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  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Quote from Kovo »
    Whats a good list to start from if I want a primal command/titan version of this deck? Open budget.


    A great list to start from for a Primal Command/Titan version would be a more "traditional" Devotion build...below is an example

    Modern Green Devotion


    I've made a few small changes (adding Temur Sabertooth, etc.); however for the most part this is a "traditional" devotion list with a preference for the Primal Command lock. Of course, you would have to test the deck and change it as you saw fit for your meta (i.e. may only need three Primal Commands, one more Genesis Wave, etc.) however this should play pretty well as is. Many of the original "traditional" lists also had Burning-Tree Emissary (instead of Elvish Visionary); however I've found card draw to be paramount to success in Green Devotion. Having said that, if you prefer BTE, by all means switch them out.

    I hope this helps!
    Posted in: Big Mana
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Also, another card that was brought up in the Elves thread that may be of use to us is Weird Harvest...with access to loads of mana; being able to "call up" our combo AND cast it on the same turn is a powerful effect. While my elf devotion deck plays differently than others; I still think it is an interesting card worth noting.

    As an aside, the Elf Devotion deck has seen some very small, but effective changes. Here is my current list:

    Elf Devotion Combo



    The toolbox lists seems to be coming around well! Having the speed of a turn-three combo (as pointed out by Hypaspist), the resiliency of Seige Rhino and other ETB Triggers/midrange creatures; and the power to "go over the top" with mana sinks...I could see the Toolbox list getting becoming competitive with the right board. While it is weak to combo; all that is needed is a well put-together sideboard.

    Love some of your ideas Vomitbrigade! I forgot how powerful Bonfire of the Damned could be! Inspired me to put one in my sideboard.

    Trying out Weird Harvest tonight in testing. I will post my paper testing results; some "deck pics" (as I've finished foiling it out) and will begin posting videos as soon as I can figure out how to get them to work. Also, I will post my MTGO outcomes/games as well when I can/start playing on there. We had another great performance today by inka_dk (3-1)...that's a 3-1 or better in a daily on the 2nd, the 4th, the 8th, the 9th AND the 10th of this month (by numerous different players) for Green Devotion!
    Posted in: Big Mana
  • posted a message on Announcing: Dragons of Tarkir!
    The story basically says Abzan will no longer utilize black...it doesn't say they won't, however, take on another color (i.e. red for Naya or blue for Bant). I still think this is where they are going in Dragons...this, however, is just a speculative as anything else...
    Posted in: The Rumor Mill
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Quote from charlesching »
    I have tried shadow testing of 1x purphorus, god of the forge and thragtusk, I find it effective with temur sabretooth for a lot of damage. however the amount of mana to one turn kill is quite a lot. I felt like the inclusion of curio stone will help a lot to cut down the amount of mana required. the inclusion of essence warden is also nice to go infinite life. if without cloudstone curio, we can use wolfbriar elemental and kick for 9 time which require 13 mana to instant kill from 20 life. the amount of mana will reduce based on how much life they have left. also ghostway is another way to abuse purphorus.


    CharlesChing...

    Extremely interesting points on Purphoros and Cloudstone Curio...it's something I've thought about for a bit (although I thought of using Outpost Siege and Purphoros is better...)With Temur Sabertooth and Cloudstone Curio, Purphoros becomes a powerful card...interesting thoughts indeed. If your intent is abusing ETB triggers; his is quite a powerful one to abuse! The idea with Wolfbriar Elemental is cool too...Don't give up on this idea...I think you have an interesting angle here.

    Posted in: Big Mana
  • posted a message on [Primer] Collected Company Elves
    Irmo...

    You are absolutely right that Temur Sabertooth is awesome! I can't count the amount of games I've "looped" an Elvish Visionary 2-4 times to draw into the combo with him...and this doesn't even bring up the amount of times I've been able to "protect" important pieces of my deck from spot removal (and in some cases board wipes). He's costly (I currently only run one); but seems well worth it thus far.

    I LOVE the idea of Weird Harvest, as well as Call to Arms. I will be trying out Weird Harvest in my testing tonight in the devotion build. Seems pretty darn strong in a combo build Smile And you are right...although you Curio is better for the combo; having a "quasi-cuiro" you can tutor for is a big deal. Great call! I'm excited to see if it will work!

    In terms of Nykthos, I would advise you to run anywhere between 1 and 3 if you don't have other means to "abuse" it (i.e. Garruk Wildspeaker, etc.)...I can tell you, however, that Temur Sabertooth/Cloudstone Curio and Garruk Wildspeaker work astoundingly well together....because you find yourself often "looping" card drawing effects, being able to hit a Garruk and "re-trigger" Nykthos can lead to ridiculous amounts of card draw (essentially you draw until you hit your combo). Nykthos is incredibly powerful in the right build; and if you are planning on abusing either Cloudstone or Temur Sabertooth, I would actually suggest playing Nykthos.

    Changes to "Elf Devotion Combo" List

    To start, the current devotion list has changed a little. It is currently:

    Elf Devotion Combo


    I did add the single Weird Harvest in place of one Abundant Growth during my testing tonight (so I can't guarantee that will stay); however the remainder is pretty much "set in stone"...If the Weird Harvest works, I may end up replacing it with Coiling Oracle (as Abundant Growth can be very powerful in this build); however these are the only real options for removal (as the deck is extremely "tight" as it is...)

