There are a few pages in the thread from people who ran it immediately after its ban. The basic consensus was that unless you are running main deck Soul Sisters (Soul Warden, Soul's Attendant, Auriok Champion, Suture Priest, et al.) that the life loss was far to large of a burden on top of Shocks, Fetches, and Thoughtsieze. Can you imagine T1: Fetch, Shock, Thoughtseize, T2: Land Bitterblossom? By the start of turn 3, assuming your opponent has dont nothing to you, you are already at 14 life. That means you only have 14 more turns to finish the game before Bitterblossom finishes you and again that assumes your opponent is doing nothing to you. It limits your later game options as well forcing shocks to come in tapped and making every single fetch you pull a liability. Given the options in the primer you would pretty much have to main deck Auriok Champion and Sorin, Lord of Innistrad over the more powerful Elspeth Tirel just because of Sorin's lifelink tokens.
B/W tokens is a slower deck, you aren't really gathering gas until about turn 4 or 5, kind of like a midrange deck, and the game plan is more grindy. By turn 4, with the proposed worst case scenario, you are at 13 life. Pretty much any future combination of Thoughtseize, Shock, or Fetch puts you below 10 and that's just the damage you did to yourself. Unlike U/B Faeries which turns those little tokens into powerups for your other critters Bitterblossom, while still strong is just a liability 50% of the time even before the game starts by forcing you to change the way you build the deck to accomodate it. That doesn't even get into how awkward it is to drop a 1B and a WW in the first three or for turns without using fetches or shocks which exasperate your life total woes.
I've not played with it personally, that's just the cliff notes version of what's in the thread.
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Jun 19, 2014herenorthere posted a message on BW Token PrimerYou may mentioned Eidolon of Rhetoric from the new set. It is more expensive than cannonist but doesn't leave the exception to artifacts. It is also out of regular burn range with a toughness of 4 and costs no more than Rule of Law. I feel like its worth a mention in the same breath at least.Posted in: MasterFlex
You did not mention Suppression Field. This has had some discussion and I believe one person in the thread runs a couple main deck. It stops Twin and slows down Pod.
I'm not sure its good enough but Sundering Growth for budget sideboard options against Affinity, Twin, and potentially even pod. - To post a comment, please login or register a new account.
I find your points interesting because I agree but at the same time I can't build a deck that doesn't have an answer to everything lol. At least 1 answer anyway. I'll ~7 removal spells (often more if they are on bodies that I already want anyway) and while 4-5 of those are dedicated for creatures I will make sure to have 2-4 for enchantments and artifacts too. Obviously I'll prioritize versatile removal like Utter End but Into the Core and Wear // Tear are completely reasonable to answer any craziness that might arise.
Is this the kind of thing you are talking about or do you mean things like Choke, Boil, etc. which are ridiculously narrow hate cards? Because I would never run those cards. That's a waste of valuable deck building space.
I freaking love that card. I bought 4-copies back when it was released lol. I think the card is good and its a lot of fun but you have to build with it in mind. One of the biggest advantages is that you don't pay any man to activate its ability and it triggers on EVERY upkeep, including opponents. It basically guarantees you can trigger Ephara, God of the Polis, for example, as long as you have creatures in the 'yard. I looked it up on EDHREC to see what other people were playing with it and discovered that its popular in decks that run a lot of ways to copy creatures or tokens so basically Bant colors (for things like Populate and Rite of Replication). I think that's as good an idea as any. Red has plenty of ways to give things haste if that was a real draw back but honestly, having haste only matters some of the time because haste on your opponent's turn doesn't do you any good.
I think it is best in decks that still want value from creatures that have died but aren't necessarily running a ton of ways to get them back. In EDH, if you want Seance you might also want Back from the Brink. You're probably going to want to grab some kind of super high impact etb creature like Luminate Primordial, Cataclysmic Gearhulk, Duplicant/Phyrexian Ingestor, etc. but are also good blockers and then just sequence your plays in such a way that you can use it to protect yourself on your opponent's turns.
In short, yes. I love it but its best in ETB effect decks that don't usually have a lot of ways to get creatures back from the Graveyard (like in UW).
Ugh, now I'm going to have to build an Ephara deck. The bug got planted and now I need to scratch that itch!
