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.
4x Thraben Inspector
4x Champion of the Parish
4x Kytheon, Hero of Akros
4x Thalia's Lieutenant
4x Lightning Mauler
4x Kari Zev, Skyship Raider
4x Metallic Mimic
4x Lightning Bolt
4x Gather the Townsfolk
2x Kari Zev's Expertise
4x Inspiring Vantage
4x Battlefield Forge
4x Clifftop Retreat
6x Plains
4x Mountain
2x Path to Exile
3x Sudden Shock
2x Boros Charm
2x Wear // Tear
3x Stony Silence
3x Rest in Peace
I like this because it lowers the curve a lot, adds another anthem like affect as well as another really good beater that benefits a LOT from the anthems. Also, it means that Expertise can cast everything in the deck and even remove a blocker AND add a beater to finish out games faster. I think this is going to be pretty good.
Full disclosure: Green is my least favorite color in magic but a WIDE margin. Some part of my choice to go red was bias because my absolute favorite color in magic is red lol.
That said, if I'm playing aggro, especially in Modern, I'm probably not going to do it without Lightning Bolt. Reach + removal is everything an aggro list wants. Also, access to haste makes a much bigger difference than most people think. Also, red gives you access to Lightning Mauler which produces several reliable 4 damage on turn 2 plays. The deck plays out really fast to try and get under decks like Jund and Scapeshift. Even if a deck is resilient, what control deck exists in the format to test or require that? I feel like speed is more important in this format especially if you consider that the hyper fast decks of the format like Infect and Zoo don't care about your resilience because they are just going to trample over you anyway.
I love this deck but I had a similar experience when I played it. I eventually ended up making a ton of changes to it. Here is something closer to where I ended up.
4x Delver of Secrets
4x Stratus Dancer
4x Shorecrasher Elemental
SPELLS (20)
4x Vapor Snag
4x Serum Visions
4x Mana Leak
4x Remand
3x Fairie Conclave
21x Islands
3x Reality Shift
3x Monastery Siege
9x ???
I love Shorecrasher Elemental. Its actually a very good finisher for a tempo deck like this. It can hit very hard and finish out a game in a couple of turns. Its also pretty hard to remove. The biggest complaint I have is that its kind of mana intensive. This deck wants to hold open mana for counters and stuff too so its not really a big deal to keep a couple mana open to flip it or hold up a counterspell. The problem is that its really hard to resist pumping it as much as you can lol. That's kind of why I like Stratus Dancer too though. Once you get to about 5 mana though its not so bad. Stratus Dancer protects itself and your other creatures and basically carries the same body as Delver. Its also just a 2/1 Flyer so that's nice in a pinch.
I know Remand is hard on a budget but its SO worth it. It really makes the deck better and being able to stave off an opponent's plays until you can get Dancer down to flip or leak is clutch.
Reality Shift is one of the most under appreciated cards ever printed. It is an incredible sideboard card to stop creatures that you really just need to be dead. The exile aspect is really nice against Dredge and even Wurmcoil Engine and the 2/2 often is irrelevant especially when trying to match up against the Elemental.
I tried Familiar's Ruse and its cute with things like Spellstutter Sprite and Faerie Miscreant but having to pick up a creature to cast it is often such a huge tempo lost that its not worth it. Deprive, with enough lands, is probably the better option out of the two.
I'll have to check the rest of my list when I get home. I think there are some interesting new choices available from the last couple of sets but I can't think of what they are off the top of my head.
Wharf Infiltrator could be really good here potentially.
Things like Goblin Bombardment, Furnace Celebration, Outpost Siege, and Collateral Damage could help gain additional value out of the token that's going to die anyway.
Silver-Inlaid Dagger, Hero's Blade, Tenza, Godo's Maul, etc. would help with pumping her stats so she can survive combat. First Strike and Menace makes her crazy in combat too with even a little bit of a boost to her stats she can get nuts.
Of course, if you manage to build in some good sac outlets (Ashnod's Altar, Goblin Bombardment) to take advantage of the Monkey, they would also work really well with other Threaten (Kari Zev's Expertise, Zealous Conscripts, Molten Primordial, Conquering Manticore) effects.
I love cards like Spelltwine, Sepulchral Primordial, Dilluvian Primordial, Jace's Mindseeker, etc. I remember Spelltwine hitting an opposing Spelltwine to hit a recurssion card to get back my Sepulchral Primordial to hit an opposing Dilluvian Primordial to grab a Rite of Replication. It was the freaking nuts. I ended up casting like 1 spell (Spelltwine) and got like, god, I don't know, like 50cmc worth of cards? lol so cool.
