ok well some or most might favor more sorcery based proactive cards I favor more Reactive cards like how this deck was intended to be played Draw GO style
how the deck plays
==========
Early Game
=========
you start out Rune Snaging anything bigger than a 1/1, beacuse your Deserts and spawning pools can hold those off easily and if not you have Damnation to make it all go splat
and don't forget about Dreadship reef your gonna need some stored mana for some Mid Game Teachings
but save some snags for plainswalkers because this next combo can handle waves of creatures
=======
Mid game
=======
Shriekmaw+Grim Harvest=grim massacre : You'll probly have already Evoked a Shriekmaw by now so just tutor up that Grim Harvest and get this slaughter house spinnin, 7 mana is what you need to loop this every turn, 5 mana for everyother turn
This deck is also all about CA if you got the Card advantage your sitting pretty
an easy way to achieve this is to Dismal Failure when you know they have no land in hand, this is an easy 2for1.
Now your opponent probly knows your packing loads counterspells by know, so they won't be in a hurry get their babies Runed Snaged, they'll probly just try to beat you to death with whatever creature they get to stick and pass the turn, Now here is where Venarian Glimmer comes in. You get to view what they're packen so you know what to expect thus being well prepared before they can pull a fast one, and you get to proactivley counter a spell. this can also hit those Split second spells like Extirpate and Molten Disaster with little mana investment.
========
Late Game
========
Late game gets abit dangerouse if you don't have the Card Advantage because you will have already exausted abunch of your counters by now, but if you've been doing well late game should be a breeze
The one thing to worry about is your life total by now its probly about 10, so pull out that Tendrils of Corruption and raise it back to 20 with the help of Urborg, Tomb of Yawgmoth.
meanwhile, you should have Teferi out by now
so if they still got some fight left in them Teachings up that OG Dralnu and your spell book will be necrofied back to countrol the living to hell.
Now you wanna go for the kill, you have a couple of Massive Elemantals you could use, but if you want to make this quick Mystical Teachings up Phage, The Untouchable, and flash her out with all the stored up mana on your Dreadship Reefs
Flashback a Cryptic Command to tap all their guys so Phage has an Easy ride, and you win, even if they reach infinite Life, YOU WON the end, GAME OVER
Actually, Dodecapod v. Quagnoth is worth far more analyzing than just 3 words and a symbol. Quagnoth can also be sided in against control decks, as it's still a split second shrouded critter that requires attention. Siding it in against UB Mannequin seems like a particularly good move to me, as you can negate their lategame plan of constantly Mournwhelking you to secure an advantage. It's Shriekmaw proof, kills everything in their deck except for..nothing, and at the very least it forces them to use an Extirpate on it when they have other relevant things to go after. Namely, Mystical Teachings, Tarmogoyf/random finisher, and your boarded in Extirpates.
Uhm...the same can be said for Dodecapod, you know.
I understand that, once in play, a Quagnoth is superior to a discarded Dodecapod. However, Dodecapod requires no mana investment, and it also comes down considerably sooner.
Hmm, what else? Well, the Rack player can't side in anything to stop it. They can't use Withered Wretch, nor can they Extirpate it in response.
I'm not saying that Quagnoth doesn't sometimes seem like a better card...but in 90% or more of your MUs, Dodecapod is better. So, yeah...threats > repeatable discard, especially for a deck not playing green.
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No reason to run Dodecapod or Quagnoth. The deck is already fairly tight on space. No reason to side in cards that card good vs a match-up that doesn't really matter.
Tarmogoyf is sideboarded. Always. Nihilith's list is pretty much incapable of winning. The Correct counter suit is 4 Rune Snag 4 Cryptic Command 1 Pact of negation. I think Davis was wrong about Rune Snag. It's essential to force early interaction with the opponent, or else you wont be in half the games you play in.
Also 60 cards is always right. It may one be be wrong, but it is right as of now.
No reason to run Dodecapod or Quagnoth. The deck is already fairly tight on space. No reason to side in cards that card good vs a match-up that doesn't really matter.