    The only "major" change from the last list is that I removed one Ezuri and the Craterhoof Behemoth for Eternal Witness and Primal Command. I found that a vast majority of the time I cast Craterhoof, I already had the combo...and those times I had Craterhoof before the combo I could not play him (i.e. in opening hands, etc.)...Also Eternal Witness and Primal Command are EXTREMELY versatile and playable outside of the combo (and at the same time essentially are a "pure" win-con when you do have the combo). I've found this set up to be far more playable (especially in a meta heavy with Burn)...

    Weird Harvest seems especially powerful when you can win the same turn you cast it (kind of "turning off" the downside of letting your opponent search for creatures). For me, I can do so with the Eternal Witness/Primal Command lock and/or making an infinitely large elf via Ezuri or Kessig Wolf run (if you get the combo on first main). Primal Command allows you to (a) put all of the opponent's non-creature permanents on top of their library and (b) gain infinite life so even if they have 20+ damage worth of creatures the next turn it doesn't matter...because this deck has Cloudstone Curio and Temur Sabertooth; you can just keep "bouncing" Eternal Witness to continue bringing back Primal Command (as compared to most green devotion decks where it is more of a "soft lock" and requires four copies of each. Simply put, as long as you have infinite mana and/or infinite card draw; you've won (as even if they happen to counter one part, you can use the other part to get it back) Smile

    Hopefully Weird Harvest works out! I'll let you know!
    Posted in: Modern Archives
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    One area I would like to improve upon is card draw...what would be the best potential "card draw" or "card advantage" spells that would work in a deck like this? Any help/ideas would be greatly appreciated.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Posting testing results shortly; however one of my biggest findings is that Shu Yun is much stronger than I initially anticipated. He shines in this deck. The Doublestrike ability is triggered far more often than I thought at first. It's like having an extra spell in your hand any time he is on board.
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Congrats to HesturkG, KeeperX, and inka_dk for their recent daly performances! Serchertech also had a few daily performances right in a row as well! All were 3-1 to 4-0. Great job! Per MTG goldfish; green devotion now makes up over 1% of the meta and rising! May not sound like mi h; but it's more than several well known de is like Ad Nauseum, etc.)!

    I'll be playing dailies within the week; so hopefully we can all work together to ensure we solidify our place on the modern meta!
    Posted in: Big Mana
  • posted a message on [Primer] Collected Company Elves
    Hey Guys and gals,

    Frank Lepore wrote an article (with videos) about Elves in Modern for his "Modern Monday" article. Here is the link:

    http://magic.tcgplayer.com/db/article.asp?ID=12349

    It seems like he plays somewhat poorly...but still fun to watch!
    Posted in: Modern Archives
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )



    The Jeskai Geist God father Great Nate also featured our list on his MTG YouTube Channel here-https://www.youtube.com/watch?v=MGI-CMhcHvA
    . Please subscribe to Nate.


    ** As of 10/2016, some great aggressive versions are available such as https://www.mtggoldfish.com/deck/493176#online **


    The Jeskai utilize speed and cunning to defeat their foes. The Jeskai Tempo deck is made to win the Jeskai Way. While some decks use speed and some decks use power to go “over the top” of their opponent, this deck utilizes combat tricks, speed, and prowess to go “through and around“ the opponent.

    The deck functions as an tempo deck that functions closer to the aggro end of the spectrum. As a tempo deck, it presents early threats that constantly pressure the opponent while keeping the way clear for said threats to finish the game. Unlike the typical tempo deck, this deck does not depend solely on counters and removal to clear the way, but the prowess mechanic, protection, pump, and unblockable abilities to vanquish the foes with a few precise and fatal strike. The deck can be made to be extremely aggressive...or a few more "tricks" can be used...but we will always be an aggressive deck with just enough interaction to keep the opponent on their back foot.

    History of Jeskai Tempo/Delver



    The first form of jeskai tempo to gain prominance in the modern format was referred to as BOREMANDOS for "Boros" + "Remand". The deck functioned much like the deck does today. Ideally the deck starts by casting an early efficient threat followed by utilizing counter magic and removal to protect said threat and to remove any blockers in the threats way. The deck then finishes off the game with multiple threats or reach via burn damage. The core of Boremandos deck was the following:

    Delver of Secrets
    Steppe Lynx
    Geist of Saint Traft
    Snapcaster Mage

    Lightning Bolt
    Lightning Helix
    Path to Exile
    Serum Visions
    Remand

    The remainder of the deck is made up of additional burn, removal, counter magic, and bounce spells to maintain the decks gameplan.

    During Grand Prix Columbus in 2012 the deck became a known commodity when Max Tietze gave the deck one of its most prominent finishes with a top 4 finish. Shahar Shenhar and Chris Piland also played the deck to a top 8 finish in Grand Prix Columbus in 2012. Shahar Shenhar again played the deck again in Pro Tour Return to Ravnica with a top 64 finish. Dan Jordan finished 11th at Pro Tour Return to Ravnica with the "Boremandos" deck.

    Here is a link to a deck tech with Shahar Shenhar during Pro Tour Return to Ravnica-

    https://www.youtube.com/watch?v=JlXFSp5wDgE

    BoRemandos was played and was a tier 2 deck for several years until the printing of Eidolon of the Great Revel. At this point burn took over most of the meta share as the go to aggressive deck in the format.

    The Khans of Tarkir block was released on September 26th 2014 and it was the first set in magic's history that actually specifically dealt with the jeskai UWR shard. The printing of Mantis Rider and Monastery Swiftspear during the Khans block. and gave jeskai delver/tempo a much needed shot in the arm. Jeskai Charm was also printed which is often utilized in prowess style decks. In addition to mantis rider the "prowess mechanic" was introduced and quickly became an evergreen mechanic.

