I have been playing around with mono red and am in the process of switching it over to UR. Besides following this thread I was watching some videos and saw it being used and hadn't thought of it. I may try it tonight. Still tinkering the list and not sure exactly what I will play tonight since I am still missing some of the cards I want/need (warkite Marauder, spirebluff canal)
Went 2-2 tonight at fnm, slotted in 3 siege gang commanders mainboard while removing the ministers (i havent seem to miss them that much). That card legit won me every game against U/W control since they have no outs to goblins being shot to face.With siege, you don't even need to rely on the combo since you can just go value town with the tokens and grind them out. I could have went 3-1 but lost a match to TSG (could not find a single warkite either game to deal with tsg). I've been thinking of splashing green to have big dudes to deal with the aggro (RUG gpg?) as well increase the versatility of our creature suite, though I'll need to play test it before posting any lists (the mana base might be way too tight to afford both commanders & jadelight while still having blue)
I would love to see cultivator of blades combo with combat celebrant I just think the combo will be a lot harder without blue and UGR I think would be a very inconsistent base
Hey guys ! What do you think of Merfolk Trickster in the UR version ? True it can't sacrifice but it can tempo the opponnent or allows us to attack if GPGed. And why not (it is just an idea) Metallic Mimic and choose zombie ? Maybe it is a little overkill. But it could be nice with Herald of Secret Streams and then we could choose type merfolk or zombie ... Well it is just an idea, I should try it out. We would need less Warkite Marauder in that configuration
Hi everyone, am on a rather stock UR Gifts list. Was wondering how's everyone else's matchups against GB Constrictor? When they curve out snake into rishka into gearhulk, it feels almost impossible to win, not to mention the MB brontodons. If you find this matchup ok, what's your MB and/or SB plan against GB Constrictor? Is warkite our best answer at dealing with their big dumb guys, or do we just ignore their board and go hard to try and combo?
The truth is that the metagame is pretty hostile towards UR Gift right now. When this deck was first created, no one was ready for the fast combo and the metagame was inundated with UB midrange, which is a great matchup. When Dominaria came out the metagame shifted to MonoRed, Heart of Kiran decks, Monogreen, and UW decks with Teferi, which are all much more prepared for GPG. In essentially every matchup you now have to worry about Abrade, Thrashing Brontodon, Teferi, Hero of Dominaria, and/or Goblin Chainwhirler. I've been grinding leagues and have a list I like, but I can't really recommend it to anyone who wants primarily to win. I used to go 4-1 regularly and had one 5-0 on MTGO, but no matter what cards I play I can't do better than a 3-2 these days.
I liked Merfolk Trickster some when I played it, it was pretty good at sniping planeswalkers and generating tempo against large creatures. If you do play it, you often do so at the end step so that the effect lasts into your turn. This lets you kill tough threats like Gods or Rekindling Pheonix. It messes with your manabase though.
Against GB I think your best weapon is comboing fast and board wipes. I like Sweltering Suns (although they sometimes they grow out of range of 3 damage) and especially Hour of Devastation. I don't love Warkite Marauders because they play 4 Walking Ballista and because +1/+1 counters stick around even after a Marauder trigger, which means it's harder to shoot their creatures down than most. You still may need 2 or so for difficult threats. If your metagame has a lot of GB, definitely stick some Hour of Devastation in the sideboard. Also make sure to sideboard in things like Padeem, Consul of Innovation, Glorybringer, and Chandra, Torch of Defiance. Honestly though, if they curve Snake into Rishkar into Gearhulk, you usually can't win outside of comboing. That's why you don't cut the most important combo pieces like Minister of Inquiries, Skirk Prospector, Walking Ballista, and Gate to the Afterlife.
So UG Gift is rising up as a new thing, with Explore cards helping to fill the bin, and big tramplers to give the deck real game both with and without Gift in play. Anybody looked at it?
Stitcher's Supplier seems like it would help the refurbish builds the most. 8 1-drop enablers is a great start for a deck with Minister of Inquiries back it up with fumigate and settle the wreckage, use Strategic Planning and Chart a Course to dig for and discard the combo.
