays and activate and sacrifice artifacts to draw cards. Once all cards have been played it uses Open the Vaults or Faith's Reward to bring everything back and do it all over again.
Why you should play it?
It's very similar to eggs pre ban. It lost a little bit of MB defense by giving up Silence but it's just as fast and has just as high of a combo rate. The card list is also quite similar so if you had eggs you have most of this already.
How to play?
The deck is a bit more complicated now that Second Sunrise is gone. It plays similar to the eggs decks prior to the printing of Faith's Reward. The main idea though is that you spend your first couple turns playing eggs, and then have one big combo turn. The priorities on which eggs to crack and in what order has changed a bit, that's covered below. The end goal however is to draw your entire deck and enter an infinite combo where you sacrifice Pyrite Spellbomb to deal 2 damage, recur it with Faith's Reward, then put Faith's Reward on the bottom of your library and redraw it with Conjurer's Bauble. This infinite loop requires being able to generate 3WR per iteration which can be accomplished by numerous means.
Decklist
Since I'm the only one playing this right now, my list is all I have for examples
How it plays?
Below are some sample hands, I didn't go through and list all the plays because this deck takes hundreds of actions to play out a game. However I listed what was done prior to comboing. All hands are on the play.
Game 1
Opening - Plains, Island, Conjurer's Bauble, Conjurer's Bauble, Chromatic Star, Mind Stone, Scalding Tarn
Draws - Serum Visions, Mind Stone, 2 Ghost Quarter, *attempt to go off*
Result - Fizzle attempted turn 5, drew 6 lands in a row.
Game 2
Opening - Noxious Revival, Open the Vaults, Ichor Wellspring, Island, Island, Prophetic Prism, Faith's Reward
Draws - Conjurer's Bauble, Reshape (wellspring), Conjurer's Bauble, Ghost Quarter, *attempt to go off*
Result - Combo turn 4, went off easily.
Game 3
Opening - Mind Stone, Chromatic Star, Reshape, Misty Rainforest, Conjurer's Bauble, Reshape, Mind Stone
Draws - Island, Ichor Wellspring, Lotus Bloom (wellspring), Island, Lotus Bloom (star reshape), Ghost Quarter, Darksteel Citadel (wellspring reshape), *attempt to go off*
Combo turn 4, but because it was a blind attempt to come in under the turn 4 clock the first two iterations were shaky. Got a reward on the final draw for the first run through, with exactly 4 mana left (had to go under 6 and hope for Faith's). Thought Scour was the MVP this game. It fed Open the Vaults/Noxious Revival and helped draw me into Faith's Reward.
Game 4
Hand - Ichor Wellspring, Chromatic Star, Reshape, Faith's Reward, Conjurer's Bauble, Island, Serum Visions.
Draw - Ghost Quarter, Faith's Reward (wellspring), Reshape, Ghost Quarter, *attempt to go off*
Combo turn 4 easily. Drew the entire deck in 4 iterations.
Game 5
Hand, Mox Opal, Faith's Reward, Serum Visions, Pyrite Spellbomb, Open the Vaults, Mind Stone, KCI.
Mulligan
New hand - Ichor Wellspring, Chromatic Star, Chromatic Sphere, Chromatic Star, Chromatic Star, Reshape (looking afterwards the top 4 cards were Hallowed Fountain, Island, Ghost Quarter, Island)
Mulligan
New hand - KCI, Ghost Quarter, Mind Stone, Open the Vaults, Serum Visions
Draws - Darksteel Citadel, Open the Vaults, Chromatic Sphere, Misty Rainforest, Conjurer's Bauble (visions) *attempt to combo post visions*
Combo turn 5. I didn't think I would pull this one off in time. It's quite possible turn 5 is too slow anyways, but doing it at 9 cards (and only having Open the Vaults for the first 3 iterations) due to a mulligan to 5 feels good. My first 3 Sunrises all being Open the Vaults showed me this deck can make enough mana too which is good. I thought it could but this hand was proof. The MVP here was Darksteel Citadel. This was my first game using it, and using it with KCI (plus the Mind Stones) was key to my mana until I got a reshape on the third iteration. On the first iteration I actually made 4UWW for Serum Visions too. Thought Scour was again key, it provided card draw and let me bring back artifacts with Open the Vaults. At one point in the second iteration I had a spare blue, cast it, hit Ichor Wellspring+Prophetic Prism, then cast Vaults which brought them back gaining me a free 2 mana+3 cards per iteration.
Game 6
Hand - Prophetic Prism, Mind Stone, Scalding Tarn, Faith's Reward, Misty Rainforest, Ichor Wellspring, Ghost Quarter
Draws - Faith's Reward, Prophetic Prism (wellspring), KCI, Lotus Bloom (prism), Chromatic Sphere *attempt to combo*
Combo turn 4. Pretty standard. Went through the combo 4 times before I saw a reshape. At that point I had drawn all 4 blooms so it made citadels but it was entirely unneeded.
Game 7
Hand - Reshape, Conjurer's Bauble, Open the Vaults, Pyrite Spellbomb, Darksteel Citadel, Conjurer's Bauble, Scalding Tarn
Draws - Serum Visions, Ghost Quarter (visions), Mind Stone, Ghost Quarter, Conjurer's Bauble, *attempt to combo*
Combo turn 5. I figured in a real game I wouldn't be able to wait longer than turn 5. Against a lot of decks this would be a loss. It managed to combo out though despite the pretty terrible topdecks. Needing to hit that 6 mana hurdle on the first iteration is tough, but doable. The deck was able to hit it on turn 4, but I was holding off on pulling the trigger to combo out because I was Ghost Quarter heavy and Open the Vaults doesn't help there. In the end it had to anyways and then Noxious Revival into another Open the Vaults plus mana fixing was an issue. In the end the Spellbomb sat dead on the board until the third iteration when I found a KCI and the Mind Stone was tapped for mana until then too.
Game 8
Hand- Mind Stone, KCI, Prophetic Prism, Serum Visions, Island, Faith's Reward, Lotus Bloom
Draws - Wellspring (visions), Faith's Reward, Island, Island (prism), Island, Conjurer's Bauble (wellspring), Wellspring, *attempt to combo*
Combo turn 4. Fairly standard.
Game 9
Opening - Faith's Reward, Conjurer's Bauble, Mox Opal, Lotus Bloom, Darksteel Citadel, Island, Island
Draws - Island, Ironworks, Reshape, *attempt to combo*
Combo turn 4. The key here was the reshape. Turn 3 KCI allowed me to reshape the citadel or opal into an ichor wellspring which brought me 3 more draw effects before I would have to sacrifice without anything in hand. Which found a Noxious Revival and several more draws.
Results - 1 Fizzle, 7 combos after 3 draws (turn 4 play, turn 3 draw), 1 combo after 4 draws (following a double mulligan).
Aside from just the hands above in 25 hands with the deck I've been unable to go off in time once, had to mulligan twice (each time due to no land, I haven't actually mulliganed a hand with even 1 land yet, though it will happen with enough hands), and in the other 22 times it has gone off after 3 draws almost every time. There have only been a couple instances where it has needed a fourth draw. Though there have been a few hands that needed extremely tight play to go off.
Card choices:
This deck has a lot of moving parts, so there's lots of reasoning behind each card. Virtually everything can fill multiple roles.
Lands
Ghost Quarter - This land will accelerate you into hitting 6 mana for Open the Vaults as well as thin the deck. You can fetch basics off of it, so if you need help hitting double white you can get a Plains, otherwise get an Island. If you haven't made a land drop on your combo turn, it's right to hold back on making a land drop until you get one of these, unless you've gone through most basics in the deck or if you need to drop something in order to go off, such as hitting the 6 mana Open the Vaults hurdle. This is also your goto shuffle card. Once a sunrise effect is on the bottom, with GQ you can shuffle it up higher.
