That looks quite like the list I 5-0'd a Modern Festival Prelim with.
Hey, cool to see you're on this thread; I saw your 5-0 and was inspired to bust out the old list after not touching it for quite a while.
I have a couple questions pertaining to your list, which I've been testing with lately:
Do you not like Banefire as the maindeck wincon? Banefire always seemed easier to me. Is it just that you can Reshape for the spellbomb?
What's with the 4x Glare of Heresy in the board? I feel like Disenchant is better because of the instant speed and ability to hit Relic of Progenitus or Chalice of the Void on 1. The only upside I can see to Glare is that their stuff can't be Snapcaster'd or that you can hit creatures with it. Do those come up often enough to justify it, you think?
Curious what made you decide on 19 lands? I would expect mega flood, but it actually feels really good somehow.
The idea is to curve out really effectively and make crucial tempo plays (note: not necessarily 'value' plays) with Snag and Shoal to beat down super efficiently and consistently.
Is it better or at all more practical than the more stock versions? I have no idea. Probably not, but I think it's important to be exploring different takes on Fish.
@FANAttIC isn't it a lot of times based on who's on the play and the draws provided? What strategies do you try to adhere to when playing the mirror? The only one I was aware of is that Lord of Atlantis sucks
It is mostly about tempo. Every mana have to be used from the first turn until the end. Ok 7-card hand is not keepable on the draw.
We can mull a few times because our guys are not getting killed or blocked.
Vapor Snag is almost a Time Walk.
Atlantis sucks but there are not that many spells to side in (at least I don't have) and he is playable for that last alpha strike or before if math checks out.
This matchup is all about two ships passing in the night and doing proper math. What turn am I killing him and what turn is he doing it if he have this and that.
Having Hubs also helps.
Maybe I am just lucky and my opponents were not good or I just jinxed myself before going to a legacy GP.
Cool, thanks dude! I hadn't actually considered some of your points, but they all make sense.
@FANAttIC isn't it a lot of times based on who's on the play and the draws provided? What strategies do you try to adhere to when playing the mirror? The only one I was aware of is that Lord of Atlantis sucks
I like your list; it's pretty interesting. How do the 4 Spell Pierce main perform for you? Do you miss Caverns ever? Also, what's the theory behind 4 Annul + 4 Sabotage?
Some of the cards you mentioned are actually in the MD - I'll edit the original post with the list for reference. I have been wanting room for some land disruption... I might have to sacrifice my shoals :'(
What's up guys. Who's up for giving some critiques for my sideboard? I just want more sets of eyes to ask the sorts of questions like: "What am I weak to? What am I missing? What can I cut?" Also just an opportunity to discuss certain options.
2 Tidebinder Mage to round out the 2 in the MD. Either good or great against Jund, Junk, Wilt-leaf, Burn, Breach, Elves, Company, Zoo, Infect, Skred
2 Monastery Siege mostly for the kira effect. Against UWR, Grixis variants, BUG variants, Burn, Scapeshift, Ad Nauseum, Mayyybeee BGx or other grindy matchups for card advantage
2 Relic of Progenitus for graveyards. Against Dredge, Delve, Suicide Zoo, Grixis Twin/Grixis Delver, Jund, Junk, Storm, Living End
2 Hurkyl's Recall for artifacts. Mostly against Affinity but has use against Eggs, Top Control, potentially 2/3 Trons
1 Echoing Truth for lame permanents such as Ensnaring Bridge, Pyromancer Ascension, Planeswalkers, Bogle Armor, Phyrexian Unlife, etc. Also obviously for creatures. Good Against Young Pyromancer. Funny against Twin. Just a really versatile card.
2 Spell Pierce are often good against combos such as Twin, Ad Nauseum, Living End, Storm, Bloom Titan, etc. but they're pretty valuable against Affinity, Burn, Delver, Bogles, Infect, Dredge. The downside, obviously, is that it gets worse exponentially as the game goes on.