Lazav is fun because he straight copies any creature that dies which is nice because, honestly, activated abilities aren't usually super relevant in any EDH game I've ever played. However things like Trample, Flying, Vigilant, and a decent body are nice. Being able to Murder some 7/7 flying demon only for Lazav to become that demon and go on the Voltron beat down is super fun. That's actually how I've built my Lazav deck.
Its essentially a Voltron deck that uses control elements (Grisly Spectacle, Psychic Strike) spells to get things into the 'yard for Lazav to copy and the theft spells for mana efficient value. Its honestly probably my most favorite deck to play. Its not oppressive and it wins in fairly unconventional ways. I can't recommend it enough.
Oh god, to that end, being the only player at the table that has answers. I've played online several times where we were facing some kind of token generation deck like Sek'Kuar or something like that and everyone at the table is like "Isn't someone going to do something about him?" I'm thinking, uh well, why can't you? I help a sweeper in my hand until I became the target just to increase the pain on my opponents. Serves you right for building your deck so poorly.
The problem is that one person can't run four peoples worth of answers and so we all eventually lost anyway because I was the only one to play any removal that game. I typically run 4 sweepers and 7 targeted removal. In that game I used 3 of my sweepers and 4 targeted removal all trying to keep the same player in check. I think I saw one other removal spell that game between the 3 of them.
Its too slow if you aren't playing Gary in the main. Honestly, he is the whole reason to even play mono-B. Chaining Gary's together is the way this deck wins. It can come out of nowhere and come from behind and secure victories like no other. Without Gary, the deck just doesn't have the reach or longevity necessary to pull out the wins. AND! Gary works really well with Okiba Gang because people will often block the biggest threat (Angler usually) which let's Gary through so you can Ninjitsu it maddening about of value.
Recurring those little doods is a lot of value when you can staple it onto another body.
Honestly, taking faster turns in some cases has cost me games I think I should have won. That really sucks but I think overall its worth it.
The way I usually play out Live/Die is I will use early copies of Die on x/1s to save up left over Energy. I will use Victim for creatures Die can't hit early. After a couple copies of Live I usually have enough energy for any left over copies of Die to start hitting bigger things as well. Its all about play sequencing.
I understand where you are coming from but I will say that in play it works out better than you are imagining. For scavenger, its the versatility that really sets it over the edge because it can be a beater but it can also recur other cards. Sure it can't get Gary but often if you have it then you don't always need Gary either. I replaced Angler with Scavenger and there have been more than a few occasions where Scavenger was able to win games Angler never would have. Oddly, Scavenger rewards you for having several pips on the board like Gary does. Because Scavenger has an anthem AND grants Menace to your team (once flipped) it also encourages you to have a lot of creatures on board. And it has an ability that helps make that happen. Gary also likes a lot of creatures on board for the pips. So they both want the same thing but for different reasons.
I'm not saying its strictly better than the prior builds of the deck but I think it warrants testing. For be its been very resilient and draws a TON of cards. Its rare to have fewer than 5 cards in hand with 12 draw spells in the deck, and 3 ways to get a few of those back PLUS the cycle lands as well. The deck digs extremely well and sees tons of cards and the synergy of each of them works pretty well.
Live/Die can combine together to hit things bigger than Grasp can hit on its own.
Scavenger can help Gary because he can fetch dead Chittering Rats and Phyrexian Ragers in the absence of Graf Rats to reestablish some devotion. Also, they kind of operate as Gary 5-7 because it can drop difficult to block damage onto the field.
4x Graf Rats
4x Phyrexian Rager
4x Chittering Rats
3x Midnight Scavengers
4x Gray Merchant of Asphodel
4x Die young
4x Sign in Blood
4x Victim of Night
4x Live Fast
1x Corrupt
4x Barren Moor
1x Bojuka Bog
19x Swamp
Its surprisingly versatile. The large amount of mana means never screwed. The cycle lands help flooding. You have 12 main board draw effects, not counting the cycle lands, to dig through the deck. Die Young/Live Fast are an experiment right now as a way to get another "unconditional" kill spell. Its always at LEAST as good as Disfigure for 1 more mana and occasionally much better.
I love Midnight Scavengers. Its able to grab more card draw (Rager), hand disruption (Rats), or just more blockers/aggression (Other Rats) and acts as a source of card advantage. If they aren't dealt with then Melding them is a nice bonus and presents a very real threat that can't easily be chumped. It also has haste which means it swings that turn, also something Angler can't do.
So far I've only played against other rogue brews but I've crushed them in a pretty unfair manner. The deck just draws so many dang cards. I would say the one major weakness is that the deck loses a ton of life to itself. I would make sure to have some pretty easy life gain in the board for Burn. Against creature based aggro all the removal is usually enough to stabilize then win.
Because that's helpful.