Pretty sure this belongs here. Its a brew on GFG that I've been kicking around. It sacrifices a little bit of power for more speed and doubles down on goblins more than the other decks I've seen. It runs almost purely mono red but I play 8 dual lands for a splash of white only for anointed procession and a few sideboard cards. The deck runs pretty spicy with the discard outlets mainly being bomat courier. I had originally ran tormenting voice and then switched to the flame of keld as playsets before removing them for the 4 abrade. The neat thing about the deck is that it runs like mono-red goblin aggro till you want to play some GFG shenanigans. Best interaction in the deck is if you grab a Siege-gang with GFG while procession is on the field you get 2 siege-gang and 12 goblin tokens. I'm gonna test this a few weeks to see if it has potential or I need to just run a more standard GFG build for GP Orlando.
Pretty sure this belongs here. Its a brew on GFG that I've been kicking around. It sacrifices a little bit of power for more speed and doubles down on goblins more than the other decks I've seen. It runs almost purely mono red but I play 8 dual lands for a splash of white only for anointed procession and a few sideboard cards. The deck runs pretty spicy with the discard outlets mainly being bomat courier. I had originally ran tormenting voice and then switched to the flame of keld as playsets before removing them for the 4 abrade. The neat thing about the deck is that it runs like mono-red goblin aggro till you want to play some GFG shenanigans. Best interaction in the deck is if you grab a Siege-gang with GFG while procession is on the field you get 2 siege-gang and 12 goblin tokens. I'm gonna test this a few weeks to see if it has potential or I need to just run a more standard GFG build for GP Orlando.
Looks spicy, but I feel like the best way to use GPG is to res an Angel of Invention, and that's so often what helps me pull ahead in matchups like aggro where the 6 point lifeswing and lifelink blocker really makes a huge difference.
"Unfortunately, all of my test animals have died or escaped, so i shall be the final subject. I feel no fear. This is a momentous night."
--Laboratory notes, final entry
testing has been promising, the match up against aggro feels favored especially post board.
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"Unfortunately, all of my test animals have died or escaped, so i shall be the final subject. I feel no fear. This is a momentous night."
--Laboratory notes, final entry
If you need lifegain, you can get it. There's good options in black white and green.
Wildgrowth Walker is an option for green decks. Branchwalker and Jadelight help fill the grave, and W.W. gets huge while gaining life.
Deck below is what i'm experimenting with. A more conventional UG has Multani, Yavimaya's Avatar, Verderous Gearhulk, and Walking Ballista, but not Merfolk Trickster or Sleep. Sleep seems pretty great btw. You can easily get 12+ power on the board and then Sleep and attack.
I took this Esper Gift (credit VTCLA) list out last night. Somehow, despite punting hard left and right, I went 2-0-1 and came in second out of 12. Deck was amazingly interesting to play when it did anything. If I tweak the manabase and the sideboard, I'll post my changes. Recommended!
Edit:
The manabase is very good at getting down a Minister or Supplier on T1. Subsequently, however ... For the low, low price of taplands, I think I would rather take this out.
I took the list i posted above to fnm last week went 4-0-1, and have been playing it on MTG Arena to great success. very few match loss's a lot of free win's on arena. The issue with arena though is a lot of players have limited cards right now so very few truly competitive matches.
the lists i play in paper and my arena list vary slightly just due to overall meta on Arena.
main difference between the two is in Arena i run Raff Capashen, Ship's Mage in the sideboard, and i run -1 Champion of Wits and +1 Forsake the Worldly in the main deck. there are alot of decks that are heavy on artifact and enchants on arena, and Raff gives me some maneuvering room against Control decks I try to stick him when they go for the Teferi with 5-6 lands. or any time they tap out.
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"Unfortunately, all of my test animals have died or escaped, so i shall be the final subject. I feel no fear. This is a momentous night."
--Laboratory notes, final entry
I'd like to play a GPG variant at GP Richmond coming up. The problem is I'm not sure what version is best against the field right now. My biggest goals are to beat RB and Turbo-fog.
UW Refurbish is still around, and the UB Gate version has been trending up. I've liked UW against red decks, as the sideboard is good and Angel of Invention gives them fits. However, I'm not confident against Turbo-fog even after testing 4 counterspells and 3 Sorcerous Spyglass in the side. In contrast, the UB version can use Kitesail Freebooter as a powerful tool against Turbo-fog, but I feel that it closes too slowly and without lifelink to be favored against red decks. I could play 3 colors, but the mana is always unpleasant, especially when this deck wants to play Minister of Inquiries so badly on turn 1.