Tarmogoyf is sideboarded. Always. Nihilith's list is pretty much incapable of winning. The Correct counter suit is 4 Rune Snag 4 Cryptic Command 1 Pact of negation. I think Davis was wrong about Rune Snag. It's essential to force early interaction with the opponent, or else you wont be in half the games you play in.
Also 60 cards is always right. It may one be be wrong, but it is right as of now.
I agree about Rune Snag. It greatly improves the Mannequin matchup, which apparently is not good. Plus it is pretty good against Rack when they don't start with Thoughtseize or when you are on the play. Plus since so few Teachings decks actually run the Snag, Pickles might not play around it, letting you 1-for-1 them in a big way. It also helps the Snow Red matchup, which is also less than exciting to play.
Tarmogoyf has to be in the sideboard. I also think that if that is the case, the Secluded Glens need to become Vivid Creek. 5 green sources is not enough to count on having one with Tarmogoyf in your hand.
Running Extirpate as a 1-of in the main is mandatory unless your meta is 80% R/G. It is so good against Teachings mirror and Harvest Moon that I could see running several main deck. Nailing an opposing Teachings with an Extirpate is vicious. It is how you win the matchup. Then again, if they are actually smart, they won't play Teachings unless they have 10 mana open. I have not played the Harvest matchup yet, but I would assume that the first Extirpate target is Drifter if they try to Harvest it, or Harvest if they play it early. I'm pretty sure the Drifter engine is how you lose the matchup, so shutting it down gives you a lot of time to regroup.
ANY HARVEST MOON PLAYERS: Am I correct? Is that how Teachings wins that matchup? Is Drifter+Moon the engine we should fear most?
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I agree about Rune Snag. It greatly improves the Mannequin matchup, which apparently is not good. Plus it is pretty good against Rack when they don't start with Thoughtseize or when you are on the play. Plus since so few Teachings decks actually run the Snag, Pickles might not play around it, letting you 1-for-1 them in a big way. It also helps the Snow Red matchup, which is also less than exciting to play.
Tarmogoyf has to be in the sideboard. I also think that if that is the case, the Secluded Glens need to become Vivid Creek. 5 green sources is not enough to count on having one with Tarmogoyf in your hand.
Running Extirpate as a 1-of in the main is mandatory unless your meta is 80% R/G. It is so good against Teachings mirror and Harvest Moon that I could see running several main deck. Nailing an opposing Teachings with an Extirpate is vicious. It is how you win the matchup. Then again, if they are actually smart, they won't play Teachings unless they have 10 mana open. I have not played the Harvest matchup yet, but I would assume that the first Extirpate target is Drifter if they try to Harvest it, or Harvest if they play it early. I'm pretty sure the Drifter engine is how you lose the matchup, so shutting it down gives you a lot of time to regroup.
ANY HARVEST MOON PLAYERS: Am I correct? Is that how Teachings wins that matchup? Is Drifter+Moon the engine we should fear most?
Well in addition to terramorphic expanse you also have prismatic lens and coalition elic so there are really 11 green sources in the deck. The Glens could become vivids without too much sacrifice though.
1 Extirpate in the main is probably right, but I refuse to play 1 extirpate main. I always draw it when it's horrible. Also Rg is pretty popular. Popular enough for me to not want extirpate.
Vs Mannequin you just extirpate the mulldrifter and you have them beat on inevitablility.
Hauting Hymn *1 SB seems very nice.
What about 1 Extirpate ?!? (to deal with other recursive deck)
Or Pull from Eternity perhaps (Detritivore is not only your friend)
No reason to run Dodecapod or Quagnoth. The deck is already fairly tight on space. No reason to side in cards that card good vs a match-up that doesn't really matter.
Tarmogoyf is sideboarded. Always. Nihilith's list is pretty much incapable of winning. The Correct counter suit is 4 Rune Snag 4 Cryptic Command 1 Pact of negation. I think Davis was wrong about Rune Snag. It's essential to force early interaction with the opponent, or else you wont be in half the games you play in.
Also 60 cards is always right. It may one be be wrong, but it is right as of now.
