Hey everyone. I've been testing this list recently as I feel like the current meta really wants a rock archetype to be more grounded and run a super low curve to increase our viability against aggro. Here's my test list:
I really like the idea of Spreading Algae interacting with Urborg, Tomb of Yawgmoth to help increase our Pox effect on their mana base. What does everyone think? I'm very open to suggestion and it's been testing very well locally.
Hi everyone. I was playing Skred all last modern season and now that it is on the horizon I think I will play Skred once again this season. I had reasonable success, for those on this thread who remember, as I went Top 8 in a PPTQ and top half of SCG Dallas with a list that took inspiration from Adonis2k and ACG886's online lists from last summer. I was running Big Skred primarily, but now I think there may be an opportunity to leverage the serious stall power of Hangarback Walker coupled with our awesome board wiping ability to grind matches to an inevitable win state for us. Here is a list I am testing currently:
I've always like running 4 wipes in the main game 1 as it makes my sideboarding very easy and my hard mulligan's game 1 feel more workable. I think the interaction between Hangarback and Pia and Kiran Nalaar is good enough to get us through the rough part of a lot of matchups right now. For the late game, we can lean hard on Batterskull, Wurmcoil, and Scuttling Doom Engine to get us there. I know most may not like Scuttle, but his pseudo-evasion isn't a joke and his interaction with Shrapnel Blast can literally just steal a game post-attack. For those that care, here was my original list last season: http://tappedout.net/mtg-decks/big-skred-pptq-top-8/
Hi everyone. It's been a while since I posted in here but I ran my BR BIG Skred build I've been tweaking with since Star City Dallas at 2 PPTQ's this past weekend and came in top 8 at one. I was 2nd place when we cut to top 8 but just couldn't pull it out vs. twin. I'm still evolving the build but if your interested about all the specifics of the list and the tournament report feel free to check it out on my blog here: http://desperateravingsmtg.blogspot.com/2015/06/slaughter-games-i-took-top-8-at-pptq.html
Hi Everyone. My buddies and I have played since 94 and we wanted a cube that was draftable and simulated the feeling of the old days. It started life as a cube that we saw on CubeTutor about a year ago and evolved with some changes to include some our personal favorites like Citanul Druid and Spinal Villain. Let me know what you all think! Here's the cube tutor link: http://www.cubetutor.com/viewcube/16461
Hi Suka. My son is currently building a similar style deck and we ran into a number of problems playtesting. Most of them were associated with UW/UB/UWB matchups. The Esper, Dimir, and Azorius matchups are pretty bad regardless of the archetype they fall under. This is mostly due to the fact that their removal and disruption is so cheap compared to everything Temur is trying to accomplish. Playing black means they Thoughtseize us for 1 mana and can Hero's Downfall just about anything for 3 mana. Playing white means they get instant speed protection from our burn and usually for cheaper than our burn while getting scry effects. They also get Valorous Stance, which either helps save a creature or down just about anything we really want to stick all for 2 mana. Being on blue means they can Stubborn Denial or Disdainful Stroke anything important, not to devalue Dissolve which is a hard counter with scry. Overall they just have exactly what they need to devalue a chunk of Temur's interactivity and overall success strategy. They key is to keep your hand moving. If the deck runs out of cards in hand it has no gas and just loses. Dig Through Time is great in the builds you are having a tough time with, but can be clunky in a Temur build unless you have a certain amount of flux occurring (spells come in spells go out). An easy way we fixed this for him was Monastery Siege. For 3 mana it sticks permanently and either makes us harder to interact with or helps us constantly loot, which helps the delve spells become viable. Treasure Cruise has honestly tested better for us, and only in a singleton slot. We also found that anything above 16-18 creatures really hurts your ability to go long. Surrak Dragonclaw helps a lot in the control matchup, so a 1-2 of for him isn't a horrible idea at least in the sideboard. Shaman is a good idea, but he's causing a lot of friction in your list due to the heavy amount of creatures that require you to be on two of the same color. You'll have more flexibility and resiliency in those critical matches if you cut down on that. Temur has access to Anticipate on top of Treasure Cruise, when coupled with 1-2 Monastery Siege