Does anyone have a deck or sideboard plan that they feel is good against both of these decks? I haven't figured out the puzzle yet. Thanks.
I played Esper GPG at GP Richmond. I went 6-2 day one and 2-3 on day two for an 8-5 finish. I was happy with the deck and wouldn't change it if I had to go again.
UB midrange: 2-1 win (very close match)
MonoR Flame of Keld: 2-1 win (not close)
BR zombies: 2-1 win (not close, his deck seemed bad)
GU stompy: 2-0 win (not close)
UB midrange: 0-2 loss (not close, this opponent was great)
GU stompy: 2-0 win (not close)
UW control: 2-1 win (close)
RB aggro: 0-2 loss (not close, and I threw the second game)
Day 2
RB aggro: 2-1 win (not too close)
GU stompy: 1-2 loss (close, I think I would have won the third game but I never drew more than 3 lands)
UW control: 1-2 loss (game 2 went well but the decider wasn't close)
UB midrange: 2-0 win (not close)
RB aggro: 1-2 loss (close, but he topdecked an Abrade after I stripped one out of his hand with Freebooter)
Obviously this deck dies with rotation. But experimenting with GPG this season has been a great time and I'll definitely miss it.
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Thanks in advance for your advice!
I liked Merfolk Trickster some when I played it, it was pretty good at sniping planeswalkers and generating tempo against large creatures. If you do play it, you often do so at the end step so that the effect lasts into your turn. This lets you kill tough threats like Gods or Rekindling Pheonix. It messes with your manabase though.
Against GB I think your best weapon is comboing fast and board wipes. I like Sweltering Suns (although they sometimes they grow out of range of 3 damage) and especially Hour of Devastation. I don't love Warkite Marauders because they play 4 Walking Ballista and because +1/+1 counters stick around even after a Marauder trigger, which means it's harder to shoot their creatures down than most. You still may need 2 or so for difficult threats. If your metagame has a lot of GB, definitely stick some Hour of Devastation in the sideboard. Also make sure to sideboard in things like Padeem, Consul of Innovation, Glorybringer, and Chandra, Torch of Defiance. Honestly though, if they curve Snake into Rishkar into Gearhulk, you usually can't win outside of comboing. That's why you don't cut the most important combo pieces like Minister of Inquiries, Skirk Prospector, Walking Ballista, and Gate to the Afterlife.
Here's my current list:
4 Spirebluff Canal
4 Sulfur Falls
4 Aether Hub
4 Ipnu Rivulet
3 Island
4 Mountain
1 Sequestered Stash
Creatures:
4 Minister of Inquiries
4 Skirk Prospector
2 Fanatical Firebrand
4 Warkite Marauder
1 Kari Zev, Skyship Raider
4 Walking Ballista
1 Trophy Mage
4 Champion of Wits
4 Combat Celebrant
2 Glorybringer
4 Gate to the Afterlife
2 God-Pharaoh's Gift
2 Spell Pierce
2 Negate
2 Padeem, Consul of Innovation
2 Chandra, Torch of Defiance
1 Siege-Gang Commander
2 Squee, the Immortal
2 Sweltering Suns
2 Release the Gremlins
The cards I consider real draws to other colors are as follows:
Green:
Elvish Mystic
Servant of the Conduit
Jadelight Ranger
Black:
Vicious Offering
Ravenous Chupacabra
I've tried Temur, 4 color, and RB Gift. I didn't see a dramatic improvement over UR with any of them, so I went back to a more stock UR list.