Darksteel Citadel - The second best land in the deck. This can be reshaped, and can also be a viable target for a reshape. You can also tap this then sacrifice it to KCI to generate 3 colorless mana total.
Island/Plains - These are the core of your manabase.
Hallowed Fountain - You don't need mana dual lands in this deck, but having a single Hallowed Fountain is good so that you can get white off of fetchlands. If you Ghost Quarter this remember that you need to pay 2 life when it comes back from Faith's Reward if you want to use it. As a result, this land should only be used if absolutely necessary.
Misty Rainforest/Scalding Tarn - These function as Ghost Quarter 5 and 6. They can provide early white, and the fetch effect with Faith's Rewards can thin your deck, but they won't also destroy lands letting them come back untapped.
Spells
Faith's Reward - This is the key card in the deck. It lets you return to the battlefield everything that you put there this turn. That means your lands destroyed by Ghost Quarter, your Ghost Quarter, everything you sac'ed for cards or to KCI, it all comes back.
Reshape - The decks tutor, there's a lot to say about it, using Reshape properly is a huge factor in comboing or fizzling. There's three good targets for it. At X=0 (or 1 if you're worried about Spell Snare) you can find Lotus Bloom and Darksteel Citadel. In theory you can also find Mox Opal, but since you can play that at any time it's usually better to just wait until you draw it. At X=1 you can find Chromatic Star which can sacrifice to KCI for 2 colorless plus a card, or mana fix plus draw a card as well as Conjurer's Bauble which will let you recycle used Faith's Reward/Open the Vaults/Noxious Revivals. At X=2 the card you usually want to find is Ichor Wellspring. This card with KCI out reads 0 mana: Draw two cards. Prophetic Prism is also possible, but it's a rare circumstance where you'll want to tutor that over a Chromatic Star, mainly if you're not yet going off and you just want card draw. Last, at X=4 you can find Krark-Clan Ironworks. Paying 6 total for Ironworks is high, but this deck can generate the mana for it and you'll get back everything you put into it and then some. The best cards to sacrifice as the additional cost on Reshape are Ichor Wellspring and Chromatic Star because you will draw a card or Darksteel Citadel as it will return untapped, even off of Open the Vaults. Prophetic Prism is your next best as it can't sacrifice without KCI, and last would be Mox Opal, but it doesn't come up often. In general you want to avoid sacrificing your Conjurer's Baubles or Chromatic Sphere's to Reshape, but sometimes it's unaviodable. As if all this weren't enough, if you're forced to combo without a Ghost Quarter or Fetchland you can use reshape to shuffle. It's not ideal but it does work, I've managed to combo off before using only reshapes as my shuffle effects.
Open the Vaults - This is Faith's Reward 5 and 6. It won't bring back everything, only artifacts and enchantments so you can't return lands destroyed by Ghost Quarter. However, it will bring back ALL artifacts so if you had some enter the graveyard on another turn, or if you Thought Scour some this will return them.
Noxious Revival - This is Faith's Reward 7 and 8. Generally you want to hold this as long as possible. If you have it and you've gone through an iteration of the combo without drawing into another effect use Noxious Revival and then use your final draw effect to get the Faith's Reward/Open the Vaults you just put on top. This can also be quite good if you need a little more draw. One play I've used a lot when running low on draw and still needing a sunrise is to Revival an Ichor Wellspring, spend a draw to get the wellspring, then play and sac it for 2 draws. Using Revival essentially as a cantrip isn't the most exciting play in the world but if you need a draw to not fizzle, it is an out.
Serum Visions - Part of the decks draw suite. For 1 mana you'll draw a card and you can check your next couple cards helping to ensure your next couple eggs find you what you need. Mid combo, if it's not an egg you can pay for and use or a sunrise put the cards from the scry on the bottom.
Thought Scour - The other part of the decks draw suite. What makes this card playable when it wasn't in other versions of the deck is Noxious Revival and Open the Vaults. If you hit a Reward/Vaults without Revival in hand you can bauble it back into your library and improve your consistency on future cards. If you do have a revival the card digs you three deep to find your next sunrise effect. It can also hit artifacts which Open the Vaults will return to play for you. In the mirror, if such a thing ever comes up you can use it to interfere with the other players combo (perhaps they revivaled their last sunrise, you can Thought Scour and make them likely fizzle).
Artifacts
Lotus Bloom - One of the best mana producers in the deck. This produces mana of any color so it will color fix you. If played on turn 1, it will come into play ready to go on turn 4. The main way you get these out though is to Reshape for them.
Chromatic Star - This is the best of the egg cards. When it enters the graveyard you draw a card and it can sacrifice to mana fix for you. With KCI you can sacrifice it to gain mana and draw a card.
Krark-Clan Ironworks - An important piece of the mana engine. While it's possible to combo off of Open the Vaults without Ironworks in play, it's considerably more difficult. KCI generates obscene amounts of mana for you and more importantly provides sac outlets so you can be sure everything comes back and draws you cards on each iteration.
Conjurer's Bauble - This egg won't mana fix for you, but it does something just as important. It lets you put used sunrise effects on the bottom of your library. Once they're on the bottom you can shuffle them further up by using Reshape, fetchlands, or Ghost Quarter.
Ichor Wellspring - The best of the 2 mana eggs. For two mana this will come in and draw you a card, then when it's destroyed it will draw you another card. Fortunately there are a lot of ways to destroy this between KCI and Reshape.
Chromatic Sphere - This will mana fix and draw you a card. Something important to note is that the card draw is tied to the mana ability so if you're using Noxious Revival it's best to leave a Sphere for your final card draw. Mana abilities don't use the stack and can't be responded to so your opponent will never have an opening to mess with your top card. This is also important if you're using an alternate win condition such as Laboratory Maniac.
Mind Stone - This card is a mana sink but that's ok, you'll generate enough mana to pay for the sinks. Early on it acts as ramp to hit the 4/6 mana hurdles and later on turns into card draw.
Prophetic Prism - This is more mana fixing, it's a little worse than Conjurer's Bauble but it makes the cut because the draw is when it comes into play so this provides you with additional cards while setting up. It can also mana fix without sacrificing if for example you need to hit UU for a Reshape but don't want to commit to sacrificing several cards.
Mox Opal - Because it's legendary it's just a 1 of. As you combo you'll eventually hit this, it functions as a slightly weaker Lotus Bloom. You can tap it for any color then sacrifice it to KCI for an additional 2.
Pyrite Spellbomb - This is your win condition. Early in the combo you can use it to draw a card, and later on once you have plenty of card draw you can use it to kill your opponent.
Proper order to use your spells:
This deck is a little more complicated to play than the 8 sunrise version of eggs but it's not too bad. I would suggest reading what others have written on previous versions of the deck as they're far more eloquent than me. Here's a good place to start, read the Technical Play section. The big difference with this deck is that Noxious Revival changes the order of a few things. If you just cast a Faith's Reward and you're not holding a followup it's best to not bauble it to the bottom. The reason for this is that if you bauble you'll gain 1 more live draw but lose 2 draws in Revival while also putting one more card in your deck. To give an example, lets say you just finished the first iteration of the combo by casting Faith's Reward. There's 45 cards in your library with 5 sunrises and 2 revivals. That's 7 key draws in 45 cards. If you bauble the Faith's Reward you blank the revivals so you now have 6 sunrises in 46 cards. If you have the ability to draw 9 more cards before you're out of gas that little change is the difference between having an 81.6% and a 75.2% chance in finding what you need. That may not seem like much but that little difference saves you from not fizzling when you otherwise would have, 1 out of 5 times.