this can allow for some great sculpting so running more creatures than that can just feel clunky as you'll only have so much mana at your disposal without running Xenagos. Also, we moved away from pain lands and went more for scry lands as the amount of red running around demands that we value our life total. The scry effect helps us sculpt even better and we don't feel the tempo loss from the tap too much if we push Sylvan Caryatid over Rattleclaw Mystic, which I certainly recommend. Roast should probably be mainbaord due to the amount of Tasigur and Siege Rhino being played, it helps quite a bit to dismiss them for so cheap. Magma Jet is another great option as once again the scry ability helps sculpt the hand proactively. Crater's Claws is great, but I'm unsure whether more than one should be needed if you have Roast and Magma Jet in the main. Maybe something like 2 Roast, 3 Magma Jet, 1 Crater's Claws for your burn package on top of 4 Anticipate, 2 Stubborn Denial, 1 Dissolve could work for a total of 14 instants/sorceries. If you run 2 Sarkhan Unbroken, which I think is just fine, and 2 Monastery Siege that would equal a total of 18 non-creature spells. If you run 22 lands, which should be acceptable since you have fetches at your disposal, that puts you at 40 cards and gives you 20 slots for creatures as it seems you like a creature heavy build. I would suggest something like 4 Sylvan Caryatid, 4 Savage Knuckleblade, 4 Courser of Kruphix, 2 Shaman of the Great Hunt, 2 Polukranos, 2 Thunderbreak Regent, 1 Dragonlord Atarka, and 1 Atarka World-Render. The two different Atarka's is more for humor than anything because you can actually have both Atarka's in play at the same time legally since the Legend rule checks for the exact name of the card, which they are different. That puts you on all your dragons having Double Strike if and when Sarkhan get's his -8 off. Take all of these suggestions with a grain of salt as I'm sure your playstyle is different than my son and I. Also, playtest changes like these before you try to go obtain the cards to save you some time and money. Cheers and good luck! The archetype is good fun and can really confuse the opponent as you switch back and forth between strategies, which it can be quite good at.
Hi everyone. I wanted to share with you my wife's esper mill deck that she's been building and tweaking for the past 8 months. It's been her first deck build and as such it's been through many iterations. She's run it to top 3 at local FNM's and it has beaten a few tier 1 decks in the format 2 out of 3 (notably Junk, Burn, Delver, and Tron). She took it more in the direct control route and found that the combo of Deprive sending mana back to re-trigger Hedron Crab is the little bit of extra gas the deck needed. At first she tried running more Visions of Beyond but that caused too much friction because of the requirement to fulfill. Oboro works real nice as well as we can ensure we are dropping a land every turn and it allows us to be on 2 blue mana when we need it from time to time. Feel free to ask questions or make suggestions!
Nice list! I'm wondering if in my straight BG version I can find some source of card advantage outside Altar's Reap and Sign in Blood that could prove useful. I want to avoid anything tacked on to creatures or that are too mana intensive like Phyrexian Arena. I feel like this is perhaps what the Golgari version lacks most vs. the Jund build of the deck is the ability to use Faithless looting.
I tried Vengeant in my early tests and ended up not liking him as he feels just a turn too slow to be relevant against most decks. He really only ends up feeling good in match-ups the deck doesn't have issues winning so I always felt the spot was better utilized with something else. I don't believe Gideon Jura would work well for some of the same reasons either, although I admittedly have never tried him. I imagine that if you are just set on trying to make the deck in a super friends fashion with planewsalkers as a central theme I would try to start with Lilliana of the Veil, Chandra, Pyromaster, and Elspeth, Knight-Errant as those would have a good mix of abilities that you would want to be on every turn to either make the game happen on your terms or gain the board advantage and posture for the win. Take that with a grain of salt though as there are several ways to build this kind of deck. Terminate is awesome but perhaps consider dreadbore as well to hit enemy walkers (namely Lilliana). Helix is awesome, but can feel cumbersome as a 4 of with the two opposing colors. Be mindful of the amount of dual color cards you put in the deck as it can make getting the mana-base ironed out a real chore and make you more susceptible to variance (aka bad shuffles). Just my thoughts. Good luck and have fun!