2 Annul are pretty new and relatively untested. Hits some key cards from Affinity, Twin, Storm, Bogles, and Amulet. Not sure how I like it yet honestly.
I feel like it's asking a lot - for generator servant not to die, to survive to cast hellkite tyrant (although I guess TtB'ing it is siq), to draw enough lands on 23...
That being said, I can see where it could work really well given the right draws. I'm going to mess around with it for sure!
(EDIT: to avoid double-post)
Also, does it seem to anyone else that 1x Bonfire of the Damned seems really nice right now? I can see it being backbreaking against Jund, Junk, Delver, Affinity, Elves, CoCo, Merfolk, Infect, Bogles, Soul Sisters, etc...
On the subject of Echoing Truth, I've been running the singleton in the main for months now and I can't being to count how many times it's saved me. Obviously it's great against Lingering Souls or Pyromancer/Mentor decks, but more often then not it's great to actually have an answer to a pesky noncreature permanent.
Root Maze is interesting but it seems like it could be pretty harmful to us if we don't have vial. Whether this disadvantage is less than our opponent's disadvantage, I don't know.
I can never get Defense Grid to stick and I just get tempo'd out of the game.
Hey, cool to see you're on this thread; I saw your 5-0 and was inspired to bust out the old list after not touching it for quite a while.
I have a couple questions pertaining to your list, which I've been testing with lately:
4 Master of the Pearl Trident
4 Silvergill Adept
4 Merrow Reejerey
4 Cursecatcher
4 Cosi's Trickster
3 Master of Waves
1 Kira, Great Glass-Spinner
4 Spreading Seas
4 Disrupting Shoal
11 Island
4 Mutavault
3 Cavern of Souls
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
4 Tectonic Edge
2 Tidebinder Mage
2 Relic of Progenitus
1 Master of Waves
1 Spellskite
1 Echoing Truth
The idea is to curve out really effectively and make crucial tempo plays (note: not necessarily 'value' plays) with Snag and Shoal to beat down super efficiently and consistently.
Is it better or at all more practical than the more stock versions? I have no idea. Probably not, but I think it's important to be exploring different takes on Fish.
Cool, thanks dude! I hadn't actually considered some of your points, but they all make sense.
I like your list; it's pretty interesting. How do the 4 Spell Pierce main perform for you? Do you miss Caverns ever? Also, what's the theory behind 4 Annul + 4 Sabotage?
Some of the cards you mentioned are actually in the MD - I'll edit the original post with the list for reference. I have been wanting room for some land disruption... I might have to sacrifice my shoals :'(
2 Monastery Siege
2 Relic of Progenitus
2 Hurkyl's Recall
1 Echoing Truth
2 Spell Pierce
2 Annul
2 Disrupting Shoal
ANYWAY, like I said, I'd really appreciate some feedback and/or discussion
EDIT: Main deck list for reference
4 Master of the Pearl Trident
4 Silvergill Adept
4 Cursecatcher
3 Merrow Reejerey
3 Master of Waves
2 Tidebinder Mage
1 Spellskite
1 Kira, Great Glass-Spinner
4 Spreading Seas
3 Vapor Snag
2 Dismember
1 Echoing Truth
11 Island
4 Mutavault
2 Cavern of Souls
1 Minamo, School at Water's Edge
1 Oboro, Palace in the Clouds
1 Sunken Ruins
I feel like it's asking a lot - for generator servant not to die, to survive to cast hellkite tyrant (although I guess TtB'ing it is siq), to draw enough lands on 23...
That being said, I can see where it could work really well given the right draws. I'm going to mess around with it for sure!
(EDIT: to avoid double-post)
Also, does it seem to anyone else that 1x Bonfire of the Damned seems really nice right now? I can see it being backbreaking against Jund, Junk, Delver, Affinity, Elves, CoCo, Merfolk, Infect, Bogles, Soul Sisters, etc...