Davis beat one of his 2 worst match ups (Mannequin/Blink and R/x burn aggro) without Rune Snags - relevant against Mannquin and Blink decks.
Whilst it qualifies as early interaction, it's definitely reaction and the deck is lacking a lot in the way of proactive plays.
Additionally, should Grim Harvest get Extirpate'd I think I'd prefer Shadowmage Infiltrator. Finkel puts you into those games you're worried about not being a factor in.
Each version (Rune Snag, no Rune Snag) is interesting and you make the case that running Rune Snag is essential if you aren't putting in Oblivion Ring (Garruk, Jace, Chandra).
However, the deck is still so reactive and running so little in the way of threats that it's very frustrating at times.
Singleton Extirpate belongs MD. Play 61, cut something you know is more Timmy than Spike but make room for it. Every other 'best' deck besides R/G has something that deserves to be Extirpate'd without hesitation in game 1.
Davis beat one of his 2 worst match ups (Mannequin/Blink and R/x burn aggro) without Rune Snags - relevant against Mannquin and Blink decks.
Whilst it qualifies as early interaction, it's definitely reaction and the deck is lacking a lot in the way of proactive plays.
Additionally, should Grim Harvest get Extirpate'd I think I'd prefer Shadowmage Infiltrator. Finkel puts you into those games you're worried about not being a factor in.
Each version (Rune Snag, no Rune Snag) is interesting and you make the case that running Rune Snag is essential if you aren't putting in Oblivion Ring (Garruk, Jace, Chandra).
However, the deck is still so reactive and running so little in the way of threats that it's very frustrating at times.
Singleton Extirpate belongs MD. Play 61, cut something you know is more Timmy than Spike but make room for it. Every other 'best' deck besides R/G has something that deserves to be Extirpate'd without hesitation in game 1.
I actually find the modern teachings decks fairly proactive, simply because of mystical teachings. When you cast Mystical teachings you have a plan. Whether it's teferi into trike into grim harvest or whatever complicated thing you have going it isn't all reactive. Teachings is a reactive deck by nature, however it can switch roles through the incredible versatility of teachings. Rune Snag = early interaction. That's pretty essential considering the fact that most decks make some pretty key plays early on.
The sideboard is very, very tentative. I just threw it together. I know it seems like my sideboard is mostly geared toward control. It is, because when it comes to the aggro match up there aren't really that many cards I would want to side out, whereas in the control match I have a lot of cards I could side out. Also, do you think 6 mana artifacts are enough to cast a post-sb Detritivore or Teferi's Moat?
Hmm, now I know this may seem slightly random but what about adding The Rack in the side?
Teachings generates LOTS of card advantage, and controls the board.
Once you get the board on lock, I feel that Racky could deal some additional damage to aggro-players.
It'll warrant them to play their hand wisely, and cautiously - if at all.
i dont like a damage source that your opponent can shut off by adopting a strategy that's beneficial for them in the long run. an aggro player actually should play judiciously against teachings and hold a few threats back to recover from Damnation with. The Rack will do absolutely nothing to a player who is playing correctly.
According to the results from the US States, it seems that UB has become more of a proactive deck. With most of them running 4x Shadowmage infiltrators and various other creatures does this mean the Dralnu Build is dead?
I've yet to updated my UB Decklist as I'm still missing a few new stuff (Cryptic Command and Jace), but with the widespread mono R/ RG aggro/ Big mana builds going around, is White a must have for UB to deal with Detrivore?
According to the results from the US States, it seems that UB has become more of a proactive deck. With most of them running 4x Shadowmage infiltrators and various other creatures does this mean the Dralnu Build is dead?
I've yet to updated my UB Decklist as I'm still missing a few new stuff (Cryptic Command and Jace), but with the widespread mono R/ RG aggro/ Big mana builds going around, is White a must have for UB to deal with Detrivore?
The reactive style draw-go of 'Dralnu' is simply too slow for today's metagame. Newer versions of UB Teachings take on a more proactive approach, often playing 'tap-out' spells in favor for 16+ counterspells.