Well if you want the effect of Treasured Find you should play some Eternal Witness instead. Just so you are aware Ground Seal does nothing against Relic of Progenitus as the card in the graveyard is never targeted you exile a card as the resolution of the ability, the player is targeted. It does work against Snapcaster Mage however. You should look at putting in some discard in the 75. Thoughtseize is an amazing card, Inquisition of Kozilek and Duress function differently but fill the same role I've found that three is the correct number to have in the 75. Look at fitting in Abrupt Decay main. Anyways stay frosty.
Solid suggestions and man I can't believe I thought Seal turned off Relic! That's a major bust on my part. It has been promptly removed for Creeping Corrosion. I think Abrupt Decay is going to go main I just haven't decided on what should come out. I've always been at odds with Eternal Witness in this list because being on 2 green can sometimes be an issue, although the Birds of Paradise should keep me on point there. I guess I've got a fair amount of testing to do with these changes. I do like discard effects, I just wonder if maybe running Inquisition over Thoughtseize would be better for my meta as there are a couple of burn players and some other fast decks that make me value my life. I guess I could always go seize main and inquisition in the side and swap as needed. At any rate, I'm pretty sure these changes are going to improve the deck's consistency and threat potential greatly so I want to thank you for the input. Take it easy and cheers.
Hey everyone. I like the lists I'm seeing a lot. I've begun putting this together as I feel it's a good meta call for my area. I'm looking for some feedback on my list:
Any reason for the Treasure Find? Seems kind of out of place to me. Also when I was testing Tasigur, the Golden Fang, I found Murderous Cut to be really powerful as it allowed for more selective draws. Also any reason your not running Golgari Grave-Troll? Seems good in a version playing a full set of Birds of Paradise. One last thing I don't really understand the Ground Seal... But honestly it looks solid. I would love to know how the Golgari version is working out for you.
Thanks for the response Dufould. I use Treasure Find as a 2 of because there are plenty of times that the deck feels neutered in certain matchups without Lotleth Troll or one of my murder spells. Treasure Find allows me to stabilize and grab whatever I need back to my hand. I've been recently considering taking it down to a one of, but I don't have anything else to put in its slot. You have a good point on Murderous Cut, but I fear the friction caused by running multiple delve spells and having it at a time where I have no way to rapidly fill the yard and having dead card in hand. Perhaps I should run it in Slaughter Pact's slot for a while and see if I can gain that benefit. I don't run the Grave-Troll because I don't have him unfortunately although I am trying to get at least 2 of him. Ground seal is in my side as a 3 of because the local meta is rife with Snapcaster Mage style decks and Relic of Progenitus is in more than one mainboard. The Ground Seal allows me to put an end to both shenanigans at 2 cmc with a bonus card draw thrown in. Believe it or not this works well in a control heavy meta, but alas it doesn't hit Grafdigger's Cage or Tormod's Crypt so that is a bummer. I plan to take it to tournaments soon but I have to playtest it more and work out a couple of the matchups, particularly tokens which can pace the explosive dynamics of the deck and path our serious threats. Not to mention Rest in Peace boarded in for game 2 which really hurts. There are 2 of those running around locally so I have to make sure I'm ready. Thanks for the feedback and trust me all suggestions are welcome. I just like a 2 color build because I feel like I play better against Blood Moon and my consistency is a bit more reliable.
Link to deck @ TappedOut.net
I don't have a meta owned by twin, but infect/burn are huge and honestly the Spellskite in the sideboard is to help keep infect and burn off. I run Ground Seal in the side because control play has been a big thing locally and it helps me go against Grafdigger's Cage and Relic of Progenitus. I use Slaughter Pact and Dismember over Murderous Cut because it tested poorly when I used it with Tasigur, the Golden Fang because I couldn't fill my yard quick enough to accommodate both unless pushing something zany like Mesmeric Orb. I really don't miss the draw or spot removal of red honestly but that Squee Goblin Nabob tech is pretty sweet. Nice lists everyone!