    The printing of Treasure Cruise almost immediatly shot URx Delver decks (including Jeskai) to prominence in modern again. Unfortunately treasure cruise proved to be too good and many thought delver decks were becoming too good and treasure cruise was banned in modern. This took a very large chunk of the Delver decks out of the modern meta. In addition, Gitaxian Probe was banned in January 2017 taking another important Delver/Prowess card away from jeskai. There are basically three distinct ages of the jeskai delver deck- the Boremandos days of 2011-2014. The Treasure Cruise days from late 2014 until the banning in 2015. Finally, from 2015 to present day (without probe now). Since we have had several bannings we have come to a point where the Delver deck has once again progessed to a new age of deck including three different play styles or game plans which include Pure Aggro/Prowess, Pure Tempo/Prowess, and Midrange/Control. Those will be discussed in detail below.


    The Deck- "The Jeskai Way".

    Jeskai Way by CurdBros (November 2017 - Mainboard Only)



    The Gameplan

    The basic gameplan is as follows:

    A) Constantly pressure the opponent with early efficient threats
    B) Inflict large "chunks" of damage (far higher than the threats initial mana cost would suggest)
    C) Do so while utilizing disruption (counter magic, removal, bounce) to keep the board clear and opponent on the defensive.
    D) Utilize direct damage/evasion to finish the game if necessary.





    The following is a brief view of the strengths and weaknesses of each of the differing gameplans that can be utilized under the jeskai tempo/delver umbrella
    - thanks to GoyfTomcat1 for the basis of this part.

    Each build has its own strengths and weaknesses:

    All In Prowess:

    Pros:
    1. Most explosive of the builds
    2. Utilizes the prowess mechanic almost like a combo deck, in that it can "go off" very quickly and win in 1-2 turns with a good draw.
    3. Fully embraces the Prowess mechanic and also tends rely more heavily on burn damage.

    Cons:
    1. Can be very draw dependent
    2. Using slots for cards like Mishra's Bauble, gut shot, etc limits the number of slots for removal (but this can be played around)
    3. Late game the deck loses its explosiveness

    Tempo (Jeskai Way) Prowess

    Pros:
    1. Has very good aggro-control game (a decent matchup in game one against most decks)
    2. Can be tuned for almost any meta
    3. Great against combo decks and aggro decks.
    4. Excellent sideboard options

    Cons:

    1.Creatures like Delver can be removed easily, making it fragile on bad mulligans etc
    2. A very complicated deck with a number of lines and interaction.
    3. Can be draw dependent (ei- drawing removal when a threat is needed)
    3. Has a less powerful late-game spells and has a hard time coming back from behind.

    Mentor/Young P (Midrange) Delver/Prowess

    Pros:
    1. Has a higher general power level per card.
    2. Has a higher curve and therefore has access to some great Planeswalkers
    4. Has a better midrange matchup as it can keep up with the value of Jund/ Junk throughout the game.

    Cons:
    1. Slower set up than All-in or "Jeskai Way" Prowess, but makes up for this with more control/ permission spells
    2. Doesn't apply pressure as well and therefore has a worse combo matchup and Tron matchup.

    I will touch on each of these styles in the deck section, but following is the common creatures, spells, walkers, artifacts, etc found in each of the decks.

    Now let us get into the creation of the deck.

    Core Strategy and Strengths of Jeskai Shard

    Just like the jeskai mages and monks around the multiverse the Jeskai Tempo decks are built around efficiency and cunning. Every card is meant to inflict maximum damage with the least cost. The deck plays out as an aggro-conrol/tempo deck that attacks on a different angle than most decks in the format. Like most tempo decks, jeskai tempo utilizes early efficient threats along with removal spells and counter magic to maintain control on the battlefield. While maintaining control of the battlefield, the deck presents a very efficient threat(s) and reach that can win the game at any point.

    A major strength of the jeskai tempo/delver/prowess deck that differs from other shards of delver decks (grixis, sultai, temur) is the reach the deck has to end the game. Much of this reach is in the form of burn spells such as Lightning Bolt, Lightning Helix, Boros Charm, Electrolyze, Forked Bolt, Jeskai Charm, etc. This gives jeskai a leg up on other delver/tempo decks in modern as the jeskai tempo can end games quickly even if tempo is lost.

    The final benefit of the deck is the synergy between all of the cards. As stated earlier, efficiency is very important aspect of this deck. All of the instant/sorcery spells either cause direct damage, pump our creatures, protect our creatures, or clear the way for our creatures. Many do several at the same time (or provide us the ability to choose which we prefer at any given moment). In addition, many of the spells replace themselves by drawing another card. This means that most of the draws we have are live at all times (especially if we have a threat). The burn spells can be used as removal, additional prowess triggers, and reach to finish the game off by going directly to the opponent’s face. Finally, if we are forced to block, the protection spells can allow our smaller creatures to soak up a large portion of damage and remain on board to attack next turn.



    The Creatures



    The creatures in this deck tend to meet three important criteria:

    • They all get larger or more powerful by casting non-creature or instant/sorcery spells (thus, they are all stronger in decks with large quantities of non-creature spells).
    • They all have a casting cost of 3 or less
    • They can attack for large chunks of damage.