It was covered above but the Reshape priority should first be cards that don't sacrifice themselves, and preferably cards that do something for you when they're sacrificed. If you need mana then Reshape for a citadel or bloom, if you don't need mana then Reshape for a Wellspring, Prism, or Star.
Above all, practice with the deck. If you were good with eggs when Second Sunrise was a thing it's not much different, but if you weren't you'll need to practice in order to not fizzle. Speaking of fizzle rates, the deck should fizzle about 10% of the time (opposed to old eggs fizzling about 8% of the time), that means with optimal play you can get up to a 90% success rate with it.
I think Etherium Sculptor and Cloud Key are traps. It's better to build a consistent mana generation package to get to what you need to start than to rely on a 60% chance of getting a mana reducing card. It would be more defensible if there were more mana reducing options, but two "playable" cards that are totally dead mid combo vs a wide selection of mana generation that isn't dead mid combo seems to be the more stable route. My fizzle rate vs the fizzle rate of decks going the reduction route post ban backs that up too.
Twincast is something I've been looking at trying to add but I think it will make the deck less consistent. Twincast on Faith's Reward is awesome, and doable colored mana wise but early in the combo Twincast on Open the Vaults is dead while Noxious Revival isn't. Twincast is also totally dead if you don't draw a sunrise. For example with 6 sunrise effects and 2 twincasts you have 6 live draws to start the combo (same as with revival), but after 1 sunrise effect is used, you only have 5 draws unless you draw one, in which case you'll have 6 draws. With Noxious Revival you have two additional draws since you can revival the sunrise you just used.
Banefire works for a win condition as does Grapeshot. If you're playing online those are the cards to use, I only play paper though so I'm fine with Pyrite Spellbomb. For my non targeting win condition I like to use Blind Obedience. Disciple can work, but there's no way I would run 3 win conditions MB.
Twincast is something I've been looking at trying to add but I think it will make the deck less consistent. Twincast on Faith's Reward is awesome, and doable colored mana wise but early in the combo Twincast on Open the Vaults is dead while Noxious Revival isn't. Twincast is also totally dead if you don't draw a sunrise. For example with 6 sunrise effects and 2 twincasts you have 6 live draws to start the combo (same as with revival), but after 1 sunrise effect is used, you only have 5 draws unless you draw one, in which case you'll have 6 draws. With Noxious Revival you have two additional draws since you can revival the sunrise you just used.
Banefire works for a win condition as does Grapeshot. If you're playing online those are the cards to use, I only play paper though so I'm fine with Pyrite Spellbomb. For my non targeting win condition I like to use Blind Obedience. Disciple can work, but there's no way I would run 3 win conditions MB.
For twincast, you seem to be missing the point. Its main use isn't to copy a sunrise-effect, but to copy opponents counterspell, using it to counter their own counter.
I run Disciples and Banefire to fasten up the game, even I don't want to use 30 minutes to combo off, but the end the game fast. (The same reason why Second Sunrise was banned.)
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Also modgaming Bur setups is kind of treading down a dark path
For twincast, you seem to be missing the point. Its main use isn't to copy a sunrise-effect, but to copy opponents counterspell, using it to counter their own counter.
I run Disciples and Banefire to fasten up the game, even I don't want to use 30 minutes to combo off, but the end the game fast. (The same reason why Second Sunrise was banned.)
Twincast is a dual purpose spell, it could copy a sunrise acting as numbers 9 and 10 in the deck, or it could copy a counterspell acting as silence 3 and 4. Because this deck can really only afford 2 flex slots per round (as it is now, less if you MB hate) and the mana cost on Open the Vaults is quite high, Twincast is of less value as a dual purpose spell, it's basically a UU counterspell where as we already have Silence to fill that role for just a single W. It's not terrible, and I think it certainly warrants some sideboard slots (if they're a deck without interaction, why not bring them in) but I just don't see where there's room to mainboard them. Slots get really tight because you're adding 4 KCI, and also dropping from 8 to 6 sunrise effects (first iteration). That means you're adding 4 KCI in and you go from needing 9 to 12 cards to hit a sunrise at the same consistency, plus the issue of hitting 4WW when you go off. That's a lot of additional stuff and that room comes from running more efficient cards and using up the flex slots.
Also, I missed it in the previous comments but Conjurer's Bauble is very important. Without it you can't shuffle sunrises back into your library. Conjurer's Bauble makes it so that the longer your combo goes the more unlikely you are to fizzle. You're not relying on the infinite loop at the end, but Bauble is the only way that loop works.
Sounds great! But how fast is this post-ban version? I don't want it to get banned because of time issues like the other one.
Turn wise it's almost as fast. It's capable of turn 3 wins on the draw (seeing 10+ cards is very important) but you still want to take the play if possible because you'll be facing a weaker aggro assault and the fourth land drop will happen in 3 out of 10 games (and it's actually relevant in about 1 out of 10). Time wise it's a bit slower because there's more decisions due to it being much more important that you can identify and play the optimal line. After some practice (about 30 hands) I'm close to the same speed as the old deck, but I'm not a fast eggs player, it typically took me 10 min to draw my entire library, I'm about 12 minutes here. As for how that translates into win speed, it all depends on what win condition you're running. I'm a big fan of Pyrite Spellbomb (MB) and Blind Obedience (SB) but those are the absolute slowest ways to win, and what were causing tournament issues in the first place. Grapeshot and Banefire can both be run without impacting consistency very much (about 1 more fizzle per 100 games) and you'll win faster with them.
The real loss from not having Second Sunrise is you're much tighter on slots that interact with the opponent. Some combination of Thought Scour and Serum Visions is all the deck can afford to sideboard (unless your sideboard cards allow you to take additional turns), and even then it can't afford to take them all out. I'm still working on a good general rule for sideboarding, which isn't helped by me not being an expert on the Modern meta though. I think though that you only want to sideboard up to 2 cards per game in most circumstances, unless the sideboarded card will buy you an extra draw, such as Leyline of Sanctity against a burn deck. Then it's ok to go above two cards.
I am interested in your build, but I have a couple of concerns beyond acquiring KCI which will mean a third expensive shopping trip for this already expensive deck.
What is your view on Edge of Autumn and/or adding a forest. I notice all of your draw effects cost mana which concerns me precombo, what with no probe at all. It also opens up sideboard options.
Speaking of sideboarding, where is yours? You mention in the thread that you only have two 'flex' spots, which are they? I assume at least a few spots are going to wincons (I like 5 different ones to combat dedicated discard/slaughter games) and some choice of mass bounce, anything else or am I wrong?
I think you are definitely under valueing twincast and I think comparing it too noxious revival is the mistake. I know with KCI it is more arty intensive, but duplicating effects in both your deck and theirs is just too usefule to leave out.
I strongly disagree with adding a forest, the deck has ample color fixing, you just have to plan ahead with it. Between Bloom, Sphere, Star, Prism, and Mox you have 14 cards that generate green mana, nearly 1/4 of the deck.
Next, while Edge of Autumn isn't a bad card for the deck, it's not one I would want to run because without a Forest it doesn't help you go off, it only helps once you've already started to go off. If you still want to run it, it would be best replacing a draw effect, so probably Serum Visions or Thought Scour.
I don't have a sideboard because I'm not an expert on the modern meta so I don't feel qualified to make one. I'm working off of the typical sideboard of past lists as it seems to be highly tuned. The two flex slots are in the draw spells. You can replace up to 2 in any combination of the Serum Visions, Thought Scours, and up to 1 of the Mind Stones without altering consistency too drastically (about 1 in 200 games it will make you fizzle where you otherwise wouldn't have). I wouldn't swap more than that though in most circumstances.
If you're going up against hate though in games 2 or 3 and you need more than just two silence/twincast/whatever, you just have to weigh overcoming hate with fizzling more often. That's the real price of losing Second Sunrise. I think I would be willing to board out up to 4 cards if the situation called for it, but that's not ideal.