Been brewing this with help from friends and readers from my blog recently. I've been thoroughly impressed with the testing and I plan on running it at my next Modern tournament. I was wondering what everyone's thoughts were.
4x Birds of Paradise
2x Dark Confidant
4x Death's Shadow
2x Dismember
1x Forest
4x Ghost Quarter
3x Inquisition of Kozilek
3x Liliana of the Veil
4x Llanowar Wastes
4x Overgrown Tomb
2x Scavenging Ooze
1x Slaughter Pact
4x Smallpox
2x Surgical Extraction
2x Swamp
4x Tarmogoyf
4x Thoughtseize
3x Urborg, Tomb of Yawgmoth
4x Verdant Catacombs
Link to deck @ TappedOut.net
I really like the idea of Spreading Algae interacting with Urborg, Tomb of Yawgmoth to help increase our Pox effect on their mana base. What does everyone think? I'm very open to suggestion and it's been testing very well locally.
1x Batterskull
3x Blood Moon
3x Hangarback Walker
4x Koth of the Hammer
4x Mind Stone
3x Pia and Kiran Nalaar
1x Pyrite Spellbomb
2x Pyroclasm
4x Relic of Progenitus
2x Scrying Sheets
1x Scuttling Doom Engine
4x Shrapnel Blast
4x Skred
20x Snow-Covered Mountain
1x Steel Hellkite
1x Volcanic Fallout
1x Wurmcoil Engine
Link to deck @ TappedOut.net
I've always like running 4 wipes in the main game 1 as it makes my sideboarding very easy and my hard mulligan's game 1 feel more workable. I think the interaction between Hangarback and Pia and Kiran Nalaar is good enough to get us through the rough part of a lot of matchups right now. For the late game, we can lean hard on Batterskull, Wurmcoil, and Scuttling Doom Engine to get us there. I know most may not like Scuttle, but his pseudo-evasion isn't a joke and his interaction with Shrapnel Blast can literally just steal a game post-attack. For those that care, here was my original list last season: http://tappedout.net/mtg-decks/big-skred-pptq-top-8/
1x Abu Ja'far
1x Icatian Javelineers
1x Icatian Priest
1x Savannah Lions
1x Exorcist
1x Icatian Lieutenant
1x King Suleiman
1x Mesa Pegasus
1x Order of Leitbur
1x White Knight
1x Argivian Archaeologist
1x Argivian Blacksmith
1x Enchanted Being
1x Farrel's Zealot
1x Keepers of the Faith
1x Pearled Unicorn
1x Preacher
1x Thunder Spirit
1x Moorish Cavalry
1x Northern Paladin
1x Wall of Swords
1x War Elephant
1x Witch Hunter
1x Icatian Phalanx
1x Petra Sphinx
1x Serra Angel
1x Veteran Bodyguard
1x Hand of Justice
1x Personal Incarnation
White Instant
1x Blaze of Glory
1x Swords to Plowshares
1x Disenchant
1x Divine Offering
1x Army of Allah
1x Holy Light
White Sorcery
1x Balance
1x Dust to Dust
1x Armageddon
1x Resurrection
1x Wrath of God
1x Icatian Town
White Enchantment
1x Land Tax
1x Spirit Link
1x Circle of Protection: Artifacts
1x Crusade
1x Greater Realm of Preservation
1x Island Sanctuary
1x Angelic Voices
1x Divine Transformation
1x Moat
Blue Creature
1x Dandan
1x Giant Tortoise
1x Lord of Atlantis
1x Merfolk Assassin
1x River Merfolk
1x Apprentice Wizard
1x Old Man of the Sea
1x Prodigal Sorcerer
1x Seasinger
1x Serendib Efreet
1x Time Elemental
1x Azure Drake
1x Clone
1x Ghost Ship
1x Phantasmal Forces
1x Phantom Monster
1x Serendib Djinn
1x Wall of Wonder
1x Air Elemental
1x Pirate Ship
1x Segovian Leviathan
1x Vesuvan Doppelganger