    There are actually many creatures that meet these requirements (some more powerful than others); and each fits better in different builds. The following is a "breakdown" of the best potential "Jeskai Way" creature options. The first and the namesake for many of these decks is Delver of Secrets



    Delver of Secrets - The single most important card in the tempo deck and the namesake of most of the decks in this deck style. The classic blue tempo one drop. No creature in the history of the game has provided more damage for tempo decks. He can flip on turn two and provide an evasive (flying) 3/2 insect beater that can do enough damage to end the game on his own.

    Monastery Swiftspear- Jeskai’s front line attacker. Swiftspear is a prime definition of what we are trying to accomplish. It is buffed by all of our spells and can attack early and often.

    Stormchaser Mage - Prowess, Flying, AND Haste...what's not to love? The 1 power can be a downside, but cards like Twisted Image can make this a powerful option (and the 3 toughness means any spell puts the Mage out of bolt range. Very few decks want 4 copies of this card, but it is a great addition to multiple Jeskia Prowess decks based on pure power, efficiency, speed, and evasion.

    Kiln Fiend - This elemental can do all the damage needed by its self. Although Kiln Fiend is less evasive than some of the other options in the deck, it makes up for this with sheer power. It is buffed an additional +3 with every instant/sorcery spell we cast and when it becomes unblockable, it often ends the game on its own.

    Abbot of Keral Keep - This addition via Origins is a powerful card. For 2-mana, you get card advantage (which can be set up with cards like Serum Visions and Telling Time), a 2/1 body AND prowess. This is a lot of value for a little bit of mana. You can use it to dig, help fix mana (and keep you from getting land screwed), and to trigger prowess with a spell off the top of the deck! Versatile, powerful, and efficient.

    Snapcaster Mage - Snapcaster Mage is possibly the best creature in modern and is almost assuredly the best blue creature in modern. He offers card advantage in a single card. Simply the best source of card advantage a creature can offer. He is an honorary Jeskai member.

    Geist of Saint Traft - My personal favorite creature and a favorite of tempo player’s since his induction. Hexproof gives Geist the ultimate protection from removal spells. In addition, he offers the most efficient source of damage a three drop can offer (he attacks for 6 damage with the angel). His only weakness is his 2/2 stats. However, in this deck he is often unblockable or protected from the colors of the opponents deck all but removing his only weakness. He is possibly the best creature for this deck.

    Soul Scar Mage - A new addition to the jeskai clan from Amonket. This wizard does a great job of giving the deck another great early prowess option that is hard to kill (2 toughness). Soul Scar Mage's ability to utilize -1/-1 counters gives the jeskai delver/tempo deck a huge bonus against some of our harder grindy matchups like GBx decks. The fact that this mage is also a human and a wizard helps decks run Cavern of Souls and other tribal support.

    Shu Yun, the Silent Tempest - A true Jeskai Master and the Jeskai Khan. He makes all of our threats deadly on their own by offering double strike as an ability. Shu Yun offers a perfect top end to the creature suite by making other threats more powerful or ending the game on his own. With a single spell and two additional red/white mana he can attack for 8 damage on his own.

    Bedlam Reveler- This horror gave the tempo prowess deck the top end well dreamed of. Card advantage on a stick and prowess to boot. Reveler doesn't come without risk though. He depends highly on casting spells early proactively so he can be cast for a fairly low casting cost. The risk is well worth the reward as there is simply no other top end spell that can be cast for 2 mana and offers a prowess body and 3 shiny new cards.

    Other options:

    Mantis Rider - A powerful and evasive Jeskai beater is exactly what we are looking for in this deck. If your meta calls for a few more threats the insect riding monk is a super option. He is the definition of an efficient creature- 3/3 flyier with vigiliance and haste for only three mana fits the tone of the Jeskai Way perfectly.

    Young Pyromancer - This young fire starter synergizes wonderfully with a deck full of instants and sorceries. While the pyromancer doesn’t fit into the more aggressive strategy , she fits wonderfully in the more control/tempo oriented Monastery Mentor Jeskai Way deck that will be presented later.

    Monastery Mentor - The mentor and teacher of the Jeskai Clan. He teaches the jeskai way to the future tempo creatures of the world. He has the single best synergy with a deck full of non-creature spells and can take control of a game all by himself. He can be included in exchange for Shu Yun, the Silent Tempest if you want a slightly more controlled top end. He is also the central focus of the Monastery Mentor Jeskai Way deck.

    Grim Lavamancer - This red wizard offers a large amount of value and efficiency to the deck. By allowing us to utilize the large amount of low costed spells in our graveyard as additional damage/removal, he is as efficient as they come. While he may be a little slow for the unblockable version (which may not be the case), he fits perfectly into the more controlling Monastery Mentor version of the deck.

    Spell Queller- A great tempo option that can add disruption to the deck while also adding another threat.

    Hazoret, the Fervant- This god is a great top end to the super aggressive version of the deck. She can also dump any dead lands to deal direct damage.

    Steppe Lynx - While not as powerful in this deck due to the low number of lands played, this cat can still make a potent turn one attacker.

    Enigma Drake - This drake is another great option for budget builds that really concentrate on casting as many spells as possible. The 4 toughness in combination with flying makes this drake a very robust and powerful option that is hard to kill. This one can end games very quickly.

    Cryptic Serpent - The blue "Tasigur" is a large fatty that can be cast for UU on most occasions. The serpent is also great in budget builds and fits wonderfully in decks with the drake listed above.

    Nivix Cyclops - Nivix Cyclops is a great budget option for the deck. He is somewhat expensive, however, he can hit for a ton of damage.