Definitely look to UR Gift if the metagame shifts away from red decks and towards out-grinding each other with The Scarab God.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
4 bomat courier
4 Goblin Instigator
4 Wily Goblin
4 Goblin Chainwhirler
4 Seige-gang commander
2 Gate to the afterlife
2 anointed Procession
4 Abrade
4 Clifftop Retreat
4 Inspiring vantage
16 Mountain
3 Chandra's defeat
2 Gate to the afterlife
2 Squee, the immortal
2 Sweltering suns
3 Ixalan's binding
3 seal away
Looks spicy, but I feel like the best way to use GPG is to res an Angel of Invention, and that's so often what helps me pull ahead in matchups like aggro where the 6 point lifeswing and lifelink blocker really makes a huge difference.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
here is the deck list i've been running
4 Champion of Wits
1 Lyra Dawnbringer
4 Minister of Inquiries
1 Shalai, Voice of Plenty
2 Sunscourge Champion
2 Cast Out
2 Search for Azcanta
4 Chart a Course
2 Fumigate
4 Refurbish
4 Strategic Planning
4 God-Pharaoh's Gift
7 Island
6 Plains
4 Glacial Fortress
3 Irrigated Farmland
2 Ipnu Rivulet
1 hostile desert
1 Lyra Dawnbringer
1 Nezahal, Primal Tide
2 Authority of the Consuls
1 Search for Azcanta
1 Disallow
1 Forsake the Worldly
2 Jace's Defeat
3 Negate
1 Fumigate
I'm getting ready for a PPTQ at the start of next month so I'm fine tuning the list before then.
--Laboratory notes, final entry
4 Champion of Wits
1 Lyra Dawnbringer
4 Omenspeaker
1 Shalai, Voice of Plenty
1 Meteor Golem
3 Exclusion Mage
2 Search for Azcanta
4 Chart a Course
2 Fumigate
4 Refurbish
4 Strategic Planning
4 God-Pharaoh's Gift
6 Plains
4 Glacial Fortress
3 Irrigated Farmland
2 Ipnu Rivulet
1 hostile desert
2 Angel of Sanctions
1 Lyra Dawnbringer
1 Nezahal, Primal Tide
2 Authority of the Consuls
1 Search for Azcanta
1 Disallow
1 Forsake the Worldly
2 Jace's Defeat
3 Negate
1 Fumigate
testing has been promising, the match up against aggro feels favored especially post board.
--Laboratory notes, final entry
Wildgrowth Walker is an option for green decks. Branchwalker and Jadelight help fill the grave, and W.W. gets huge while gaining life.
Deck below is what i'm experimenting with. A more conventional UG has
Multani, Yavimaya's Avatar, Verderous Gearhulk, and Walking Ballista, but not Merfolk Trickster or Sleep. Sleep seems pretty great btw. You can easily get 12+ power on the board and then Sleep and attack.
2 God-Pharaoh's Gift
4 Gate to the Afterlife
// 26 Creature
4 Merfolk Branchwalker
4 Wildgrowth Walker
4 Jadelight Ranger
4 Champion of Wits
4 Merfolk Trickster
4 Minister of Inquiries
1 Glyph Keeper
1 Vizier of Many Faces
2 Blossoming Defense
// 24 Land
3 Island
4 Forest
4 Botanical Sanctum
4 Hinterland Harbor
2 Hostile Desert
4 Ipnu Rivulet
3 Evolving Wilds
// 3 Sorcery
2 Sleep
1 River's Rebuke
2 Sorcerous Spyglass
1 Rashmi, Eternities Crafter
1 Glyph Keeper
4 Negate
2 Naturalize
2 Plummet
1 River's Rebuke
2 Kefnet's Last Word
Edit:
The manabase is very good at getting down a Minister or Supplier on T1. Subsequently, however ... For the low, low price of taplands, I think I would rather take this out.
4 Minister of Inquiries
4 Stitcher's Supplier
4 Kitesail Freebooter
4 Champion of Wits
2 Trophy Mage
2 Hostage Taker
1 Ravenous Chupacabra
4 Angel of Invention
1 The Scarab God
Artifacts
4 Gate to the Afterlife
2 God-Pharaoh's Gift
4 Concealed Courtyard
3 Drowned Catacomb
1 Evolving Wilds
4 Fetid Pools
4 Irrigated Farmland
1 Ipnu Rivulet
4 Isolated Chapel
1 Island
1 Plains
1 Swamp
1 Arguel's Blood Fast
2 Cast Down
1 Commit/Memory
1 Deadeye Tracker
1 Fatal Push
4 Glint-Sleeve Siphoner
1 Jace's Defeat
1 Negate
1 The Scarab God
2 Vraska's Contempt
I am also interested in abusing Stitcher's Supplier in a refurbish style list:
4 Minister of Inquiries
4 Stitcher's Supplier
4 Champion of Wits
1 Hostage Taker
1 Ravenous Chupacabra
3 Angel of Invention
Planeswalkers
1 Liliana, Death's Majesty
Artifacts
4 God-Pharaoh's Gift
Enchantments
2 Search for Azcanta
1 Cast Out
Spells
4 Strategic Planning
4 Refurbish
1 Fumigate
4 Concealed Courtyard
3 Drowned Catacomb
1 Evolving Wilds
4 Fetid Pools
4 Irrigated Farmland
1 Ipnu Rivulet
4 Isolated Chapel
1 Island
1 Plains
1 Swamp
1 Deadeye Tracker
1 Fatal Push
2 Arguel's Blood Fast
1 Cast Down
4 Glint-Sleeve Siphoner
1 Negate
1 Commit // Memory
1 Dusk // Dawn
2 Vraska's Contempt
1 The Scarab God
What do people think? Which seems better?
