I have been playing a decent amount with death and taxes, and I find it funny the criticism that the death and taxes matchup got harder. Leonin arbiter can only fall on turn 2, so even if you a fetch land in hand you will have the opportunity to crack it before the arbiter hits play. I honestly don't understand what is the problem that people are having against Death and Taxes.
I should have been more clear in this scenario. I had 2 non fetches on board in the face of an arbiter with no ghost quarters in play. I had no other lands in hand for the following turn and decided to progress the board state. They ended up having a Ghost Quarter on their T3 and my next 2 lands drawn were fetches. The point I was trying to get to was UG has zero ways to get around an untapped arbiter if you draw your fetches (which is close to a third of your mana base).
Take a look at the two scg Louisville top 8's. 4 "counters company" decks. Probably a flavor but I'm guessing it is definitely going to have a showing in vegas.
I guess it's just my kryptonite then. I've never felt like I had an advantage playing against abzhan coco in the first place. Adding in a secondary combo that doesn't need the graveyard seems even worse for us.
And yes it still needs a third peice a la the new green god, mirror entity, walking balista, or for the 4cc version wolf run. What I'm seeing though is the new version has doubled down on e witness and rallier to secure the redundancy which goes away from where we want them, on a regular beat down plan.
Has anyone played against the new iteration of abzhan coco? There's a new on board infinite mana combo that is crazy hard for us interact with. vizier of remedies and devoted druid. Whats crazy is the finks/seer combo is still in there giving two seperate axises to win. This deck is definitely a sleeper going into the next modern season.
If you are serious about maximizing definitely yes. You don't give up hand info compared to hubs, oboro filters off mutavault and protects cards from liliana, and Minamo has corner cases with opposing kiras and when you play clique.
Playing less than 4 seas claim is perfectly fine. I typically run 2 in the sideboard so I can either go up on mana denial or go down when I only need 2 as spot removal at a cheaper CC.
In the case of gut shot yes you would have to get rid of their creatures. Things like Vapor Snag gets around worship due to being a loss of life and not damage done.
Definitely read this if you are unsure of how the shortcut works with moving to attacks as the majority of judges will absolutely rule using this approach.
I finally got around to watching the sgw video. I see merfolk joe warrants the inclusion of a 20th land based on the negative and positive impacts. I wonder why the larger percentage share of neutrality didn't sway him to consider the 20th land unecessary. Probaby reading into the analysis wrong though.
I should have been more clear in this scenario. I had 2 non fetches on board in the face of an arbiter with no ghost quarters in play. I had no other lands in hand for the following turn and decided to progress the board state. They ended up having a Ghost Quarter on their T3 and my next 2 lands drawn were fetches. The point I was trying to get to was UG has zero ways to get around an untapped arbiter if you draw your fetches (which is close to a third of your mana base).
And yes it still needs a third peice a la the new green god, mirror entity, walking balista, or for the 4cc version wolf run. What I'm seeing though is the new version has doubled down on e witness and rallier to secure the redundancy which goes away from where we want them, on a regular beat down plan.
http://blogs.magicjudges.org/whatsupdocs/2016/05/26/attacking-blocking-and-shortcuts/
Definitely read this if you are unsure of how the shortcut works with moving to attacks as the majority of judges will absolutely rule using this approach.