    Crackling Drake- Enigma drake's big brother also includes our cards that have been exiled and doesn't die to bolt.

    Wee Dragnouts - The little engines that could. These tiny fliers offer another evasive option that triggers on instants/sorceries. They are another great budget option.

    Curious Homunculus - This card is a tough nut to crack. The front of the card lends to a more midrange prowess build, but the back offers a great 3/4 prowess body. It takes a little work to make this one work, but this crazy looking guy can really pay off if you can make it work.



    The Spells


    The spells in the deck function as the engine of the deck. They spells are utilized to allow the threats of the deck to perform at their highest level. The spells utilized need to fit two of these three criteria:

    • They offer utility. Each spell should help our threats in multiple ways. Whether it be to pump, protect, or creature direct damage, each spell can be utilized in multiple ways.
    • They offer efficiency. The idea for the deck actually came from the idea of utilizing the rebound effect with prowess triggers. The rebound effect offers a free prowess trigger while also making our threats unblockble or giving them protection from a color. The burn spells offer direct damage and removal and the charm(s) offer several options inherently.
    • They offer card advantage. Cantrips are great for the deck because they can trigger prowess while not losing any card advantage. Cards like Remand and Electrolyze can also be utilized to gain actual card advantage while providing a trigger and effect.

    The most important spells in the deck follow.



    Lightning Bolt - The single best instant in the modern format. Three damage that can go directly to the face or act as removal for most early threats in the modern format all for the low cost of one red mana. If your deck plays red mana this is a must have 4 of.

    Lightning Helix - The single most efficient life swing in modern. This instant offers a 6 life swing for one red and one white mana. While this is a personal preference it helps with many of the aggro matchups in the format.

    Path to Exile - The single best removal spell in modern. What our bolts and helixes cannot kill, the path to exile can kill. The drawback of offering the opponent an additional mana is somewhat mitigated in this deck given that the game should end somewhat quickly.

    Distortion Strike - This card single handedly started the creation of this deck. It offers our threat a pump of one power (often two with prowess) and, most importantly, makes them unblockable for a single blue mana. In addition, it is cast FOR FREE at the beginning of the next upkeep. The key word is that it is CAST for free offering another prowess trigger.

    Slip Through Space - A cantrip that offers unblock ability; Sign us up. It's pretty straight foward and exactly what we are looking for.

    Emerge Unscathed - This is probably the most efficient spell in the deck. It can protect our threats from removal and/or offer a type of unblockability if the creatures on the other side share a color. This is the card that a player must learn to utilize wisely. When you do it can create large blow outs or momentum swings in your favor.

    Gitaxian Probe - A basically free prowess trigger that does not cause a loss in card advantage. In addition, it gives very important information about the opponents hand. A minimum of three of these should be in the deck, but four it preferable. ***BANNED***

    Serum Visions -The best cantrip in modern. Serum Visions maybe the most important card in the deck. With our low land count, this helps smooth out our draws while triggering prowess/abilities. In addition, if you are playing delver this helps to insure he transforms into an insectile aberration. Also, if you choose to play Reforge the Soul this can insure that you can cast the card for it’s miracle cost.

    Remand - Remand is the premier tempo counter spell. It provides a loss in tempo to our opponent while providing our deck with card advantage. It can also be utilized to bounce back any spell that is countered by our opponent that we would like to keep.

    Boros Charm - The best of the Ravnica charms. Double Strike can make a single threat leathal. Four damage can provide the reach we need to finish the game or kill a pesky planeswalker. Finally, the indestructible clause helps us protect our threats from sweepers and removal. A great utility spell for the deck.

    Sleight of Hand - Possibly the second best blue cantrip in the modern format. This card not only gives great card selection, but unlike serum visions, it gives you a card right away when it is cast. Sleight of hand is a great option for the low CMC decks and is utilized to ensure land drops and to ensure that the player doesn't flood.

    Vapor Snag - This card can take the place of Path to Exile if you find that giving the land to the opponent is becoming a problem. Vapor snag is a perfect tempo bounce card and it does one point of damage just to top it off.

    Spell Pierce, Spell Snare, Mana Leak, Deprive, Dispel - All of these counter spells are options as well. Whichever you prefer for your build and your meta will work.

    Censor - This new counter spell from Amonket fits great into the more aggressive decks that still want counter magic in the deck. It is also a great choice for decks utilizing Bedlam Reveler. Censor is a very powerful early game counter magic spell and can easily be cycled in the late game to add to the graveyard instant and sorcery count.

    Electrolyze - Electrolyze is a perfect spell for the more controlling version of the deck. It does it all. It offers direct damage, triggers prowess/abilities, and draws a card.

    Other options:

    Izzet Charm - Izzet charm is another perfect utility spell for the deck. It offers a looting option to smooth out our draws and tigger prowess/abilities. In addition, it offers an additional semi-counter spell and possible removal for a smaller creature.

    Jeskai Charm - Although slightly highly costed, jeskai charm is a very powerful option. The four damage can end the game, the +1/+1 pump can buff creatures and give life gain in aggro matchups, and bouncing a blocker clears the way for our attackers.

    Haze of Rage - This one is a personal favorite of mine. It pumps all of our creatures power for two mana, but can also be bought back (put back in our hand after casting) in the late game for only two mana. In addition it has storm! Although the storm copies don’t trigger prowess, it is still a very powerful pump spell for the Monastery Mentor version of the deck.

