About the leonin arbiter thing, I had felt that a few times, too.
But we need 4x Arbiter if we want to play this deck. Otherwise, it'd be just better to play a midrange deck.
I play E&T, and the arbiter won a round yesterday: I kept a caves of koilos and another land which I can't remember on board, and I GQ'ed two of my opponent's lands. This gave me the tempo that I needed to cast sculler, draw my path, and kick my opponent (who was playing the full eldrazis party deck) out of the tempo.
On another casual game, my opponent started with Thoughtseize. He was about to take my tidehollow sculler, but at the end he said "No, I'd better take the arbiter. Im ****ed otherwise if you draw a GQ." And yep, I draw GQ. Arbiter almost won again.
Im trying to say that we are playing arbiter not only because he is part of a win mechanism: he is a win mechanism himself.
And about the E&T manabase, I dont usually have problems with it. We have Caves of Koilos, which is a land that gives us the three colours we need and enters untapped. Eldrazi temple helps a lot, and we have Aether Vial. The tools are there, you just have to know how to mull.
I finally switched to 2 Thalia HC from the 2 Splicers I used to play in my build. It performs really well and helps the E&T build to reach the "tax" effect it wasnt doing without that 2 Thalia. My list is performing fine, Im posting it.
@mightbenno Honestly I found this list from states and kind of liked it. I just changed the 2 Aven Mincensor's to Smuggler's Copter. A lot of Burn and Skred in my area, hence the 3 Kor Firewalkers, also actually pretty decent for Storm too. I played one and my opponent was trying to go off and realized he couldn't. I love Thalia, Heretic Cathar but she's not better than other 3 drops. I've been considering Hero of Bladehold as a finisher. I went with Aegis because you can just vial it in and fizzle them and it's not dead if it isn't in your opening hand.
I played Skred a lot. Mark of Asylum insta-win against skred 99%.
Did anyone tested 5 removal spells on the MB? Im trying to test it too (4 PtE + 1 Fatal Push), but I dont know if a single Restoration Angel is better in the place of fatal push. Playing a WB E&T list with 4 TKS.
Hi guys, Im thinking about changing some things on my E&T list, can you give me your thoughts? Has anyone tested 5 removals instead of 4, like in this build?
I will answer about Eldrazi Displacer.
If you run 4 Eldrazi Temple, 4 Displacer is a must imho. They bring too much value to the table, is a wincon against heavy creatures by tapping them (tapping opposing goyfs, tasigur, reseting scavenging ooze, delver, etc...), and can combo with flickerwisp to save any creature whenever you need it / flick anything until next end, blade splicer for a lot of tokens, strangler for killing creatures, TKS after every draw to lock the opponent hand (always saving mana in case of removal).
If you get the flicker / splicer / strangler combo, you can begin to send to the graveyard any permanent you want.
And with vial on 3 and enough mana, displacer can be an extra "flickerwisp" vialing it in and saving a creature from removal.
Played some games and it went pretty well with E&T.
-Against Grixis Control, 3-1
First game I had Thalia, TKS, TKS, TKS, but he managed to topdeck 2 terminates and spancaster, losed to that.
Second game I had RiP from the beggining, and thalia + displacer beated to death.
Third game I started with RiP again, was a long game due to a lot of removal from my opponent, but the hand disruption from scullers and TKS won the game.
Fourth gamee I had no RiP, but I drawed 2 displacers, flickerwisp, 2 TkS, 2 Wasteland... and had vial on 3. So pretty much, my opponent couldnt do a single play.
-Against mono-W D&T, 2-1
First game I started destroying his only plains with arbiter on board, we did not have vial, so I got ahead and wasteland strangler + TKS won the game.
Second game again without vial, but he beated me with flyers and a Resto Angel.
Third game we both had vial, and displacer + temples + flickerwisp made it to the end.
-Against UW Spirits, 2-1
First game I got ahead with removal and hand disruption, he didnt find an answer to TKS.
Second game I kept a slow hand and he won attacking with flyers.
Third game I started to lose, but drawed a Displacer with vial on 3 and 1 plains + 3 temples on board. Tapped his attackers every turn while casting my creatures off vial and beated him.
Question: why doesn't Lingering Souls see more play in BW Eldrazi and Taxes?
I have played 3 on the SB until now. They are good, but they seems to lack pressure in our deck against the matchups where they should shine. Of cours, thats just my opinion. I switched them for 1 Elspeth, Knight-Errant and 2 Gonti, Lord of Luxury. Gonti seems to be so good against midrange and grixis.
2 Godless Shrine
3 Concealed Courtyard
4 Caves of Koilos
2 Shambling Vent
4 Eldrazi Temple
4 Ghost Quarter
1 Vault of the Archangel
2 Plains
1 Swamp
Spells
4 Aether Vial
4 Path to Exile
1 Fatal Push
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Tidehollow Sculler
2 Thalia, Heretic Cathar
4 Flickerwisp
4 Eldrazi Displacer
3 Wasteland Strangler
4 Thought-Knot Seer
2 Gonti, Lord of Luxury
2 Relic of Progenitus
1 Rest in Peace
2 Stony Silence
2 Blessed Alliance
2 Timely Reinforcements
1 Celestial Purge
1 Zealous Persecution
1 Orzhov Pontiff
1 Fatal Push
I think it's pretty solid overall, but I would like to read some thoughts on 3 Basic Lands and big Thalias.
But we need 4x Arbiter if we want to play this deck. Otherwise, it'd be just better to play a midrange deck.
I play E&T, and the arbiter won a round yesterday: I kept a caves of koilos and another land which I can't remember on board, and I GQ'ed two of my opponent's lands. This gave me the tempo that I needed to cast sculler, draw my path, and kick my opponent (who was playing the full eldrazis party deck) out of the tempo.