Try the build out a bit and see if you like it. I have over 100 hands with the deck now goldfishing. I've gone off on turn 4 nearly 90 times (every time was on the play, some of these could have been turn 3 on the draw), I've gone off on turn 5 a couple times and I've fizzled a couple times (about 7 times each). I could give exact numbers if I check my notes. It has the consistency in my opinion but it's a little more fragile and a little harder to play.
Update for anyone who wants to be a jerk at an FNM. I finally got around to ordering all the cards to make this work (didn't have Open the Vaults, Mind Stone, or a couple others for a post ban list). Decided the time was right to unleash this as hate would be minimal and played it. Went 4-0 but I sensed some bad will because my turns took so long. I am definitely out of practice with this deck... if I hope to not get shived the next time I play this I need to up my play speed.
Lost a couple games due to fizzles but I was able to race, even beat storm on the draw with an opening hand of Reshape, Reshape, Chromatic Star, Thought Scour, Hallowed Fountain, Island, Plains. I drew into Open the Vaults, Island (from Thought Scour, ended up hitting Ichor Wellspring, Prophetic Prism), Conjurer's Bauble, Lotus Bloom. Went off on turn 4 without a Ghost Quarter/Fetch... that felt good, though I did eventually draw into a GQ for some thinning it was rather pointless mana wise with double bloom on the field.
The list is the same as what is in the first post.
The True Believers are just a budget substitute for Leyline (which also works very well between Open the Vaults and Thought Scour). Otherwise I'm happy with it. I do stand behind my statement though that in most cases you only want to sideboard 2 cards... maybe 3. So Hexproof cards and Echoing Truth can probably be shaved a bit.
1. With KCI in maindeck Ichor Wellspring is far more better than Elswhere Flask. U often have access to sac efect (KCI or Reshape)
2. See Beyond is terrible - Serum Visions is far more better becouse u can play it t1 and find Bloom on suspend T1 (nice in meta when u have to kill on T4) and help you to draw second land/Sunrise effect during combo.
3. U have too many cards as "Sunrise Effect". 4 Reward + 3 Open is enough, especially using Revival in metagame with Deathrite Shaman is weak.
4. Play 4x Darksteel Citadel.
5. Play 4x Mox Opal. The best what that deck can do is playing 2 eggs on turn 1, than Ichor t2, than KCI, sac and Reward. T3 kills are sweet.
6. U don't have bounce effects in side (like Echoing Truth).
7. Pithing Needle is very nice post side.
8. Time Sieve is just terrible - better would be island.
9. Mycosynth Wellspring is not drawing cards, so it can't be good. And it steals basic lands u want to tutor during combo with Ghost Quarter.
What is the reason for not running Ideas Unbound? I had a Modern Eggs deck while Second Sunrise was still legal, and usually that card was egg-cellent.
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Decks I play:
Legacy:
Pox
Demon Stompy
Black Knights
Modern:
Tainted Shadow
MBC
8 Rack
Casual:
Suicide Black
Old-school Nightmare Effect
EDH:
Anowon, the Ruin Sage
"God is dead. God remains dead. And we have killed him."
-Friedrich Nietzsche
It is really great when u have a lot of colored mana, and only in your big turn. I think, that Serum Visions is better for some reasons:
1. Cost only U not UU.
2. Helps to find Bloom T1 or lands/eggs before combo.
3. During big turn it shows u the same number of cards as Ideas Unbound (U just have to keep at least 1 egg on battlefield and draw card thta u wanted to stay in top after scry).
While it is true that it can't help finding a bloom t1, I still think Ideas Unbound is better, solely because it draws 3. We need to draw through our library at some point and scry just delays the inevitable. Running both might be an option. I think that if I would run eggs today it would look something like this:
Still not sure what I should make for a sideboard though. Also, I have included Faithless Looting since it makes it possible to recycle drawn blooms with baubles. I have goldfished a bit and it is pretty consistent for a turn 4 kill, though I have not played more than 10 hands, so it is a small test sample. Ideas Unbound also got synergy with Faithless Looting, since I can just discard extra lands.
Private Mod Note
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Rollback Post to RevisionRollBack
Decks I play:
Legacy:
Pox
Demon Stompy
Black Knights
Modern:
Tainted Shadow
MBC
8 Rack
Casual:
Suicide Black
Old-school Nightmare Effect
EDH:
Anowon, the Ruin Sage
"God is dead. God remains dead. And we have killed him."
-Friedrich Nietzsche
Im playing eggs for 1,5 year and I lose more often to not drawing second/third land than not to find Sunrise effect. If u want to play Ironworks try Ichor Wellspring - with KCI is so great. Yes, sometime s u can't sac it, but when u can u probably win game. Visions of Beyond is also weak in my opition - does not fuel your set up to t4 win.
And play Mox Opals! With new legend rule this is your Lotus Petal, and posibility to more consistent t3 wins.
Since I don't own any mox opals, I cannot play them (I might obtain some at a point though). Personally I like Visions of Beyond, since drawing them mid-combo is quite nice. Also, after some thinking, I have come to agree with you on Ideas Unbound, mainly because it is only useful during the combo turn and now that mana is more of an issue than the time I played eggs, I have included it as well. Also, I have been quite pleased with Faithless Looting + Open the Vaults to cheat drawn lotus blooms into play.
The sideboard is mainly to deal with hate. I don't known the next time I will get an opportunity to participate in a modern tournament, but if I take this deck for a spin, I will post the results.
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Decks I play:
Legacy:
Pox
Demon Stompy
Black Knights
Modern:
Tainted Shadow
MBC
8 Rack
Casual:
Suicide Black
Old-school Nightmare Effect
EDH:
Anowon, the Ruin Sage
"God is dead. God remains dead. And we have killed him."
-Friedrich Nietzsche
About sideboard: u should have some bounce in your 75 like Echoing Truth to deal with problematic creatures. It is also better response to Stony Silence than Disenchant (SS will return with your Open the Vaults).
Ground Seal is just bad - u have to waste 1 egg to play it. Dealing with Scavenging Ooze is veyr simple - just learn how to play around him.
I always liked 1 off artifacts which can be tutored form Reshape. Good example would be Pthing Needle or Defense Grid.
I like the idea of cheating with looting and Open, but i have to test it. Card, that u can play without eating your own tail (sac egg) in your turn can't be good. With Opals has chances to be playable.
I also think u play too many eggs. Now u play 19 (with spellbomb), all time long 16 was right number (u have more slots to other very useful cards). Cut very weak Flasks!
And playing only 15 lands without Mox Opals is quite risky. Before ban, when combo didn't play KCI and Open (high cmc) 17 lands was optimal.
I did actually play echoing truth in my old SB when I think of it. Also I did not really think things through with Open the Vaults and disenchant, you got a point there. Ground Seal serves multiple purposes, it protects from Deathrite Shaman and Ooze. But the main reason I inlcuded it is because Unburial Rites decks are often quite well-numbered in my area and I couldn't think of other ways to deal with it. Maybe as you mentioned a single-ton reshape package in the board.
I will try goldfishing a bit with following changes:
MD
-3 Elsewhere Flask
+2 Island
+1 Plains
And a possible SB change could be:
-4 Disenchant
-4 Ground Seal
+3 Echoing Truth
+1 Pithing Needle
+1 Grafdigger's Cage
+1 Tormod's Crypt
+1 Engineered Explosives
+1 Torpor Orb
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Decks I play:
Legacy:
Pox
Demon Stompy
Black Knights
Modern:
Tainted Shadow
MBC
8 Rack
Casual:
Suicide Black
Old-school Nightmare Effect
EDH:
Anowon, the Ruin Sage
"God is dead. God remains dead. And we have killed him."