1x Water Elemental
1x Mahamoti Djinn
Blue Instant
1x Ancestral Recall
1x Force Spike
1x Unsummon
1x Boomerang
1x Counterspell
1x Flash Counter
1x Hurkyl's Recall
1x Mana Drain
1x Remove Soul
1x Psionic Blast
1x Power Sink
1x Spell Blast
Blue Sorcery
1x Time Walk
1x Timetwister
1x Braingeyser
1x Recall
Blue Enchantment
1x Flood
1x Unstable Mutation
1x Copy Artifact
1x Dance of Many
1x Invisibility
1x Energy Flux
1x Animate Artifact
1x Control Magic
1x Invoke Prejudice
1x Steal Artifact
Black Creature
1x Will-o'-the-Wisp
1x Black Knight
1x Cuombajj Witches
1x Erg Raiders
1x Hasran Ogress
1x Order of the Ebon Hand
1x Walking Dead
1x Hypnotic Specter
1x Junun Efreet
1x Necrite
1x Nettling Imp
1x Royal Assassin
1x Banshee
1x Bog Wraith
1x Carrion Ants
1x Derelor
1x Guardian Beast
1x Hell's Caretaker
1x Juzam Djinn
1x Eater of the Dead
1x Evil Eye of Orms-by-Gore
1x Fallen Angel
1x Infernal Medusa
1x Sengir Vampire
1x Shimian Night Stalker
1x Thrull Champion
1x Demonic Hordes
1x Nightmare
1x Lord of the Pit
1x Dark Ritual
1x Terror
1x Word of Command
Black Sorcery
1x Demonic Tutor
1x Hymn to Tourach
1x Sinkhole
1x Soul Exchange
1x Ashes to Ashes
1x Hellfire
1x Mind Twist
1x Drain Life
Black Enchantment
1x Imprison
1x Unholy Strength
1x Weakness
1x Animate Dead
1x Bad Moon
1x Demonic Torment
1x Oubliette
1x Breeding Pit
1x Pestilence
1x The Abyss
Red Creature
1x Kird Ape
1x Atog
1x Blazing Effigy
1x Dwarven Lieutenant
1x Dwarven Soldier
1x Ironclaw Orcs
1x Ball Lightning
1x Brothers of Fire
1x Granite Gargoyle
1x Orcish Artillery
1x Sedge Troll
1x Spinal Villain
1x Uthden Troll
1x Ydwen Efreet
1x Aladdin
1x Crimson Manticore
1x Dragon Whelp
1x Mountain Yeti
1x Roc of Kher Ridges
1x Rukh Egg
1x Stone Giant
1x Earth Elemental
1x Fire Elemental
1x Orgg
1x Two-Headed Giant of Foriys
1x Firestorm Phoenix
1x Shivan Dragon
1x Rock Hydra
Red Instant
1x Artifact Blast
1x Lightning Bolt
1x Blood Lust
1x Fork
1x Shatter
1x Disharmony
1x Fissure
1x Inferno
Red Sorcery
1x Chain Lightning
1x Falling Star
1x Stone Rain
1x Wheel of Fortune
1x Shatterstorm
1x Pyrotechnics
1x Detonate
1x Disintegrate
1x Earthquake
1x Fireball
Red Enchantment
1x Earthbind
1x Immolation
1x Mana Flare
1x Manabarbs
Green Creature
1x Birds of Paradise
1x Elves of Deep Shadow
1x Llanowar Elves
1x Scavenger Folk
1x Argothian Pixies
1x Citanul Druid
1x Elvish Archers
1x Grizzly Bears
1x Whirling Dervish
1x Cat Warriors
1x Killer Bees
1x Spitting Slug
1x Tracker
1x Erhnam Djinn
1x Fungusaur
1x Giant Spider
1x Ifh-Biff Efreet
1x Master of the Hunt
1x Radjan Spirit
1x Scarwood Bandits
1x War Mammoth
1x Argothian Treefolk
1x Cockatrice
1x Durkwood Boars
1x Elven Riders
1x Thicket Basilisk
1x Wormwood Treefolk
1x Craw Wurm
1x Force of Nature
1x Craw Giant
Green Instant
1x Berserk
1x Crumble
1x Giant Growth
Green Sorcery
1x Channel
1x Regrowth
1x Ice Storm
1x Tranquility
1x Untamed Wilds
1x Desert Twister
1x Hurricane
1x Winter Blast
Green Enchantment
1x Drop of Honey
1x Fastbond
1x Instill Energy
1x Wild Growth
1x Aspect of Wolf
1x Night Soil
1x Sylvan Library
1x Lure
1x Titania's Song
1x Rasputin Dreamweaver
Dimir
1x Nebuchadnezzar
Rakdos
1x Boris Devilboon
Gruul
1x Stangg