On another casual game, my opponent started with Thoughtseize. He was about to take my tidehollow sculler, but at the end he said "No, I'd better take the arbiter. Im ****ed otherwise if you draw a GQ." And yep, I draw GQ. Arbiter almost won again.
Im trying to say that we are playing arbiter not only because he is part of a win mechanism: he is a win mechanism himself.
And about the E&T manabase, I dont usually have problems with it. We have Caves of Koilos, which is a land that gives us the three colours we need and enters untapped. Eldrazi temple helps a lot, and we have Aether Vial. The tools are there, you just have to know how to mull.
4 Caves of Koilos
2 Concealed Courtyard
2 Godless Shrine
2 Shambling Vent
4 Eldrazi Temple
4 Ghost Quarter
1 Vault of the Archangel
3 Plains
1 Swamp
Spells
4 Aether Vial
4 Path to Exile
1 Fatal Push
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Tidehollow Sculler
2 Thalia, Heretic Cathar
4 Flickerwisp
4 Eldrazi Displacer
3 Wasteland Strangler
4 Thought-Knot Seer
2 Rest in Peace
1 Relic of Progenitus
2 Stony Silence
2 Blessed Alliance
1 Celestial Purge
1 Fatal Push
1 Fracturing Gust
1 Zealous Persecution
1 Orzhov Pontiff
2 Gonti, Lord of Luxury
1 Elspeth, Knight-Errant
I played Skred a lot. Mark of Asylum insta-win against skred 99%.
Current list:
2 Godless Shrine
2 Concealed Courtyard
2 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
4 Caves of Koilos
1 Vault of the Archangel
3 Plains
1 Swamp
4 Aether Vial
4 Path to Exile
1 Fatal Push
Creatures
3 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Tidehollow Sculler
4 Flickerwisp
3 Wasteland Strangler
2 Blade Splicer
4 Eldrazi Displacer
4 Thought-Knot Seer
If I do this changes:
-4 Thought Knot Seer, -1 Fatal Push, +3 Restoration Angel, +2 Smuggler's Copter
2 Godless Shrine
2 Concealed Courtyard
2 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
4 Caves of Koilos
1 Vault of the Archangel
3 Plains
1 Swamp
4 Aether Vial
4 Path to Exile
2 Smuggler's Copter
Creatures
3 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Tidehollow Sculler
4 Flickerwisp
3 Wasteland Strangler
2 Blade Splicer
4 Eldrazi Displacer
3 Restoration Angel
What do you think?
Also, -1 Tidehollow Sculler +1 Restoration Angel could be good on the first build, too.
If you run 4 Eldrazi Temple, 4 Displacer is a must imho. They bring too much value to the table, is a wincon against heavy creatures by tapping them (tapping opposing goyfs, tasigur, reseting scavenging ooze, delver, etc...), and can combo with flickerwisp to save any creature whenever you need it / flick anything until next end, blade splicer for a lot of tokens, strangler for killing creatures, TKS after every draw to lock the opponent hand (always saving mana in case of removal).
If you get the flicker / splicer / strangler combo, you can begin to send to the graveyard any permanent you want.
And with vial on 3 and enough mana, displacer can be an extra "flickerwisp" vialing it in and saving a creature from removal.
-Against Grixis Control, 3-1
First game I had Thalia, TKS, TKS, TKS, but he managed to topdeck 2 terminates and spancaster, losed to that.
Second game I had RiP from the beggining, and thalia + displacer beated to death.
Third game I started with RiP again, was a long game due to a lot of removal from my opponent, but the hand disruption from scullers and TKS won the game.
Fourth gamee I had no RiP, but I drawed 2 displacers, flickerwisp, 2 TkS, 2 Wasteland... and had vial on 3. So pretty much, my opponent couldnt do a single play.
-Against mono-W D&T, 2-1
First game I started destroying his only plains with arbiter on board, we did not have vial, so I got ahead and wasteland strangler + TKS won the game.
Second game again without vial, but he beated me with flyers and a Resto Angel.
Third game we both had vial, and displacer + temples + flickerwisp made it to the end.
-Against UW Spirits, 2-1
First game I got ahead with removal and hand disruption, he didnt find an answer to TKS.
Second game I kept a slow hand and he won attacking with flyers.
Third game I started to lose, but drawed a Displacer with vial on 3 and 1 plains + 3 temples on board. Tapped his attackers every turn while casting my creatures off vial and beated him.
2 Godless Shrine
2 Concealed Courtyard
4 Caves of Koilos
2 Shambling Vent
4 Eldrazi Temple
4 Ghost Quarter
1 Vault of the Archangel
3 Plains
1 Swamp
Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Eldrazi Displacer
3 Wasteland Strangler
2 Blade Splicer
4 Flickerwisp
4 Thought-knot Seer
1 Restoration Angel
2 Gonti, Lord of Luxury
1 Elspeth, Knight-Errant
1 Stony Silence
1 Kataki, War's Wage
2 Rest in Peace
1 Relic of Progenitus
1 Orzhov Pontiff
1 Zealous Persecution
2 Blessed Alliance
1 Fatal Push
1 Big game hunter
1 Celestial Purge
Thinking about cuting the single Restoration Angel for a single Fatal Push. 5 main 1cc removal spells cant be that bad for this deck.
I have played 3 on the SB until now. They are good, but they seems to lack pressure in our deck against the matchups where they should shine. Of cours, thats just my opinion. I switched them for 1 Elspeth, Knight-Errant and 2 Gonti, Lord of Luxury. Gonti seems to be so good against midrange and grixis.