-Friedrich Nietzsche
Ech.. Just play some games with 10 reward effects (4 Reward 3 Open 2 Revival 1 Twincast), 2 win cons and terrible draw card effects (which don't help u before combo if your situation is bad becouse your cantrips are too expensive - 2 > 1 or don't dig so deep as Visions does) and with 4 terrible Elsewhere Flask. Than try to play Serum Visions More KCI (4 copies) 4 Blooms, 4 Mox Opals and some number of Terrarions. I'm sure second version will be better.
Terrarion is better than Mindstone becouse:
1. It is for 1 mana - lets u play insane t1 like citadel 1 mana egg mox opal another 1 mana.
2. many times u want to play egg + serum visions on t2 or t3. With Mindstone (or Elswhere Flask) u have to choose - support your engine or try to find missing piece like Reward, Reshape or KCI).
3. With KCI this is our ritual (-1 for playing +2 mana for sac) not just cycling for 0.
4. Terrarion helps in hands like t4 tap 4 lands play KCI and get WW mana for Open or UU for Reshape.
Only 2 mana egg worth playign is Ichor Wellspring becouse it can draw 2 cards in 1 loop. All other will always be worse 1 mana egg.
After my testing firstly with 3 KCI and after with 4 I love to maximalize our mana. Plays with t3 KCI (thanks to OP Mox Opal - play 4 copies always ) are brutal. They let make constent t3 kills. Even hand with 2 KCI on opening is nice becouse it helps fight through countermagic or make discard worse.
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What is Poached Eggs?
It's a variant on eggs now that Second Sunrise is banned. It uses several artifacts such as Mox Opal, Lotus Bloom, Mind Stone, and Krark-Clan Ironworks to generate obscene amounts of mana. With this mana it plays and activate and sacrifice artifacts to draw cards. Once all cards have been played it uses Open the Vaults or Faith's Reward to bring everything back and do it all over again.
Why you should play it?
It's very similar to eggs pre ban. It lost a little bit of MB defense by giving up Silence but it's just as fast and has just as high of a combo rate. The card list is also quite similar so if you had eggs you have most of this already.
How to play?
The deck is a bit more complicated now that Second Sunrise is gone. It plays similar to the eggs decks prior to the printing of Faith's Reward. The main idea though is that you spend your first couple turns playing eggs, and then have one big combo turn. The priorities on which eggs to crack and in what order has changed a bit, that's covered below. The end goal however is to draw your entire deck and enter an infinite combo where you sacrifice Pyrite Spellbomb to deal 2 damage, recur it with Faith's Reward, then put Faith's Reward on the bottom of your library and redraw it with Conjurer's Bauble. This infinite loop requires being able to generate 3WR per iteration which can be accomplished by numerous means.
Decklist
Since I'm the only one playing this right now, my list is all I have for examples
4 Ghost Quarter
2 Darksteel Citadel
7 Island
1 Plains
1 Hallowed Fountain
1 Misty Rainforest
1 Scalding Tarn
4 Faith's Reward
4 Reshape
2 Open the Vaults
2 Noxious Revival
2 Serum Visions
2 Thought Scour
Artifacts 28
4 Lotus Bloom
4 Chromatic Star
4 Krark-Clan Ironworks
4 Conjurer's Bauble
3 Ichor Wellspring
3 Chromatic Sphere
2 Mind Stone
2 Prophetic Prism
1 Mox Opal
1 Pyrite Spellbomb
How it plays?
Below are some sample hands, I didn't go through and list all the plays because this deck takes hundreds of actions to play out a game. However I listed what was done prior to comboing. All hands are on the play.
Game 1
Opening - Plains, Island, Conjurer's Bauble, Conjurer's Bauble, Chromatic Star, Mind Stone, Scalding Tarn
Draws - Serum Visions, Mind Stone, 2 Ghost Quarter, *attempt to go off*
Result - Fizzle attempted turn 5, drew 6 lands in a row.
Game 2
Opening - Noxious Revival, Open the Vaults, Ichor Wellspring, Island, Island, Prophetic Prism, Faith's Reward
Draws - Conjurer's Bauble, Reshape (wellspring), Conjurer's Bauble, Ghost Quarter, *attempt to go off*
Result - Combo turn 4, went off easily.
Game 3
Opening - Mind Stone, Chromatic Star, Reshape, Misty Rainforest, Conjurer's Bauble, Reshape, Mind Stone
Draws - Island, Ichor Wellspring, Lotus Bloom (wellspring), Island, Lotus Bloom (star reshape), Ghost Quarter, Darksteel Citadel (wellspring reshape), *attempt to go off*
Combo turn 4, but because it was a blind attempt to come in under the turn 4 clock the first two iterations were shaky. Got a reward on the final draw for the first run through, with exactly 4 mana left (had to go under 6 and hope for Faith's). Thought Scour was the MVP this game. It fed Open the Vaults/Noxious Revival and helped draw me into Faith's Reward.
Game 4
Hand - Ichor Wellspring, Chromatic Star, Reshape, Faith's Reward, Conjurer's Bauble, Island, Serum Visions.
Draw - Ghost Quarter, Faith's Reward (wellspring), Reshape, Ghost Quarter, *attempt to go off*
Combo turn 4 easily. Drew the entire deck in 4 iterations.
Game 5
Hand, Mox Opal, Faith's Reward, Serum Visions, Pyrite Spellbomb, Open the Vaults, Mind Stone, KCI.
Mulligan
New hand - Ichor Wellspring, Chromatic Star, Chromatic Sphere, Chromatic Star, Chromatic Star, Reshape (looking afterwards the top 4 cards were Hallowed Fountain, Island, Ghost Quarter, Island)
Mulligan
New hand - KCI, Ghost Quarter, Mind Stone, Open the Vaults, Serum Visions
Draws - Darksteel Citadel, Open the Vaults, Chromatic Sphere, Misty Rainforest, Conjurer's Bauble (visions) *attempt to combo post visions*
Combo turn 5. I didn't think I would pull this one off in time. It's quite possible turn 5 is too slow anyways, but doing it at 9 cards (and only having Open the Vaults for the first 3 iterations) due to a mulligan to 5 feels good. My first 3 Sunrises all being Open the Vaults showed me this deck can make enough mana too which is good. I thought it could but this hand was proof. The MVP here was Darksteel Citadel. This was my first game using it, and using it with KCI (plus the Mind Stones) was key to my mana until I got a reshape on the third iteration. On the first iteration I actually made 4UWW for Serum Visions too. Thought Scour was again key, it provided card draw and let me bring back artifacts with Open the Vaults. At one point in the second iteration I had a spare blue, cast it, hit Ichor Wellspring+Prophetic Prism, then cast Vaults which brought them back gaining me a free 2 mana+3 cards per iteration.
Game 6
Hand - Prophetic Prism, Mind Stone, Scalding Tarn, Faith's Reward, Misty Rainforest, Ichor Wellspring, Ghost Quarter
Draws - Faith's Reward, Prophetic Prism (wellspring), KCI, Lotus Bloom (prism), Chromatic Sphere *attempt to combo*
Combo turn 4. Pretty standard. Went through the combo 4 times before I saw a reshape. At that point I had drawn all 4 blooms so it made citadels but it was entirely unneeded.
