Here's a recent 5-0 on MTGO list - we've seen this style of list on MTGO in the past, but people on the forums don't seem to play this build.
http://www.mtggoldfish.com/deck/364980#paper
Notable md 4 meddling mages, no paths and chord + coco. 4 forge tenders in the side looks loose when kozilek's return starts popping up.
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banstylejbo posted a message on PRIMER - NEW SIMIC (U/G Midrange)Played the following list to a 6-1 record in the MTGO tournament practice room.Posted in: Standard Archives
This was the first list I threw together to try. I made no changes between matches. I wanted to get a feel for what was working and what wasn't. I had no idea how competitive the deck would even be. I lost to a Jeskai Control deck (only creature played was a Prognostic Sphinx and mainly played wrath effects and planeswalkers from what I saw in the two games). I defeated Abzan aggro, Abzan midrange, Mardu aggro/tokens, Mono Black aggro, W/u Heroic, and W/b midrange. All of the decks except the W/b midrange I'd consider quality decks with no budget cards being played.
Thoughts on cards which performed well:
Sagu Mauler - A house of a card. Whenever I got one out I usually won and they had no answer.
Thassa - Still a very potent card. I managed to get her active about half the time I played her. Just the scrying and unblockable effect were very valuable though.
Bident of Thassa - Was great every time. Too bad it is legendary or I'd play more!
Singing Bell Strike - Great tempo play, was always happy to see it. Handles basically everything you need it to (putting it on a Master of the Feast was fun).
Prognostic Sphinx - Excellent in most situations and opponents could never kill it without a wrath effect. Great for getting devotion.
Ice Feather Aven - Did some nice stuff morphing for value. Don't think more are needed, but pleasantly surprised by their usefulness.
Thoughts on cards which underperformed:
Jace, the Living Guildpact - Sided him out a lot. OK as a tempo play to bounce something occasionally, but just doesn't do much for the deck other than get a little devotion. Definitely replaceable.
Clever Impersonator - Never had a good chance to use these. Cast it once to copy a Banishing Light to get rid of an Elspeth, but that was it. I think they'd be better in the sideboard.
Master of Waves - Only one in the deck, but even when I drew it I wasn't super excited to play it over other cards.
Icy Blast - Did some useful stuff and will probably leave a couple in, but not being able to hit the ferocity enough makes it a low impact card overall. Still helped to push through damage though.
Hour of Need - Really situational. Was hoping to use it on mana dorks late in the game to turn them into threats and to hit ferocity for Icy Blast, but never materialized. Not sure I want to cut them just yet. They may still have use, just didn't draw it a lot to try it out much. Does go against the devotion aspect a bit as well if using on the Kiora's Followers and Icewing Avens.
Kiora's Follower - OK as a mana dork that gives a little devotion, but otherwise not impressive. The untap effect never came into play otherwise and they are mediocre in combat. Removing these would make it harder to turn on Thassa unless replaced by other blue cards.
Sideboard thoughts:
Hornet Nest - Actually was pretty good against the aggro decks. Buys time or forces them to give you annoying flyers.
Kiora, the Crashing Wave - Added a random one to try out against control decks who can't pressure her. Was very useful against the Heroic deck to stall their big hero. Did get to ultimate her once, so that was fun.
General thoughts:
The rest of the cards in the deck functioned as you'd expect. Mystics (Elvish and Rattleclaw) we're fine, I never had mana trouble. Disdainful Stroke was OK and Reclamation Sage was solid. The sideboard can be changed a lot really. I feel control is the worst match for the deck as it doesn't put a lot of pressure on early and if they deal with your threats you have a hard time coming back.
Morphing was better than expected. Draws lots of removal as people are scared it's a Mauler. The fact they are colorless came into effect against the Heroic deck's protection from color effects. I wish there were more playable morphs. The three in the deck are good, but more variety would be nice. I contemplated Hooded Hydra and even Thousand Winds, but decided against both.
All the scrying really helps smooth out the draws and avoid dead cards. Between the Temples, Thassas, and Sphinxes I was able to get quality draws later in the game rather than excess lands or mana dorks.