Selesnya
1x Gabriel Angelfire
Jund
1x Xira Arien
Naya
1x Hazezon Tamar
Bant
1x Rubinia Soulsinger
Esper
1x Dakkon Blackblade
Grixis
1x Sol'kanar the Swamp King
Colourless Artifact Creature
1x Brass Man
1x Dragon Engine
1x Onulet
1x Yotian Soldier
1x Clay Statue
1x Dancing Scimitar
1x Juggernaut
1x Primal Clay
1x Su-Chi
1x Clockwork Avian
1x Scarecrow
1x Clockwork Beast
1x Obsianus Golem
1x Shapeshifter
1x Tetravus
1x Triskelion
1x Diabolic Machine
Colourless Artifact
1x Black Lotus
1x Mana Crypt
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Black Vise
1x Ivory Tower
1x Mana Vault
1x Meekstone
1x Sol Ring
1x Aeolipile
1x Ankh of Mishra
1x Chaos Orb
1x Copper Tablet
1x Fellwar Stone
1x Howling Mine
1x Relic Barrier
1x Winter Orb
1x Basalt Monolith
1x Disrupting Scepter
1x Forcefield
1x Barl's Cage
1x Gauntlet of Might
1x Horn of Deafening
1x Icy Manipulator
1x Jade Statue
1x Jayemdae Tome
1x Knowledge Vault
1x Nevinyrral's Disk
1x Rocket Launcher
1x Rod of Ruin
1x Tawnos's Coffin
1x War Barge
1x Weakstone
1x Al-abara's Carpet
1x Gauntlets of Chaos
1x Ring of Ma'Ruf
1x The Hive
1x Mirror Universe
1x Serpent Generator
1x Aladdin's Ring
Colourless Land
1x Arena
1x Badlands
1x Badlands
1x Bayou
1x Bayou
1x Bazaar of Baghdad
1x City of Brass
1x City of Brass
1x Desert
1x Hammerheim
1x Island of Wak-Wak
1x Karakas
1x Library of Alexandria
1x Maze of Ith
1x Mishra's Factory
1x Mishra's Factory
1x Mishra's Factory
1x Mishra's Factory
1x Mishra's Workshop
1x Pendelhaven
1x Plateau
1x Plateau
1x Savannah
1x Savannah
1x Scrubland
1x Scrubland
1x Strip Mine
1x Taiga
1x Taiga
1x The Tabernacle at Pendrell Vale
1x Tolaria
1x Tropical Island
1x Tropical Island
1x Tundra
1x Tundra
1x Underground Sea
1x Underground Sea
1x Urborg
1x Volcanic Island
1x Volcanic Island
3x Mesmeric Orb
Planeswalker
2x Narset Transcendent
Instant
4x Archive Trap
3x Deprive
4x Mana Leak
4x Path to Exile
2x Visions of Beyond
Sorcery
4x Glimpse the Unthinkable
3x Mind Funeral
Creature
4x Hedron Crab
4x Jace's Phantasm
4x Flooded Strand
2x Ghost Quarter
1x Godless Shrine
2x Hallowed Fountain
3x Island
1x Oboro, Palace in the Clouds
2x Plains
4x Polluted Delta
2x Swamp
2x Watery Grave
1x Ashiok, Nightmare Weaver
2x Ghostly Prison
3x Leyline of Sanctity
3x Leyline of the Void
2x Murderous Cut
2x Ratchet Bomb
1x Supreme Verdict
1x Wrath of God
Hi everyone. I wanted to share with you my wife's esper mill deck that she's been building and tweaking for the past 8 months. It's been her first deck build and as such it's been through many iterations. She's run it to top 3 at local FNM's and it has beaten a few tier 1 decks in the format 2 out of 3 (notably Junk, Burn, Delver, and Tron). She took it more in the direct control route and found that the combo of Deprive sending mana back to re-trigger Hedron Crab is the little bit of extra gas the deck needed. At first she tried running more Visions of Beyond but that caused too much friction because of the requirement to fulfill. Oboro works real nice as well as we can ensure we are dropping a land every turn and it allows us to be on 2 blue mana when we need it from time to time. Feel free to ask questions or make suggestions!