Game 7
Hand - Reshape, Conjurer's Bauble, Open the Vaults, Pyrite Spellbomb, Darksteel Citadel, Conjurer's Bauble, Scalding Tarn
Draws - Serum Visions, Ghost Quarter (visions), Mind Stone, Ghost Quarter, Conjurer's Bauble, *attempt to combo*
Combo turn 5. I figured in a real game I wouldn't be able to wait longer than turn 5. Against a lot of decks this would be a loss. It managed to combo out though despite the pretty terrible topdecks. Needing to hit that 6 mana hurdle on the first iteration is tough, but doable. The deck was able to hit it on turn 4, but I was holding off on pulling the trigger to combo out because I was Ghost Quarter heavy and Open the Vaults doesn't help there. In the end it had to anyways and then Noxious Revival into another Open the Vaults plus mana fixing was an issue. In the end the Spellbomb sat dead on the board until the third iteration when I found a KCI and the Mind Stone was tapped for mana until then too.
Game 8
Hand- Mind Stone, KCI, Prophetic Prism, Serum Visions, Island, Faith's Reward, Lotus Bloom
Draws - Wellspring (visions), Faith's Reward, Island, Island (prism), Island, Conjurer's Bauble (wellspring), Wellspring, *attempt to combo*
Combo turn 4. Fairly standard.
Game 9
Opening - Faith's Reward, Conjurer's Bauble, Mox Opal, Lotus Bloom, Darksteel Citadel, Island, Island
Draws - Island, Ironworks, Reshape, *attempt to combo*
Combo turn 4. The key here was the reshape. Turn 3 KCI allowed me to reshape the citadel or opal into an ichor wellspring which brought me 3 more draw effects before I would have to sacrifice without anything in hand. Which found a Noxious Revival and several more draws.
Results - 1 Fizzle, 7 combos after 3 draws (turn 4 play, turn 3 draw), 1 combo after 4 draws (following a double mulligan).
Aside from just the hands above in 25 hands with the deck I've been unable to go off in time once, had to mulligan twice (each time due to no land, I haven't actually mulliganed a hand with even 1 land yet, though it will happen with enough hands), and in the other 22 times it has gone off after 3 draws almost every time. There have only been a couple instances where it has needed a fourth draw. Though there have been a few hands that needed extremely tight play to go off.
Card choices:
This deck has a lot of moving parts, so there's lots of reasoning behind each card. Virtually everything can fill multiple roles.
Lands
Ghost Quarter - This land will accelerate you into hitting 6 mana for Open the Vaults as well as thin the deck. You can fetch basics off of it, so if you need help hitting double white you can get a Plains, otherwise get an Island. If you haven't made a land drop on your combo turn, it's right to hold back on making a land drop until you get one of these, unless you've gone through most basics in the deck or if you need to drop something in order to go off, such as hitting the 6 mana Open the Vaults hurdle. This is also your goto shuffle card. Once a sunrise effect is on the bottom, with GQ you can shuffle it up higher.
Darksteel Citadel - The second best land in the deck. This can be reshaped, and can also be a viable target for a reshape. You can also tap this then sacrifice it to KCI to generate 3 colorless mana total.
Island/Plains - These are the core of your manabase.
Hallowed Fountain - You don't need mana dual lands in this deck, but having a single Hallowed Fountain is good so that you can get white off of fetchlands. If you Ghost Quarter this remember that you need to pay 2 life when it comes back from Faith's Reward if you want to use it. As a result, this land should only be used if absolutely necessary.
Misty Rainforest/Scalding Tarn - These function as Ghost Quarter 5 and 6. They can provide early white, and the fetch effect with Faith's Rewards can thin your deck, but they won't also destroy lands letting them come back untapped.
Spells
Faith's Reward - This is the key card in the deck. It lets you return to the battlefield everything that you put there this turn. That means your lands destroyed by Ghost Quarter, your Ghost Quarter, everything you sac'ed for cards or to KCI, it all comes back.
Reshape - The decks tutor, there's a lot to say about it, using Reshape properly is a huge factor in comboing or fizzling. There's three good targets for it. At X=0 (or 1 if you're worried about Spell Snare) you can find Lotus Bloom and Darksteel Citadel. In theory you can also find Mox Opal, but since you can play that at any time it's usually better to just wait until you draw it. At X=1 you can find Chromatic Star which can sacrifice to KCI for 2 colorless plus a card, or mana fix plus draw a card as well as Conjurer's Bauble which will let you recycle used Faith's Reward/Open the Vaults/Noxious Revivals. At X=2 the card you usually want to find is Ichor Wellspring. This card with KCI out reads 0 mana: Draw two cards. Prophetic Prism is also possible, but it's a rare circumstance where you'll want to tutor that over a Chromatic Star, mainly if you're not yet going off and you just want card draw. Last, at X=4 you can find Krark-Clan Ironworks. Paying 6 total for Ironworks is high, but this deck can generate the mana for it and you'll get back everything you put into it and then some. The best cards to sacrifice as the additional cost on Reshape are Ichor Wellspring and Chromatic Star because you will draw a card or Darksteel Citadel as it will return untapped, even off of Open the Vaults. Prophetic Prism is your next best as it can't sacrifice without KCI, and last would be Mox Opal, but it doesn't come up often. In general you want to avoid sacrificing your Conjurer's Baubles or Chromatic Sphere's to Reshape, but sometimes it's unaviodable. As if all this weren't enough, if you're forced to combo without a Ghost Quarter or Fetchland you can use reshape to shuffle. It's not ideal but it does work, I've managed to combo off before using only reshapes as my shuffle effects.
Open the Vaults - This is Faith's Reward 5 and 6. It won't bring back everything, only artifacts and enchantments so you can't return lands destroyed by Ghost Quarter. However, it will bring back ALL artifacts so if you had some enter the graveyard on another turn, or if you Thought Scour some this will return them.
Noxious Revival - This is Faith's Reward 7 and 8. Generally you want to hold this as long as possible. If you have it and you've gone through an iteration of the combo without drawing into another effect use Noxious Revival and then use your final draw effect to get the Faith's Reward/Open the Vaults you just put on top. This can also be quite good if you need a little more draw. One play I've used a lot when running low on draw and still needing a sunrise is to Revival an Ichor Wellspring, spend a draw to get the wellspring, then play and sac it for 2 draws. Using Revival essentially as a cantrip isn't the most exciting play in the world but if you need a draw to not fizzle, it is an out.
Serum Visions - Part of the decks draw suite. For 1 mana you'll draw a card and you can check your next couple cards helping to ensure your next couple eggs find you what you need. Mid combo, if it's not an egg you can pay for and use or a sunrise put the cards from the scry on the bottom.
Thought Scour - The other part of the decks draw suite. What makes this card playable when it wasn't in other versions of the deck is Noxious Revival and Open the Vaults. If you hit a Reward/Vaults without Revival in hand you can bauble it back into your library and improve your consistency on future cards. If you do have a revival the card digs you three deep to find your next sunrise effect. It can also hit artifacts which Open the Vaults will return to play for you. In the mirror, if such a thing ever comes up you can use it to interfere with the other players combo (perhaps they revivaled their last sunrise, you can Thought Scour and make them likely fizzle).
Artifacts
Lotus Bloom - One of the best mana producers in the deck. This produces mana of any color so it will color fix you. If played on turn 1, it will come into play ready to go on turn 4. The main way you get these out though is to Reshape for them.
Chromatic Star - This is the best of the egg cards. When it enters the graveyard you draw a card and it can sacrifice to mana fix for you. With KCI you can sacrifice it to gain mana and draw a card.
Krark-Clan Ironworks - An important piece of the mana engine. While it's possible to combo off of Open the Vaults without Ironworks in play, it's considerably more difficult. KCI generates obscene amounts of mana for you and more importantly provides sac outlets so you can be sure everything comes back and draws you cards on each iteration.
Conjurer's Bauble - This egg won't mana fix for you, but it does something just as important. It lets you put used sunrise effects on the bottom of your library. Once they're on the bottom you can shuffle them further up by using Reshape, fetchlands, or Ghost Quarter.