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My few criticisms of Jiaozy's deck. First, it only runs 2 teachings? I think minimum it needs 3, I personally don't run any less than 4. They are great cards to use EOT to get a cryptic command, another teachings, or whatever it is that you might need (creature destruction, card draw, etc). It makes the deck much more consistent. Land flooding and other things destroy me even when I have control of the board (or had control). As for coldsteel hearts, I believe the much better Coalition relic should take its place. It's win cons, Tarmogoyf and Aeon Chronicler, are easily handled by any removal in the world. It makes opponents Shriekmaw's relevent and it makes basically any removal relevant. Without enough counter backup (no Rune Snags), it becomes less consistent in winning.
Personally, I think Teachings just needs a traditional finisher, like Bogardan Hellkite or Triskelavus.
Very debateable. Tarmogoyf is easier to kill, every deck now knows they must deal with Goyf or lose horribly. With 4 in the deck it takes up 3 spots that could be used for removal or other good stuff. It can be chump blocked all day by an augur of skulls/troll ascetic/anything that regenerates/ 1/1 tokens/ Deathtouch Wolves, etc.
Name removal that hits Tarmogoyf but not Hellkite, especially by the time you can play Hellkite? Or how you want to effectively use Grim Harvest with such costly creature? GH makes their removal much less of an issue, you can even safely cast Damnation with your Goyf in play thanks to it. Tarmogoyf is the thing that for example the Haakon deck lacked - easy way to make use of your control of the game. Hellkite is better when you want to find it via Teachings, that's why I wanted Teferi back to flash Goyfs, but overall I found Tarmogoyf a better creature, performing multiple tasks from stalling, forcing opponent to overextend and finally killing.
Yeah but hellkite has an effect when it comes into play. It only needs to come in about twice ftw. If you don't play with Goyfs in the main it is likely the opponent is gonna board out some of his maindeck removal as well. They won't keep a bunch of shriekmaws and terrors if you've only got 1-2 creatures. And it also can't be chump blocked as easy.
I'm not saying Goyfs are bad, but I just don't see it fitting that well into teachings.
1 Academy Ruins
3 Dreadship Reef
4 River of Tears
2 Secluded Glen
1 Snow-Covered Forest
4 Snow-Covered Island
1 Snow-Covered Swamp
4 Terramorphic Expanse
3 Tolaria West
2 Urborg, Tomb of Yawgmoth
1 Urza's Factory
Creatures
1 Mulldrifter
3 Shadowmage Infiltrator
3 Shriekmaw
1 Teferi, Mage of Zhalfir
1 Triskelavus
1 Venser, Shaper Savant
1 Careful Consideration
2 Coalition Relic
4 Cryptic Command
4 Damnation
1 Grim Harvest
4 Mystical Teachings
2 Nameless Inversion
4 Prismatic Lens
1 Slaughter Pact
1 Tendrils of Corruption
3 Bottle Gnomes
1 Eyeblight's Ending
1 Faerie Trickery
1 Krosan Grip
1 Mulldrifter
1 Naturalize
1 Pact of Negation
1 Psionic Blast
1 Pull from Eternity
4 Tarmogoyf
Here's my example of the OG Dralnu style deck but with Lorwyn
4 rune snags
4 cryptic commands
3 Dismal Failure
3 Venarian Glimer
2 Pact of Negation
1 Drainning Welk
Removal=9
3 Shriekmaw
2 nameless Inversion /or/ 2 Damnation
2 Tendrils of Corruption
1 Slaughter Pact
1 Psionic Blast
Utility=10
4 Mystical Teachings
1 Grim Harvest
1 Makeshift Manniquin
1 Sower of Temptation
1 Aeon Chronicler
1 Guile
1 Dread
1 Teferi, Mage of Zhalfir
1 Dralnu, Lich Lord
1 Phage, the Untouchable
1 Venser, Shaper Savant
1 Arcanis, the Omnipotent
Land=25
4 Deserts
4 Dreadship Reef
4 Spawning Pool
4 River of Tears
4 Vivid Creek
2 Tolaris West
2 Urborg, Tomb of Yawgmoth
1 Urza's Factory
2 Take Possesion
3 Bottle Gnome
1 Hanuting Hymn
2 Darkness
1 Undertaker
1 Wipe Away
2 Linessa, Zephyr Mage