Cheaper I imagine. A lot of modern players I know try and engage the format as cheap as possible.
Nice list! I'm wondering if in my straight BG version I can find some source of card advantage outside Altar's Reap and Sign in Blood that could prove useful. I want to avoid anything tacked on to creatures or that are too mana intensive like Phyrexian Arena. I feel like this is perhaps what the Golgari version lacks most vs. the Jund build of the deck is the ability to use Faithless looting.
I tried Vengeant in my early tests and ended up not liking him as he feels just a turn too slow to be relevant against most decks. He really only ends up feeling good in match-ups the deck doesn't have issues winning so I always felt the spot was better utilized with something else. I don't believe Gideon Jura would work well for some of the same reasons either, although I admittedly have never tried him. I imagine that if you are just set on trying to make the deck in a super friends fashion with planewsalkers as a central theme I would try to start with Lilliana of the Veil, Chandra, Pyromaster, and Elspeth, Knight-Errant as those would have a good mix of abilities that you would want to be on every turn to either make the game happen on your terms or gain the board advantage and posture for the win. Take that with a grain of salt though as there are several ways to build this kind of deck. Terminate is awesome but perhaps consider dreadbore as well to hit enemy walkers (namely Lilliana). Helix is awesome, but can feel cumbersome as a 4 of with the two opposing colors. Be mindful of the amount of dual color cards you put in the deck as it can make getting the mana-base ironed out a real chore and make you more susceptible to variance (aka bad shuffles). Just my thoughts. Good luck and have fun!
Solid suggestions and man I can't believe I thought Seal turned off Relic! That's a major bust on my part. It has been promptly removed for Creeping Corrosion. I think Abrupt Decay is going to go main I just haven't decided on what should come out. I've always been at odds with Eternal Witness in this list because being on 2 green can sometimes be an issue, although the Birds of Paradise should keep me on point there. I guess I've got a fair amount of testing to do with these changes. I do like discard effects, I just wonder if maybe running Inquisition over Thoughtseize would be better for my meta as there are a couple of burn players and some other fast decks that make me value my life. I guess I could always go seize main and inquisition in the side and swap as needed. At any rate, I'm pretty sure these changes are going to improve the deck's consistency and threat potential greatly so I want to thank you for the input. Take it easy and cheers.
20x Snow-Covered Mountain
2x Scrying Sheets
Planeswalker (6)
1x Chandra, Pyromaster
4x Koth of the Hammer
1x Ugin, the Spirit Dragon
Artifact (11)
3x Batterskull
2x Mind Stone
3x Relic of Progenitus
2x Shrine of Burning Rage
1x Wurmcoil Engine
3x Blood Moon
Creatures (4)
4x Boros Reckoner
Instant (10)
4x Lightning Bolt
4x Skred
2x Volcanic Fallout
Sorcery (4)
2x Anger of the Gods
2x Pyroclasm
1x Blasphemous Act
2x Boil
2x Combust
2x Guttural Response
2x Ratchet Bomb
2x Rending Volley
2x Shattering Spree
2x Sowing Salt
Link to deck @ TappedOut.net
Thanks in advance.