    Reforge the Soul - Of all of the miracle cards from Avacyn Restored, this is the most overlooked. Because this deck utilizes its cards more quickly, reforge the soul gives a great card draw option that is much more beneficial to our deck than the opponents in most cases. This is a powerful option that can be replaced with other draw cards if you prefer something a little less volatile.

    Defiant Strike - This card works very well as a pump spell that offers card advantage. It is an especially good option for a budget form of the deck.

    Perilous Research - If your prefer more lands in the deck to be comfortable, perilous research is a great card to add card draw to the deck while protecting against flooding.

    Tormenting Voice - This card is another draw engine that can help smooth out our draws and prevent flooding and mana screw.

    Compulsive Research - Although this card is more costly, it can function as a card draw spell for the deck that can protect against flooding.

    Gut Shot and Mutagenic Growth- If you prefer hyper aggressive, these are more phyrexian mana spells that trigger prowess/abilities. Both fit very well into the decks strategy.

    Manamorphose, Quicken, etc. - For a more aggressive version all cantrips make great options because they are free prowess/ability triggers. I feel that there is a critical mass of cantrips the deck can handle before becoming a light on power, but all cantrips are possible options for the deck.

    Twisted Image - This card works very well with kiln fiend and monastery swiftspear. It also replaces itself which is always a plus. Possibly most importantly, it can kill opposing Spellskites which are a real problem for this deck.

    Telling Time, Sleight of Hand - These setups spells are also options to smooth out our strategy. They can help flip delvers and hit miracle triggers.



    Other Permanents - Planeswalkers, Aritfacts, Enchantments


    While the deck tends to focus heavily on creatures and instant/sorcery spells; there are other permanents that can work in "Jeskai Way" decks. In order to "fit" or have synergy with the deck, the other options in the deck need to meet two criteria:

    • They trigger prowess/abilities (all artifacts, enchantments, and planewalkers trigger prowess)
    • They add to the main strategy to the deck. These spells should either offer continued card advantage and/or continued means to "clearing the way" for our creatures. They must offer card advantage because we typically play our spells quickly. If they do not add card advantage they need to continue to clear the way for our threats or make our threats very powerful on their own right.

    There are a few great cards that meet these criteria.



    Chandra, Pyromaster - Chandra makes the perfect planeswalker for the strategy. She can clear away blockers and, most importantly, she semi-card advantage for our low costed spells. At four mana she is at the top of the curve, but she is a great option.

    Elspeth, Knight-Errant - Another lady that can top out our curve with power. The most beneficial mode she offers will be the +3/+3 and flying. This makes Geist of Saint Traft a killing machine.

    Saheeli Rai - The third powerful woman on our list is the most unique. She works extremely well with snapcaster mage and bedlam reveler and offers additional deck manipulation and direct damage. While we can't utilize her ultimate, she is the least costly planeswalker at 1RU.

    Gideon, Ally of Zendikar - Gideon dominated his time in standard and is a great option for the jeskai tempo decks either at the top of the curve, but more likely out of the sideboard. Because this gideon can dominate an empty board it is a great option against the GBx opponents. He can pump all of our early plays with an emblem or come down on an empty board and start making an army of 2/2 allys.

    Outpost Siege - Much like Chandra, outpost siege can give the deck a repeatable source of card advantage. An enchantment is also much harder to kill than a planeswalker.

    Swords of all varieties - All of the swords make great options for our deck. The deck almost always attacks with one or two threats and protection is highly valued in our strategy. All of the swords make great curve toppers that make our threats even more threatening.

    Jeskai Ascendancy - This card can exponentially boost the craziness of the deck. While I haven't perfected it yet; potentially adding 1-2 Ascendancies in any list can make the list that much more explosive (and help us dig to the exact cards we are looking for).

    Hero's Blade - This is a great card if your list includes several legends like Geist of Saint Traft and Shu Yun. Adds huge boosts and equips for free to them...of course while also triggering Prowess.



    The Utility Lands


    While the deck utilizes many of the well known Jeskai Lands (Scalding Tarn, Hallowed Fountain, Steam Vents, Sacred Foundry, Sulfur Falls, etc.); there are also several utility lands that we can take advantage of. Because the Jeskai Way functions on a low mana curve the utility lands that our colors offer can often be too slow. However, there are some great options to add power and utility to the Jeskai Way. These include lands that:

    • Pump our creatures
    • Provide Haste to our threats
    • Can untap oour threats
    • Make our threats "un-counterable"
    • Are a threat all their own.

    While not all "utility" lands in our colors work well, below is a list I've found to be very effective.



    Slayer’s Stronghold - The Jeskai Way has no double costed cards (unless you include planewalkers) so one non-color producing land is acceptable. Slayer’s stronghold offers a great utility be making any game in which our threats are constantly removed a possible win. The threats gain haste, vigilance and +2/+0. Slayer’s stronghold is probably the best utility land for The Jeskai Way.

    Faerie Conclave - This is a highly under-utilized man land that many blue decks would benefit from. I think it is the only manland that fits in our build. Faerie Conclave is a great way to get some late game reach into our deck without increasing the average converted mana cost. This is a must in my opinion.

    Cavern of Souls - An uncounterable Geist of Saint Traft basically spells the end for most blue based control decks. Because a vast majority of our creatures are humans and because the deck has no double costed (RR, WW, UU, etc) spells, cavern of souls becomes a great option to add another angle to the deck.

    Hall of the Bandit Lord - While this card may be a little on the "slow" side (coming into play untapped), giving a Kiln Fiend, Shu Yun, or Geist of Saint Traft haste can end a game the same turn they are cast.