Ichor Wellspring - The best of the 2 mana eggs. For two mana this will come in and draw you a card, then when it's destroyed it will draw you another card. Fortunately there are a lot of ways to destroy this between KCI and Reshape.
Chromatic Sphere - This will mana fix and draw you a card. Something important to note is that the card draw is tied to the mana ability so if you're using Noxious Revival it's best to leave a Sphere for your final card draw. Mana abilities don't use the stack and can't be responded to so your opponent will never have an opening to mess with your top card. This is also important if you're using an alternate win condition such as Laboratory Maniac.
Mind Stone - This card is a mana sink but that's ok, you'll generate enough mana to pay for the sinks. Early on it acts as ramp to hit the 4/6 mana hurdles and later on turns into card draw.
Prophetic Prism - This is more mana fixing, it's a little worse than Conjurer's Bauble but it makes the cut because the draw is when it comes into play so this provides you with additional cards while setting up. It can also mana fix without sacrificing if for example you need to hit UU for a Reshape but don't want to commit to sacrificing several cards.
Mox Opal - Because it's legendary it's just a 1 of. As you combo you'll eventually hit this, it functions as a slightly weaker Lotus Bloom. You can tap it for any color then sacrifice it to KCI for an additional 2.
Pyrite Spellbomb - This is your win condition. Early in the combo you can use it to draw a card, and later on once you have plenty of card draw you can use it to kill your opponent.
Proper order to use your spells:
This deck is a little more complicated to play than the 8 sunrise version of eggs but it's not too bad. I would suggest reading what others have written on previous versions of the deck as they're far more eloquent than me. Here's a good place to start, read the Technical Play section. The big difference with this deck is that Noxious Revival changes the order of a few things. If you just cast a Faith's Reward and you're not holding a followup it's best to not bauble it to the bottom. The reason for this is that if you bauble you'll gain 1 more live draw but lose 2 draws in Revival while also putting one more card in your deck. To give an example, lets say you just finished the first iteration of the combo by casting Faith's Reward. There's 45 cards in your library with 5 sunrises and 2 revivals. That's 7 key draws in 45 cards. If you bauble the Faith's Reward you blank the revivals so you now have 6 sunrises in 46 cards. If you have the ability to draw 9 more cards before you're out of gas that little change is the difference between having an 81.6% and a 75.2% chance in finding what you need. That may not seem like much but that little difference saves you from not fizzling when you otherwise would have, 1 out of 5 times.
It was covered above but the Reshape priority should first be cards that don't sacrifice themselves, and preferably cards that do something for you when they're sacrificed. If you need mana then Reshape for a citadel or bloom, if you don't need mana then Reshape for a Wellspring, Prism, or Star.
Above all, practice with the deck. If you were good with eggs when Second Sunrise was a thing it's not much different, but if you weren't you'll need to practice in order to not fizzle. Speaking of fizzle rates, the deck should fizzle about 10% of the time (opposed to old eggs fizzling about 8% of the time), that means with optimal play you can get up to a 90% success rate with it.
2 Plains
5 Island
1 Misty Rainforest
4 Darksteel Citadel
2 Etherium Sculptor
2 Disciple of the Vault
4 Lotus Bloom
2 Krark-Clan Ironworks
4 Ichor Wellspring
1 Elsewhere Flask
2 Conjurer's Bauble
4 Chromatic Star
4 Chromatic Sphere
4 Faith's Reward
2 Open the Vaults
2 Twincast
1 Banefire
4 Gitaxian Probe
2 Silence
2 Defense Grid
2 Pithing Needle
2 Echoing Truth
1 Wipe Away
2 Blind Obedience
4 Leyline of Sanctity
Disciples and Banefire serve as the wincon for this deck.
I've been thinking about taking out the Conjurer's Baubles and replace them with more eggs...
Twincast is something I've been looking at trying to add but I think it will make the deck less consistent. Twincast on Faith's Reward is awesome, and doable colored mana wise but early in the combo Twincast on Open the Vaults is dead while Noxious Revival isn't. Twincast is also totally dead if you don't draw a sunrise. For example with 6 sunrise effects and 2 twincasts you have 6 live draws to start the combo (same as with revival), but after 1 sunrise effect is used, you only have 5 draws unless you draw one, in which case you'll have 6 draws. With Noxious Revival you have two additional draws since you can revival the sunrise you just used.
Banefire works for a win condition as does Grapeshot. If you're playing online those are the cards to use, I only play paper though so I'm fine with Pyrite Spellbomb. For my non targeting win condition I like to use Blind Obedience. Disciple can work, but there's no way I would run 3 win conditions MB.
For twincast, you seem to be missing the point. Its main use isn't to copy a sunrise-effect, but to copy opponents counterspell, using it to counter their own counter.
I run Disciples and Banefire to fasten up the game, even I don't want to use 30 minutes to combo off, but the end the game fast. (The same reason why Second Sunrise was banned.)
Twincast is a dual purpose spell, it could copy a sunrise acting as numbers 9 and 10 in the deck, or it could copy a counterspell acting as silence 3 and 4. Because this deck can really only afford 2 flex slots per round (as it is now, less if you MB hate) and the mana cost on Open the Vaults is quite high, Twincast is of less value as a dual purpose spell, it's basically a UU counterspell where as we already have Silence to fill that role for just a single W. It's not terrible, and I think it certainly warrants some sideboard slots (if they're a deck without interaction, why not bring them in) but I just don't see where there's room to mainboard them. Slots get really tight because you're adding 4 KCI, and also dropping from 8 to 6 sunrise effects (first iteration). That means you're adding 4 KCI in and you go from needing 9 to 12 cards to hit a sunrise at the same consistency, plus the issue of hitting 4WW when you go off. That's a lot of additional stuff and that room comes from running more efficient cards and using up the flex slots.
Also, I missed it in the previous comments but Conjurer's Bauble is very important. Without it you can't shuffle sunrises back into your library. Conjurer's Bauble makes it so that the longer your combo goes the more unlikely you are to fizzle. You're not relying on the infinite loop at the end, but Bauble is the only way that loop works.
Turn wise it's almost as fast. It's capable of turn 3 wins on the draw (seeing 10+ cards is very important) but you still want to take the play if possible because you'll be facing a weaker aggro assault and the fourth land drop will happen in 3 out of 10 games (and it's actually relevant in about 1 out of 10). Time wise it's a bit slower because there's more decisions due to it being much more important that you can identify and play the optimal line. After some practice (about 30 hands) I'm close to the same speed as the old deck, but I'm not a fast eggs player, it typically took me 10 min to draw my entire library, I'm about 12 minutes here. As for how that translates into win speed, it all depends on what win condition you're running. I'm a big fan of Pyrite Spellbomb (MB) and Blind Obedience (SB) but those are the absolute slowest ways to win, and what were causing tournament issues in the first place. Grapeshot and Banefire can both be run without impacting consistency very much (about 1 more fizzle per 100 games) and you'll win faster with them.
The real loss from not having Second Sunrise is you're much tighter on slots that interact with the opponent. Some combination of Thought Scour and Serum Visions is all the deck can afford to sideboard (unless your sideboard cards allow you to take additional turns), and even then it can't afford to take them all out. I'm still working on a good general rule for sideboarding, which isn't helped by me not being an expert on the Modern meta though. I think though that you only want to sideboard up to 2 cards per game in most circumstances, unless the sideboarded card will buy you an extra draw, such as Leyline of Sanctity against a burn deck. Then it's ok to go above two cards.
What is your view on Edge of Autumn and/or adding a forest. I notice all of your draw effects cost mana which concerns me precombo, what with no probe at all. It also opens up sideboard options.
Speaking of sideboarding, where is yours? You mention in the thread that you only have two 'flex' spots, which are they? I assume at least a few spots are going to wincons (I like 5 different ones to combat dedicated discard/slaughter games) and some choice of mass bounce, anything else or am I wrong?