Thanks for the response Dufould. I use Treasure Find as a 2 of because there are plenty of times that the deck feels neutered in certain matchups without Lotleth Troll or one of my murder spells. Treasure Find allows me to stabilize and grab whatever I need back to my hand. I've been recently considering taking it down to a one of, but I don't have anything else to put in its slot. You have a good point on Murderous Cut, but I fear the friction caused by running multiple delve spells and having it at a time where I have no way to rapidly fill the yard and having dead card in hand. Perhaps I should run it in Slaughter Pact's slot for a while and see if I can gain that benefit. I don't run the Grave-Troll because I don't have him unfortunately although I am trying to get at least 2 of him. Ground seal is in my side as a 3 of because the local meta is rife with Snapcaster Mage style decks and Relic of Progenitus is in more than one mainboard. The Ground Seal allows me to put an end to both shenanigans at 2 cmc with a bonus card draw thrown in. Believe it or not this works well in a control heavy meta, but alas it doesn't hit Grafdigger's Cage or Tormod's Crypt so that is a bummer. I plan to take it to tournaments soon but I have to playtest it more and work out a couple of the matchups, particularly tokens which can pace the explosive dynamics of the deck and path our serious threats. Not to mention Rest in Peace boarded in for game 2 which really hurts. There are 2 of those running around locally so I have to make sure I'm ready. Thanks for the feedback and trust me all suggestions are welcome. I just like a 2 color build because I feel like I play better against Blood Moon and my consistency is a bit more reliable.
4x Forest
4x Overgrown Tomb
4x Swamp
2x Twilight Mire
4x Verdant Catacombs
2x Woodland Cemetery
Creatures (28)
4x Birds of Paradise
4x Golgari Thug
4x Gravecrawler
4x Lotleth Troll
3x Satyr Wayfinder
3x Stinkweed Imp
2x Tasigur, the Golden Fang
4x Vengevine
1x Become Immense
1x Darkblast
2x Dismember
1x Gnaw to the Bone
3x Grisly Salvage
1x Slaughter Pact
Sorcery (3)
1x Life from the Loam
2x Treasured Find
3x Abrupt Decay
2x Gnaw to the Bone
2x Golgari Charm
3x Ground Seal
2x Maelstrom Pulse
1x Slaughter Pact
2x Spellskite
I don't have a meta owned by twin, but infect/burn are huge and honestly the Spellskite in the sideboard is to help keep infect and burn off. I run Ground Seal in the side because control play has been a big thing locally and it helps me go against Grafdigger's Cage and Relic of Progenitus. I use Slaughter Pact and Dismember over Murderous Cut because it tested poorly when I used it with Tasigur, the Golden Fang because I couldn't fill my yard quick enough to accommodate both unless pushing something zany like Mesmeric Orb. I really don't miss the draw or spot removal of red honestly but that Squee Goblin Nabob tech is pretty sweet. Nice lists everyone!
4x Arid Mesa
2x Blood Crypt
4x Bloodstained Mire
3x Godless Shrine
2x Lavaclaw Reaches
4x Marsh Flats
2x Mountain
1x Plains
2x Sacred Foundry
1x Swamp
Planeswalkers (5)
2x Chandra, Pyromaster
3x Liliana of the Veil
4x Lightning Bolt
2x Lightning Helix
3x Path to Exile
1x Dismember
Sorceries (10)
3x Inquisition of Kozilek
3x Thoughtseize
4x Lingering Souls
Creatures (10)
3x Young Pyromancer
3x Monastery Mentor
2x Olivia Voldaren
2x Thundermaw Hellkite
2x Dismember
2x Fulminator Mage
3x Leyline of Sanctity
2x Rakdos Charm
2x Rest in Peace
2x Stony Silence
2x Wear / Tear
Been brewing this with help from friends and readers from my blog recently. I've been thoroughly impressed with the testing and I plan on running it at my next Modern tournament. I was wondering what everyone's thoughts were.