    Eganjo Castle, Minamo, School at Water’s Edge, Shinka, the Bloodsoaked Keep[/card]- Although these are a little narrow, they do help Geist and Shu Yun survive attacks if they are blockable. If you also play Vendilion Clique this card can be a great option.

    Celestial Colonnade - This does not fit the "Jeskai Way" deck, but does play well in the "Monestary Mentor’s Jeskai Way" deck.

    Wandering Fumarole - This also does not fit the "Jeskai Way" deck easily, but is the easiest manland to include in any of the decks because U and R are the basis of our deck.

    Needle Spires - This one is a very powerful option in the planeswalker heavy builds.



    Sideboard Options

    Because the sideboard is always adjusting with the meta, I will only go over the main options that rarely ever leave the sideboard regardless of the meta. We will discuss sideboard options at length during the discussion and they will be added to the primer when needed.



    Wear/Tear - This is a great utility card that helps a lot of our worst matchups. This card can kill Blood Moon, Splinter Twin, Cranial Plating, Daybreak Coronet, Sword of Fire and Ice, etc. A must have for the sideboard.

    Meddling Mage - An often overlooked creature in modern, this wizard can stop combo matchups in their tracks. Because the Jeskai Way has multiple ways to protect our creatures, Meddling Mage becomes a very powerful combo hater.

    Deflecting Palm - This is the definition of a jeskai spell. This spell works well in any aggressive matchup to swing the tempo. It also protects against Emrukal attacks and combo finishes such as Dragonfire from ad nauseum and flesh/blood from Jeskai Ascendancy.

    Dispel, Counterflux, Negate - All of these cards help win counter wars. Counterflux is great verses storm and splinter twin. All of these counter spells are pretty straight forward.

    Mirran Crusader - This knight offers a near unbeatable threat against all of the Abzan and Rock decks.

    Spellskite - Although spellskite is great against us, it is also great on our side. This artifact creature helps with splinter twin, boggles, infect, and can protect our other threats from removal. Spellskite is a great utility card for our sideboard.

    Spreading Seas - As utility lands continue to become more popular in modern, we need a way to deal with them. Tectonic Edge is not the best option because of the deck’s low land count. On the other hand, spreading seas is a great option. It triggers prowess and replaces itself. It is also a great spell against to remove tron lands.

    Stony Silence - We don’t run many artifacts and Tron and Affinity do. If your meta includes a lot of artifacts, stony silence is a great option.

    Shadow of Doubt, Aven Mindcensor - These are different in play but offer a similar nerf to any deck that searches their library. Scapeshift has a very tough time with both of these spells, but any deck that runs a large number of fetch lands can also be affected by these spells.

    Izzet Statiscaster - Izzet Staticaster is a great sideboard card against token decks. She is also very good at taking out mana dorks or adding the 1 additional damage to make lightning bolts effective at killing creatures with 4 toughness.

    Combust - This card is a great option against splinter twin as well as pesky angels that pop up in control lists. The uncounterable clause makes it a perfect sideboard option.

    Celestial Purge - Purge gets rid of problem permanents in most fringe decks. It hits Liliana of the Veil, Pyromancer’s ascension, Bloodmoon, as well as any other black or red permanent you can think of. This is another great “catch-some” answer for the sideboard.

    Blessed Alliance - A great way to fight against linear/big creature decks and offers life gain. Great option.

    Surgical Extraction - This is likely the best option for the jeskai tempo decks against graveyard based strategies. The cost of 2 life and no mana fits perfectly in a deck like jeskai tempo with a very low CMC curve and a high importance on casting instants and sorceries.

    Other Options:

    Engineered Explosives - This artifact is a great catch-all for permanents that are tough to deal with. Although EE may be a little slow, it is still a very powerful sideboard option. Monastery Mentor loves Engineered Explosives, unless the opponent plays them.

    Kor Firewalker - A fireproof anti-burn beater. If your meta is full of burn decks, he basically says “burn player- you lose. Good Game.” In all seriousness, Kor Firewalker is probably the card that a burn opponent fears most.

    Flashfreeze - While flashfreeze is somewhat narrow, it still counters a lot of problem permanents for our deck. Any red removal spell as well as all of the large green creatures are outright countered.

    Smash to Smithereens, Shattering Spree - If you see a ton of affinity, play these.

    Relic of Progenitus, Tormod’s Crypt, Rest in Peace - These are our best option for graveyard hate. Rest in Peace does nerf our snapcaster mage’s ability so remember that when you side it in.

    Grafdigger’s Cage - Cage has lost some potency given the ban of Birthing pod, but it is still a great option against reanimator and Chord of Calling decks



    Sample Decklists

    Below are a few sample decklists the fall under what is considered to be a "Jeskai Way" deck (i.e. Prowess Tempo). Of course, as we build a community, more and more lists will be added:



    Jeskai Way by CurdBros (Dec 2016 - Mainboard Only)


    Jeskai Aggro by ASD (October 2016)



    Jeskai Delver by Mazeron - 05/01/2017



    Jeskai Prowess/Delver by Mr Tzoulis 05/01/2017



    Jeskai Prowess by Need_More_DPS on 04/28/2017





    Summary

    Simply put, Jeskai Delver/Tempo decks are built to be possibly the most aggressive form of Tempo deck there is in modern...kill quickly, kill efficiently, all while keeping the opponent on their heels...Amazing creatures have been recently printed that have unbelievable synergies with spells of the past that have allowed for a viable, competitive deck to be built with a focus on Tempo and Efficiency.