I think the deck needs creatures to help apply more pressure. Heir of the Wilds and Boon Satyr are thoughts. Bow of Nylea perhaps as well, but that's adding more double green costs, so the mana would need to adjust for those changes. A Mana Confluence or two might be needed at that point. I've researched a lot of the other blue cards available in Standard, but nothing else is jumping out at me as useful except possibly Hypnotic Siren or Chasm Skulker.
I think adding another Prognostic Sphinx is a definite. Probably for one of the Clever Impersonators I'm moving to the board. Possibly another Master of Waves for the other Impersonator, just to give it another shot before moving in a more green direction. The more green added the harder it becomes to devote to Thassa. She's still good even without it, but making her a 5/5 really puts things out of reach for opponents. For now I'm trying to not move farther into green and explore the blue devotion aspect as much as possible. May still make a modified version with more green additions and see how it performs in comparison. Will update when I have more games under my belt.
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Here is the list I played. I've been on 6 dorks for a long time and feel that it works well. Thalia H.C. was a great maindeck addition in quite a few matchups, I usually run Mindcensor or Ramunap Excavator that slot, but felt that Thalia would be e benefit in slowing down some decks I was worried about such as Humans (which I didn't even play against in the end). It ended up being a pretty powerful card vs. BGx and Pyromancer decks even when it only stuck for a turn or two. I ended up playing Moorland Haunt over the traditional Gavony due to expecting some grindy matchups like BG and Mardu, it definitely payed off in my grindy games, where gavony would have been pretty dead because of the removal I was facing.
I ended up taking for granted my burn matchup because of the strength some previous builds of mine had in the matchup, slowly my changes over time have made the burn matchup weaker and I wasn't adequately prepared for it or at least didn't draw my good cards vs. my two burn opponents. I'm reassessing the sideboard now to help have better answers to fast aggro, as I felt E.E. was a little slow, often needing me to take a turn off when using it and held me back from advancing my own plan.
I had no byes, so my 8 matchups were as follows:
Burn - Loss 0-2 (0-1)
UR Pyro/Thing - Win 2-0 (1-1)
BG - Win 2-0 (2-1)
Temur Moon - Win 2-1 (3-1)
Abzan - Win 2-0 (4-1)
Eldrazi Tron - Loss 0-2 (4-2)
Ad Nauseam - Win 2-1 (5-2)
Burn - Loss 0-2 (5-3)
2 Birds of Paradise
3 Voice of Resurgence
2 Qasali Pridemage
2 Scavenging Ooze
4 Knight of the Reliquary
4 Spell Queller
2 Reflector Mage
2 Thalia, Heretic Cathar
1 Eternal Witness
4 Path to Exile
3 Retreat to Coralhelm
4 Collected Company
3 Misty Rainforest
1 Flooded Strand
3 Forest
1 Plains
2 Temple Garden
2 Breeding Pool
1 Hallowed Fountain
1 Stomping Ground
1 Horizon Canopy
1 Sejiri Steppe
1 Kessig Wolf run
1 Moorland Haunt
1 Ghost Quarter
2 Engineered Explosives
3 Stony Silence
1 Bojuka Bog
1 Negate
1 Flashfreeze
1 Disdainful Stroke
2 Kitchen Finks
2 Thalia, Guardian of Thraben
1 Reclamation Sage
1 Sigarda, Host of Herons
With unbanning of Jace, I'm considering trying a build with no Company and more tempo oriented plan with 3-4 Jace(focus on flash creatures, light countermagic w/ knight and retreat), or even a trying to fit both 4 drops (maybe just fitting 2 Jace over a couple creatures in this case for the late game grind)
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The reason I don't think Jace is played here is because in modern we are not looking to gind out a long game, while the deck can go long, its not our aim, and other decks do it way better, so we want to press our early advantages with efficient threats while the using the effects of our disruptive/hatebearish creatures to slow the opponent down.
If you saw the Standard Bant Company decks that were big just around the release of SOI, it would seem jace is a great addition, but the main difference is that in standard, this deck was able to grind out a long game fairly well, and flashbacking CoCos in those slower games is obviously insane. For the modern version, it's just not quite the same gameplan.