1 Extirpate
1 Mulldrifter
1 Wisper of the Muse
ok well some or most might favor more sorcery based proactive cards I favor more Reactive cards like how this deck was intended to be played Draw GO style
how the deck plays
==========
Early Game
=========
you start out Rune Snaging anything bigger than a 1/1, beacuse your Deserts and spawning pools can hold those off easily and if not you have Damnation to make it all go splat
and don't forget about Dreadship reef your gonna need some stored mana for some Mid Game Teachings
but save some snags for plainswalkers because this next combo can handle waves of creatures
=======
Mid game
=======
Shriekmaw+Grim Harvest=grim massacre : You'll probly have already Evoked a Shriekmaw by now so just tutor up that Grim Harvest and get this slaughter house spinnin, 7 mana is what you need to loop this every turn, 5 mana for everyother turn
This deck is also all about CA if you got the Card advantage your sitting pretty
an easy way to achieve this is to Dismal Failure when you know they have no land in hand, this is an easy 2for1.
Now your opponent probly knows your packing loads counterspells by know, so they won't be in a hurry get their babies Runed Snaged, they'll probly just try to beat you to death with whatever creature they get to stick and pass the turn, Now here is where Venarian Glimmer comes in. You get to view what they're packen so you know what to expect thus being well prepared before they can pull a fast one, and you get to proactivley counter a spell. this can also hit those Split second spells like Extirpate and Molten Disaster with little mana investment.
========
Late Game
========
Late game gets abit dangerouse if you don't have the Card Advantage because you will have already exausted abunch of your counters by now, but if you've been doing well late game should be a breeze
The one thing to worry about is your life total by now its probly about 10, so pull out that Tendrils of Corruption and raise it back to 20 with the help of Urborg, Tomb of Yawgmoth.
meanwhile, you should have Teferi out by now
so if they still got some fight left in them Teachings up that OG Dralnu and your spell book will be necrofied back to countrol the living to hell.
Now you wanna go for the kill, you have a couple of Massive Elemantals you could use, but if you want to make this quick Mystical Teachings up Phage, The Untouchable, and flash her out with all the stored up mana on your Dreadship Reefs
Flashback a Cryptic Command to tap all their guys so Phage has an Easy ride, and you win, even if they reach infinite Life, YOU WON the end, GAME OVER
4 Island
1 Swamp
2 Forest
1 Plains
3 Terramorphic Expanse
2 Tolaria West
2 Urborg, Tomb of Yawgmoth
1 Academy Ruins
1 Urza's Factory
4 River of Tears
1 Dreadship Reef
2 Yavimaya Coast
// Creatures
4 Tarmogoyf
2 Shriekmaw
1 Aeon Chronicler
1 Teferi, Mage of Zhalfir
1 Triskelavus
4 Prismatic Lens
4 Coalition Relic
3 Tidings
3 Mystical Teachings
4 Cryptic Command
1 Pact of Negation
2 Slaughter Pact
1 Eyeblight's Ending
1 Tendrils of Corruption
4 Damnation
1 Pull from Eternity
1 Extirpate
1 Ancient Grudge
1 Terror
1 Psionic Blast
4 Aven Riftwatcher
1 Tendrils of Corruption
1 Fortune Thief
4 Quagnoth
That's the deck I've been running and winning a lot with. It is far more suited to this format than Nihilith's draw-go deck.
You absolutely must run 4 damnation.
No.
Threats>Repeatable discard
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Uhm...the same can be said for Dodecapod, you know.
I understand that, once in play, a Quagnoth is superior to a discarded Dodecapod. However, Dodecapod requires no mana investment, and it also comes down considerably sooner.
Hmm, what else? Well, the Rack player can't side in anything to stop it. They can't use Withered Wretch, nor can they Extirpate it in response.