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
the lists i play in paper and my arena list vary slightly just due to overall meta on Arena.
deck for reference
4 Champion of Wits
1 Lyra Dawnbringer
4 Omenspeaker
1 Shalai, Voice of Plenty
1 Meteor Golem
3 Exclusion Mage
2 Search for Azcanta
4 Chart a Course
2 Fumigate
4 Refurbish
4 Strategic Planning
4 God-Pharaoh's Gift
6 Plains
4 Glacial Fortress
3 Irrigated Farmland
2 Ipnu Rivulet
1 hostile desert
2 Angel of Sanctions
1 Lyra Dawnbringer
1 Nezahal, Primal Tide
2 Authority of the Consuls
1 Disallow
2 Forsake the Worldly
2 Jace's Defeat
3 Negate
1 Fumigate
main difference between the two is in Arena i run Raff Capashen, Ship's Mage in the sideboard, and i run -1 Champion of Wits and +1 Forsake the Worldly in the main deck. there are alot of decks that are heavy on artifact and enchants on arena, and Raff gives me some maneuvering room against Control decks I try to stick him when they go for the Teferi with 5-6 lands. or any time they tap out.
--Laboratory notes, final entry
UW Refurbish is still around, and the UB Gate version has been trending up. I've liked UW against red decks, as the sideboard is good and Angel of Invention gives them fits. However, I'm not confident against Turbo-fog even after testing 4 counterspells and 3 Sorcerous Spyglass in the side. In contrast, the UB version can use Kitesail Freebooter as a powerful tool against Turbo-fog, but I feel that it closes too slowly and without lifelink to be favored against red decks. I could play 3 colors, but the mana is always unpleasant, especially when this deck wants to play Minister of Inquiries so badly on turn 1.
Does anyone have a deck or sideboard plan that they feel is good against both of these decks? I haven't figured out the puzzle yet. Thanks.
4 Minister of Inquiries
4 Stitcher's Supplier
4 Kitesail Freebooter
4 Champion of Wits
2 Trophy Mage
2 Ravenous Chupacabra
2 Hostage Taker
4 Angel of Invention
2 God-Pharaoh's Gift
4 Aether Hub
3 Fetid Pools
2 Irrigated Farmland
4 Drowned Catacomb
4 Isolated Chapel
6 Swamp
1 Island
4 Glint-Sleeve Siphoner
3 Vraska's Contempt
2 Exclusion Mage
2 Arguel's Blood Fast // Temple of Aclazotz
2 Duress
2 Jace's Defeat
My matchups were:
Day 1
UB midrange: 2-1 win (very close match)
MonoR Flame of Keld: 2-1 win (not close)
BR zombies: 2-1 win (not close, his deck seemed bad)
GU stompy: 2-0 win (not close)
UB midrange: 0-2 loss (not close, this opponent was great)
GU stompy: 2-0 win (not close)
UW control: 2-1 win (close)
RB aggro: 0-2 loss (not close, and I threw the second game)
Day 2
RB aggro: 2-1 win (not too close)
GU stompy: 1-2 loss (close, I think I would have won the third game but I never drew more than 3 lands)
UW control: 1-2 loss (game 2 went well but the decider wasn't close)
UB midrange: 2-0 win (not close)
RB aggro: 1-2 loss (close, but he topdecked an Abrade after I stripped one out of his hand with Freebooter)
Obviously this deck dies with rotation. But experimenting with GPG this season has been a great time and I'll definitely miss it.