Otherwise there is Palace Siege and Phyrexian Reclamation.
3x Bastion Inventor
4x Bonded Construct
2x Gearseeker Serpent
2x Foundry Assembler
3x Ornithopter
4x Sweatworks Brawler
SPELLS (23)
4x Bone Saw
4x Cathar's Shield
4x Inventor's Goggles
3x Renegade Map
3x Prophetic Prism
2x Metallic Rebuke
3x Treasure Cruise
8x Island
7x Mountain
4x Swiftwater Cliffs
Actually this is why I like Midnight Scavengers + Graf Rats over Gurmag Angler + Ravenous Rats/Cuombajj Witches. 1) It gives you a lower cmc play which helps you pressure slower opponents and slow down faster opponents and 2) Scavengers gives you card advantage in the late game which Angler can't do. Scavengers can get back any < 3cmc drop you want such as Rats for a big beater to finish off the opponent, Rager to draw more cards (because you get ANOTHER body + card off of Scavengers at that point. REALLY good play), Liliana's Specter/Chittering Rats which is still CA.
Quick dissertation on Rats + Scavengers: I've used their recursion ability to set up bigger Gary's after several trades with the opponent to thin their board. You drop a Scavengers to grab something else, play it, and then next turn drop a Gary for 4-5 where you would have only gotten 2 before. Oh, and that's a drain for 4-5 plus you have creatures on board to attack with...Plus if you can get Chittering Host to flip, its one of the single best creatures available in Pauper (5/6 Menace Haste with ETB +1/+0 and Meance to your team). While I think its typically the wrong play to try and push for the flip, in the situations where it happens organically (you have both creatures in hand and the opponent as no cards in hand, etc.) you pretty much just win. Having Haste is a REALLY BIG DEAL. Its not unusual to hit large land counts in MBC and being able to turn 7 mana into a bare minimum 5 damage that turn is a BIG deal. That's a better return than both Gary AND Angler. AND if your opponent happens to have the two blockers necessary to stop your Menacing threat, then its big enough to chew through most opposition and live. I dunno, its not to be underestimated but you also have to know how to play it and just trying to ram it out there and force the flip is probably the wrong play like 80% of the time. Its best to play it patient and use it to gain card advantage and work the game state in your favor before playing for the flip. Remember, you are the control deck.
While Angler matches up better against opposing Anglers and Fangren Marauders (for Tron), I think the overall power level of Scavengers in other match ups really make it worth it. It pumps any other creature you have on the board as well which can represent as much damage as a Gary sometimes.
I've often considered switching to Alesha because there are so many good cards in white for the strategy I just haven't done it.
I think this best explains why these cards are good. It also explains why Ponder/Preordain/Serum Visions/Brainstorm are good. Any kind of early game draw is awesome for purposes of keeping your early game on track. If you don't need it then you cash it in for gas once you get down to 2 or 3 cards in hand. You don't get that kind of versatility out of cards like Phyrexian Arena (which offers other advantages) and I think that is personally why I like them so much. When Read the Bones was released I bought a copy for every single Commander deck I have with black in it and to date, they all still have their copy intact. The ability to scry before draw, as someone else has mentioned, is the real key to the cards power. Its basically a Black Preordain that nets you an extra card for 2 more mana.
Since Gift of Orzhova was recently rarity shifted to Common I thought it might be a good time to re-look at this deck. This is a list I pulled off of MTGGoldish. Seems like a good enough starting point.
4x Nip Gwyllion
2x Mourning Thrull
4x Nightsky Mimic
4x Tithe Drinker
4x Kingpin's Pet
2x Blind Hunter
SPELLS (8)
2x Castigate
2x Doom Blade
4x Unmake
4x Edge of the Divinity
2x Journey to Nowhere
4x Pillory of the Sleepless
4x Orzhov Guildgate
9x Plains
9x Swamp
2x Orzhov Basilica
3x Guardian of the Guildpact
3x Beckon Apparition
3x Duress
2x Apostle's Blessing
2x Castigate
2x Echoing Decay
The list is pretty tight. Not sure what you would want to change up but I have a few ideas.