I'm not saying that Quagnoth doesn't sometimes seem like a better card...but in 90% or more of your MUs, Dodecapod is better. So, yeah...threats > repeatable discard, especially for a deck not playing green.
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Tarmogoyf is sideboarded. Always. Nihilith's list is pretty much incapable of winning. The Correct counter suit is 4 Rune Snag 4 Cryptic Command 1 Pact of negation. I think Davis was wrong about Rune Snag. It's essential to force early interaction with the opponent, or else you wont be in half the games you play in.
Also 60 cards is always right. It may one be be wrong, but it is right as of now.
I agree about Rune Snag. It greatly improves the Mannequin matchup, which apparently is not good. Plus it is pretty good against Rack when they don't start with Thoughtseize or when you are on the play. Plus since so few Teachings decks actually run the Snag, Pickles might not play around it, letting you 1-for-1 them in a big way. It also helps the Snow Red matchup, which is also less than exciting to play.
Tarmogoyf has to be in the sideboard. I also think that if that is the case, the Secluded Glens need to become Vivid Creek. 5 green sources is not enough to count on having one with Tarmogoyf in your hand.
Running Extirpate as a 1-of in the main is mandatory unless your meta is 80% R/G. It is so good against Teachings mirror and Harvest Moon that I could see running several main deck. Nailing an opposing Teachings with an Extirpate is vicious. It is how you win the matchup. Then again, if they are actually smart, they won't play Teachings unless they have 10 mana open. I have not played the Harvest matchup yet, but I would assume that the first Extirpate target is Drifter if they try to Harvest it, or Harvest if they play it early. I'm pretty sure the Drifter engine is how you lose the matchup, so shutting it down gives you a lot of time to regroup.
ANY HARVEST MOON PLAYERS: Am I correct? Is that how Teachings wins that matchup? Is Drifter+Moon the engine we should fear most?
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Well in addition to terramorphic expanse you also have prismatic lens and coalition elic so there are really 11 green sources in the deck. The Glens could become vivids without too much sacrifice though.
1 Extirpate in the main is probably right, but I refuse to play 1 extirpate main. I always draw it when it's horrible. Also Rg is pretty popular. Popular enough for me to not want extirpate.
Vs Mannequin you just extirpate the mulldrifter and you have them beat on inevitablility.
What about 1 Extirpate ?!? (to deal with other recursive deck)
Or Pull from Eternity perhaps (Detritivore is not only your friend)
Davis beat one of his 2 worst match ups (Mannequin/Blink and R/x burn aggro) without Rune Snags - relevant against Mannquin and Blink decks.
Whilst it qualifies as early interaction, it's definitely reaction and the deck is lacking a lot in the way of proactive plays.
Additionally, should Grim Harvest get Extirpate'd I think I'd prefer Shadowmage Infiltrator. Finkel puts you into those games you're worried about not being a factor in.
Each version (Rune Snag, no Rune Snag) is interesting and you make the case that running Rune Snag is essential if you aren't putting in Oblivion Ring (Garruk, Jace, Chandra).
However, the deck is still so reactive and running so little in the way of threats that it's very frustrating at times.
Singleton Extirpate belongs MD. Play 61, cut something you know is more Timmy than Spike but make room for it. Every other 'best' deck besides R/G has something that deserves to be Extirpate'd without hesitation in game 1.
-TEAM REVOLUTION
I actually find the modern teachings decks fairly proactive, simply because of mystical teachings. When you cast Mystical teachings you have a plan. Whether it's teferi into trike into grim harvest or whatever complicated thing you have going it isn't all reactive. Teachings is a reactive deck by nature, however it can switch roles through the incredible versatility of teachings. Rune Snag = early interaction. That's pretty essential considering the fact that most decks make some pretty key plays early on.