    Hopefully together we can build a community that can bring this deck to the forefront of the Modern meta. It's only a matter of time before the Cunning of the Dragon rises above all.



    **Thank you to Fat_Buddha for the amazing Banner**

    **Thank you to GoyfTomcat1, StevomatUWR, Need_More_DPS, Mazeron, MrTzoulis,RutherJC19, JeskaiMage, D90Dennis, ThreeCr4zy, Ebrosef, Rainar, Ronyx Bladewing, and Force of Ill and all the others for helping create a great topic and for sharing lists**
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Pantaloons....awesome toolbox list. I love seeing new and interesting ideas; and you've got several here!

    I think it's inportant to ha e a LOT of "silver bullets "because vs. Combo you're literly racing to hit an answer to "shut off" their combo...). Having both Chord and Primal Command help make sure you have a tutor for it. Platinum Emperion is cool tool (as its kind of a "global" way to deal with most combos. As decks move in and out the meta; you can always move around your bullets (Gaddock Teeg, Thalia, Hushwing Gryff, etc.)...

    Really cool idea! Let us know how it continues testing.
    Posted in: Big Mana
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Hypaspist....I actually think you are right on track.

    As "cool" as I've been to Primal Command, I think you are right (and I've recently had a good amount of success with it....so that helps Smile )....life gain is an important aspect of the meta (as is the ability to tutor for a creature you want). I currently have one Primal Command and one Witness in my main board, and one Primal Command in my sideboard (and I play an Elf build!). I can imagine it is even better in a deck that can a times simply tutor up a 2-card combo (Kiki/Resto). I think you are certainly on a great track for the meta.

    Also, seeing the recent performance of more "traditional" builds in dailies, along with the printing of Temur Sabertooth, have led me to believe Primal Command/Eternal Witness may be playable again. My initial concern was due to the speed of the decks that tended to run these cards (that they just weren't fast enough); but with a proper amount of disruption there is no reason why this couldn't be a viable option. Funnily enough, I've also found use of the "shuffle graveyard back" clause (when I tested against both living end as well as a "Fringe" Mill deck....

    This DOES NOT mean that the "Ghostaway-esq" build is not viable. It may need to run kitchen finks (or some other creature that can be abused to gain life)...and with the proper "toolbox" of creatures I think it can be just as viable in the meta. I think there is a viable "Traditional" , "Toolbox", and "Nyxwave Combo" build for the meta. We just have to always be working on developing our decks so that they are most viable in the current meta.

    Of course there will always be bad match-ups game one (even the top tier decks have nearly unwinnable match ups game one)...it's actually a lot worse for a deck if you dilute your game one plan too much to be more globally competitive rather than having a sound, powerful, consistent plan with a board that helps "flip" poor match ups. I can race twin, but they still are probably favored in game one...games two and three; however, tend to "flip" to my favor given my board.

    Great points (and really cool information on match ups!). I will certainly be using a lot of the info for the Primer!
    Posted in: Big Mana
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    Great news guys! We're now Tier 2! Hopefully with a few more daily wins/performances (and maybe a potential performance in the GP coming up) we can keep improving the deck's standing in the meta!

    The new primer will be up this week sometime. All I'm waiting on is the new banner (courtesy of Fat_Buddha) and I wanted to give at least a week to get info from those who wanted to send it to make sure I have what everyone would like to see in the Primer.

    Keep up the great work guys!
    Posted in: Big Mana
  • posted a message on [Primer] Green Nykthos Devotion (includes Tooth & Nail)
    If things continue the way they have been the past few weeks of dailies (and if the pro tour decks become more popular which tends to happen), it looks like the decks in the top of the "new meta" are:

    1. Twin
    2. Abzan
    3. Burn
    4. Bloom Titan
    5. Affinity
    6. Infect
    7. Scapeshift
    8. Zoo
    9. UWR Control
    10. Merfolk

    Of course, there will be other "tier 1.5 - 2" decks like Boggles, Tron (I'm surprised this in particular hasn't seen more play), 8Rack, and BW Tokens; but the main culprits that make up a majority of the meta are the top 10 above most likely. While the match ups are a little different for the Elf Devotion Combo version; this presents both some great match ups and some awful ones for devotion decks in general.

    Twin in particular is something that can be a rough match up for devotion. I personally play 2 Choke, 2 Seal of Primordium, 2 Cavern of Souls, 1 Ruric Thar, AND a 1 Beast Within to deal with them...it is the match up I side the most cards in for of any in the meta. I was able to test all weekend and feel I have a "set" deck for the devotion version. I will post it (along with all of the match ups, sideboarding, examples of games, etc.) shortly today. I'd love to hear thoughts on how the other versions plan to deal with the "new meta" and if the "traditional devotion" deck can utilize Temur Sabertooth to be competitive. Of course, most of all I'd love to see your lists and here how they are playing!
    Posted in: Big Mana
  • posted a message on [Primer] Collected Company Elves
    Junk tends to be a pretty strong match up for elves....in terms of elf devotion combo; the match up is somewhere in the 80/20 range Smile It's probably the easiest match up there is in the "new meta" for the deck. I assume it's up there for other Elf combo and even Elf Aggro decks...

    Whisperwood Elemental is a really cool card. I'm not quite sure if it can take the place of my 1-of Temur Sabertooth, but in the board I could very easily see it being a 1-2 of in the board. I would LOVE to hear how it is performing in other decks.

    Posted in: Modern Archives
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