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Round 1: 2-1 vs. Grixis Delver (1-0 overall)
Round 2: 0-2 vs. BW Eldrazi (1-1 overall)
Round 3: 2-0 vs. Burn (2-1 overall)
Round 4: 2-1 vs. Abzan (3-1 overall)
Round 5: 2-0 vs. Burn (4-1 overall)
Round 6: ID vs. Zoo (4-1-1 overall)
Went into top 8 as 4th seed.
Quarterfinal: 2-1 vs. UR Twin(R.I.P.)
Semifinal: 1-2 vs. Abzan (same guy I beat earlier in the swiss)
Here was my decklist:
2x Birds of Paradise
4x Voice of Resurgence
2x Qasali Pridemage
2x Scavenging Ooze
4x Knight of the Reliquary
3x Geist of Saint Traft
2x Aven Mindcensor
2x Loxodon Smiter
2x Rhox War Monk
4x Collected Company
4x Path to Exile
2x Dromoka's Command
1x Elspeth, Knight-Errant
3x Misty Rainforest
2x Flooded Strand
2x Plains
2x Forest
2x Temple Garden
2x Breeding Pool
1x Hallowed Fountain
1x Horizon Canopy
1x Gavony Township
2x Ghost Quarter
1x Dispel
1x Negate
1x Tormod's Crypt
2x Engineered Explosives
1x Academy Ruins
1x Trinket Mage
2x Kitchen Finks
2x Kataki, War's Wage
2x Thalia, Guardian of Thraben
2x Spellskite
Moving Forward:
Under the impression that the meta is going to shift to a place where many top decks have very important utility lands. I have recently reworked my Knightfall list a little bit and started running 4 Ghost Quarter and 3 Aven Mindcensor maindeck. I haven't had my new list out to any events yet, but I think it will perform reasonably. It has been working out very well for me in testing vs. Infect, Tron, and UR/b Prowess/Delver.
I have been recently experimenting with Aether Vial in the deck. It has a lot of interesting implications such as letting us hold up interaction spells with mana and flash in creatures with the Vial. EoT Knight into Retreat is a much smaller window that the opponent has to interact with our combo. Here is where I am at with the deck currently, I think this could potentially even do without the combo, but I think it is meta dependant. Something to be aware of with this specific land setup, is that you can't technically oneshot the opponent from full life with the number of fetches/forests/plains, but that doesn't come up enough for me to build around it.
4x Voice of Resurgence
2x Qasali Pridemage
1x Scavenging Ooze
4x Knight of the Reliquary
3x Geist of Saint Traft
3x Aven Mindcensor
4x Aether Vial
4x Path to Exile
2x Spell Snare
2x Dromoka's Command
1x Negate
3x Retreat to Coralhelm
3x Misty Rainforest
2x Flooded Strand
1x Island
1x Plains
1x Forest
2x Temple Garden
2x Breeding Pool
1x Hallowed Fountain
1x Horizon Canopy
1x Sejiri Steppe
4x Ghost Quarter
1x Academy Ruins
1x Moorland Haunt
1x Elspeth, Knight-Errant
2x Kitchen Finks
1x Tormod's Crypt
2x Engineered Explosives
2x Spellskite
3x Stony Silence
1x Vendillion Clique
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Chord is really great in this deck, allows more versatility in the sideboard too as you can search those up with it, meaning you don't need as many copies of stuff, and convoke usually makes it cheaper than the BtL.
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Chandra is interesting, but I would suggest trying out Elspeth, Knight-Errant in that slot and see if you like it. She also helps geist punch through, by giving it flying and making it a 5/5 which can be absolutely bonkers if you can get it on curve. Also, she does more work on her own, as she can make 1/1's and turn them into flying 4/4s.
With the rise of Kolaghan's Command, in addition to your other points, I am also especially weary of running Batterskull.
It might be a budget thing, but I would also suggest you run a couple Vendilion Clique here, I find the flash 3/1 very strong as an aggressive play.
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