4 Underground River
1 Academy Ruins
1 Urza's Factory
1 Mouth of Ronom
2 Urborg, Tomb of Yawgmoth
4 Tolaria West
4 River of Tears
3 Dreadship Reef
1 Snow-Covered Island
4 Snow-Covered Swamp
[8 Creatures]
2 Shadowmage Infiltrator
1 Teferi, Mage of Zhalfir
1 Triskelavus
4 Shriekmaw
4 Prismatic Lens
2 Foresee
1 Careful Consideration
1 Slaughter Pact
1 Tendrils of Corruption
1 Terror
3 Mystical Teachings
4 Cryptic Command
1 Pact of Negation
1 Remove Soul
2 Coalition Relic
4 Damnation
1 Grim Harvest
1 Extirpate
2 Shadowmage Infiltrator
2 Tendrils of Corruption
1 Haunting Hymn
1 Arcanis the Omnipotent
1 Spell Burst
2 Faerie Trickery
3 Teferi's Moat
3 Detritivore
The sideboard is very, very tentative. I just threw it together. I know it seems like my sideboard is mostly geared toward control. It is, because when it comes to the aggro match up there aren't really that many cards I would want to side out, whereas in the control match I have a lot of cards I could side out. Also, do you think 6 mana artifacts are enough to cast a post-sb Detritivore or Teferi's Moat?
Currently losing with:
W Midrange White (Standard)
UB Faeries (Block)
Teachings generates LOTS of card advantage, and controls the board.
Once you get the board on lock, I feel that Racky could deal some additional damage to aggro-players.
It'll warrant them to play their hand wisely, and cautiously - if at all.
The sooner people catch on to this the better they'll play with a Teachings deck just because of that guy in the 75.
-TEAM REVOLUTION
I've yet to updated my UB Decklist as I'm still missing a few new stuff (Cryptic Command and Jace), but with the widespread mono R/ RG aggro/ Big mana builds going around, is White a must have for UB to deal with Detrivore?
I favour Shadowmage Infiltrator.
The best comparison is probably comparing these 2 states MD lists:
Jim Davis - New York, 1st place
Gerrard Fabiano - New Jersey, 2nd place
JD had the infiltrators, Fabiano had the snags. Each has it's own strengths and weaknesses.
Any colour outside of UB (or combination or R/G/W) is easily splashable via a mix of:
Vivid Creek
Prismatic Lens
Coalition Relic
Terramorphic Expanse
-TEAM REVOLUTION
The reactive style draw-go of 'Dralnu' is simply too slow for today's metagame. Newer versions of UB Teachings take on a more proactive approach, often playing 'tap-out' spells in favor for 16+ counterspells.
Personally, I think Teachings just needs a traditional finisher, like Bogardan Hellkite or Triskelavus.
Very debateable. Tarmogoyf is easier to kill, every deck now knows they must deal with Goyf or lose horribly. With 4 in the deck it takes up 3 spots that could be used for removal or other good stuff. It can be chump blocked all day by an augur of skulls/troll ascetic/anything that regenerates/ 1/1 tokens/ Deathtouch Wolves, etc.
Yeah but hellkite has an effect when it comes into play. It only needs to come in about twice ftw. If you don't play with Goyfs in the main it is likely the opponent is gonna board out some of his maindeck removal as well. They won't keep a bunch of shriekmaws and terrors if you've only got 1-2 creatures. And it also can't be chump blocked as easy.
I'm not saying Goyfs are bad, but I just don't see it fitting that well into teachings.
3 Phyrexian Ironfoot
3 Shriekmaw
4 Mulldrifter
4 Rune Snag
3 Cancel
2 Cryptic Command
1 Pact of Negation
2 Makeshift Mannequin
2 Grim Harvest
4 Damnation
2 Mystical Teachings
1 Tendrils of Corruption
1 Haunting Hymn
1 Slaughter Pact
2 Urza's Factory
2 Dreadship Reef
5 Snow-Covered Swamp
1 Urborg, Tomb of Yawgmoth
4 Underground River
2 Mouth of Ronom
8 Snow-Covered Island
2 Academy Ruins
4 Bottle Gnomes
2 Mournwhelk
3 Flashfreeze
2 Extirpate
4 Rain of Tears
I was wondering how to improve this deck, how it would do against R/G aggro and Mono Blue Control
Also, is Teferi Really needed anymore?