I think you are definitely under valueing twincast and I think comparing it too noxious revival is the mistake. I know with KCI it is more arty intensive, but duplicating effects in both your deck and theirs is just too usefule to leave out.
Next, while Edge of Autumn isn't a bad card for the deck, it's not one I would want to run because without a Forest it doesn't help you go off, it only helps once you've already started to go off. If you still want to run it, it would be best replacing a draw effect, so probably Serum Visions or Thought Scour.
I don't have a sideboard because I'm not an expert on the modern meta so I don't feel qualified to make one. I'm working off of the typical sideboard of past lists as it seems to be highly tuned. The two flex slots are in the draw spells. You can replace up to 2 in any combination of the Serum Visions, Thought Scours, and up to 1 of the Mind Stones without altering consistency too drastically (about 1 in 200 games it will make you fizzle where you otherwise wouldn't have). I wouldn't swap more than that though in most circumstances.
If you're going up against hate though in games 2 or 3 and you need more than just two silence/twincast/whatever, you just have to weigh overcoming hate with fizzling more often. That's the real price of losing Second Sunrise. I think I would be willing to board out up to 4 cards if the situation called for it, but that's not ideal.
Try the build out a bit and see if you like it. I have over 100 hands with the deck now goldfishing. I've gone off on turn 4 nearly 90 times (every time was on the play, some of these could have been turn 3 on the draw), I've gone off on turn 5 a couple times and I've fizzled a couple times (about 7 times each). I could give exact numbers if I check my notes. It has the consistency in my opinion but it's a little more fragile and a little harder to play.
Lost a couple games due to fizzles but I was able to race, even beat storm on the draw with an opening hand of Reshape, Reshape, Chromatic Star, Thought Scour, Hallowed Fountain, Island, Plains. I drew into Open the Vaults, Island (from Thought Scour, ended up hitting Ichor Wellspring, Prophetic Prism), Conjurer's Bauble, Lotus Bloom. Went off on turn 4 without a Ghost Quarter/Fetch... that felt good, though I did eventually draw into a GQ for some thinning it was rather pointless mana wise with double bloom on the field.
The list is the same as what is in the first post.
The sideboard was
1 Nihil Spellbomb
1 Defense Grid
2 Silence
4 Echoing Truth
4 True Believer
2 Grafdigger's Cage
The True Believers are just a budget substitute for Leyline (which also works very well between Open the Vaults and Thought Scour). Otherwise I'm happy with it. I do stand behind my statement though that in most cases you only want to sideboard 2 cards... maybe 3. So Hexproof cards and Echoing Truth can probably be shaved a bit.
2. See Beyond is terrible - Serum Visions is far more better becouse u can play it t1 and find Bloom on suspend T1 (nice in meta when u have to kill on T4) and help you to draw second land/Sunrise effect during combo.
3. U have too many cards as "Sunrise Effect". 4 Reward + 3 Open is enough, especially using Revival in metagame with Deathrite Shaman is weak.
4. Play 4x Darksteel Citadel.
5. Play 4x Mox Opal. The best what that deck can do is playing 2 eggs on turn 1, than Ichor t2, than KCI, sac and Reward. T3 kills are sweet.
6. U don't have bounce effects in side (like Echoing Truth).
7. Pithing Needle is very nice post side.
8. Time Sieve is just terrible - better would be island.
9. Mycosynth Wellspring is not drawing cards, so it can't be good. And it steals basic lands u want to tutor during combo with Ghost Quarter.
Decks I play:
-Friedrich Nietzsche
1. Cost only U not UU.
2. Helps to find Bloom T1 or lands/eggs before combo.
3. During big turn it shows u the same number of cards as Ideas Unbound (U just have to keep at least 1 egg on battlefield and draw card thta u wanted to stay in top after scry).
1 Pyrite Spellbomb
4 Chromatic Star
4 Chromatic Sphere
4 Conjurer's Bauble
4 Lotus Bloom
4 Elsewhere Flask
2 Krark-Clan Ironworks
4 Faith's Reward
2 Noxius Revival
2 Visions Beyond
Sorceries:
4 Ideas Unbound
4 Reshape
4 Faithless Looting
2 Open the Vaults
4 Ghost Quarter
5 Island
2 Plains
4 Darksteel Citadel
Still not sure what I should make for a sideboard though. Also, I have included Faithless Looting since it makes it possible to recycle drawn blooms with baubles. I have goldfished a bit and it is pretty consistent for a turn 4 kill, though I have not played more than 10 hands, so it is a small test sample. Ideas Unbound also got synergy with Faithless Looting, since I can just discard extra lands.
Decks I play:
-Friedrich Nietzsche
And play Mox Opals! With new legend rule this is your Lotus Petal, and posibility to more consistent t3 wins.
1 Pyrite Spellbomb
4 Chromatic Star
4 Chromatic Sphere
4 Conjurer's Bauble
4 Elsewhere Flask
4 Lotus Bloom
2 Krark-Clan Ironworks
2 Ichor Wellspring
Instants:
4 Faith's Reward
2 Noxius Revival
2 Visions of Beyond
2 Open the Vaults
4 Faithless Looting
4 Reshape
2 Serum Visions
Lands:
4 Darksteel Citadel
4 Ghost Quarter
5 Island
2 Plains
3 Silence
4 Disenchant
4 Ground Seal
4 Leyline of Sanctity
The sideboard is mainly to deal with hate. I don't known the next time I will get an opportunity to participate in a modern tournament, but if I take this deck for a spin, I will post the results.
Decks I play:
-Friedrich Nietzsche
Ground Seal is just bad - u have to waste 1 egg to play it. Dealing with Scavenging Ooze is veyr simple - just learn how to play around him.
I always liked 1 off artifacts which can be tutored form Reshape. Good example would be Pthing Needle or Defense Grid.
I like the idea of cheating with looting and Open, but i have to test it. Card, that u can play without eating your own tail (sac egg) in your turn can't be good. With Opals has chances to be playable.
I also think u play too many eggs. Now u play 19 (with spellbomb), all time long 16 was right number (u have more slots to other very useful cards). Cut very weak Flasks!
And playing only 15 lands without Mox Opals is quite risky. Before ban, when combo didn't play KCI and Open (high cmc) 17 lands was optimal.
I will try goldfishing a bit with following changes:
MD
-3 Elsewhere Flask
+2 Island
+1 Plains
And a possible SB change could be:
-4 Disenchant
-4 Ground Seal
+3 Echoing Truth
+1 Pithing Needle
+1 Grafdigger's Cage
+1 Tormod's Crypt
+1 Engineered Explosives
+1 Torpor Orb
Decks I play:
-Friedrich Nietzsche
And Nihil Spellbomb would be better than Crypt - we like drawing cards.
1. It is for 1 mana - lets u play insane t1 like citadel 1 mana egg mox opal another 1 mana.
2. many times u want to play egg + serum visions on t2 or t3. With Mindstone (or Elswhere Flask) u have to choose - support your engine or try to find missing piece like Reward, Reshape or KCI).
3. With KCI this is our ritual (-1 for playing +2 mana for sac) not just cycling for 0.
4. Terrarion helps in hands like t4 tap 4 lands play KCI and get WW mana for Open or UU for Reshape.
Only 2 mana egg worth playign is Ichor Wellspring becouse it can draw 2 cards in 1 loop. All other will always be worse 1 mana egg.
After my testing firstly with 3 KCI and after with 4 I love to maximalize our mana. Plays with t3 KCI (thanks to OP Mox Opal - play 4 copies always ) are brutal. They let make constent t3 kills. Even hand with 2 KCI on opening is nice becouse it helps fight through countermagic or make discard worse.