4x Nip Gwyllion
4x Mourning Thrull
4x Nightsky Mimic
4x Tithe Drinker
4x Kingpin's Pet
SPELLS (19)
2x Castigate
4x Unmake
4x Edge of the Divinity
3x Gift of Orzhova
2x Journey to Nowhere
4x Pillory of the Sleepless
3x Orzhov Guildgate
9x Plains
9x Swamp
2x Orzhov Basilica
3x Guardian of the Guildpact
3x Beckon Apparition
3x Duress
2x Apostle's Blessing
2x Castigate
2x Shrivel
When you draw a Miracle card it pops up in one of those "Trigger" boxes and stays there until you play it or pass the trigger. You just click the trigger to put it on the stack if you want to use it.
My thoughts:
Burn might be too good now. 4 Magma Jet helps set up a solid 1-3 of Thunderous Wrath. Beyond that I can't imagine a world where 4x Magma Jet isn't just the default. Hell, that was what Modern and Legacy used to run before the printing of other options! Burns biggest downfall was always inconsistency (hate cards not withstanding). Magma Jet goes a long way to fixing that.
On the other hand, Thunderous Wrath makes a serious Counter-Burn deck look much more likely. We have access to Ponder, Preordain, and Brainstorm (which more and more makes Pauper look like budget Legacy). Before you needed to do whatever you could to make Galvanic Blast work which made the decklist really tight. Now you can rock Thunderous Wrath, maybe even as a 4-of, and Magma Jet with Lightning Bolt as your burn package. Then you could run Thermo-Alchemist + Tandem Lookout to turn all of your spells into cantrips. Tap Alchemist, draw 1, Cast Magma Jet, untap, Scry 2, put Wrath on top, on your opponent's turn tap Alchemsit, miracle draw Wrath and slam it for another 5. That's 9 damage and 2 cards for 3 mana with a little set up. You can do similar things with any scry ability.
Beetle and Noble make a sac deck look good. Mind you, Beetle triggers on ANY players sacrifice so Chainer's Edict....Gnawing Zombie helps add to that strategy. You could make it a G/B deck and run a few Eldrazi token makers like Nest Invader to get extra bodies but also easily saccable tokens.
BTE makes stompy way better but I could also see it enabling a serious Gruul deck using Jund Hackblade as others have mentioned. Heck, even Goblin Bushwacker is good. Turn 1 Foundry Street Denizen into BTE into Bushwacker? 9 dmg on turn 2.... Denizen -> BTE -> Hackblade is still 6 dmg. Hackblade is way worse without BTE unless you can find a way to play some other multi-colored creatures.
I think Spike Jester is a super interesting option because it could help enable a decent Rakdos Aggro deck as well since they already have Jund Hackblade and Rakdos Shred-Freak, which does make enough hybrid color creatures to make Hackblade reasonable. That's a lot of Hastey 2-drops. Could be something, could be nothing. The mana cost may just be too dang awkward for an aggro deck like this to really work fast enough to be worth it. Hackblade is a strictly worse Shred-Freak without another multi-color creature but their low toughness means any reasonable blocker decimates your board.
We have a few archetypes that win with this set. Namely G/X Aggro/Mid-Range wins big with this set. Conclave is a super efficient body and already has a lot of other interesting pieces like Centaur Healer. They could go Gruul for BTE or Scourge Devil. They could go Black with Angler, etc. Thunderous Wrath is a big win for Izzet IMO because blue offers so much in terms of Scry and Instant speed draw. This might push B/W Mimic into the next tier as well.
We might also see the start of some new archetypes such as a B/X Sacrifice. I really hope this takes off because its a very interactive strategy. I would also love to see Dinrova Horror take off but I have no idea where that would go. It seems like it could be decent value attached to a reasonable body. Izzet Counter-Burn might actually have what it takes to become an actual thing now too. I like Grixis Slavedriver too. I mean, its a lot of mana but it provides so many bodies for the cost that...I just feel like its got to be worth something.
Revive might be the sleeper hit of this set. G/B Delve is a pretty good deck and Revive is a super clutch addition because it puts the creature right back in hand. It might not be good enough though because using Reclaim to grab removal and similar things is a really big deal. Not to mention some of the most important creatures in the deck are black.