What do you think about Ashiok and the deathtouch Eldrazi in your build? How good they are working or they are stucking in some games? I don't think 3 colors are impossible but for my experience in this deck I think It's a little greed mana some times.
Playing high cost Eldrazis (7 or more)requires a different build than people are playing here. That is why there is a version playing Heartless Summoning. Of course playing Heartless Summoning cuts Blight Herder but allows other Eldrazis. I know that Oblivion Sower and Ulamog Ceaseless Hunger are enough to finish but depends of the build you are playing. And somehow it's really difficult to focus in one single version mana base since people are running , , , here.
Running that kind of Eldrazis let us play Kozilek's Return that is coming next set. It is an instant speed colorless Pyroclasm that clear early board but it shines when you cast your 7 or more mana Eldrazi because the exile effect that deals 5 colorless damage is an ability. So you are not casting it and since it is an ability it's very hard to counter (trickbind). At the end you will have most of the time an empty board with a huge eldrazi. And you don't need to worry since Kozilek's Return will clean the board before your eldrazi enters the field.
Interesting deck, I have played against a variant using jeskai ascendancy for extra draw. I would like to try a version with 1 Mass Hysteria and some Myth Realized. Mass Hysteria to do a haste attack with your monastery tokens and you can also equip paradise mantle to a token so you can keep playing spells like retract and finish with a massive army attack or just play grapeshot.
Hi thanks for testing the deck. And yes this is a very hard deck to play and some games you just have to wait until you draw a land but at least for me or for luck I had draw at least one land. To play this deck you only need two lands or at least 2 mana sources. The most important advice for this deck is always to draw first (or in other words play second).
I like the 9 lands but if you are having trouble to find more lands you can try one or two more fetches but like you said your dead draws will increase too =(. If you start with a fetch or any other land but without a borderpost don't play the land so you increase your chances to discard a creature at end phase. Unless if you are going to discard for no reason don't play your land without a borderpost. If you start with a fetch land and one borderpost always search for the color you are missing, unless you are holding a promising Soulflayer. Example:
Cracking for Watery Grave will be your last choice ever since it doesn't work with any borderpost. Besides Taigam's Scheming I have tried other cantrips or stuff like that but they always ended to be too much random draw/discard or even dead stuff because we won't have enough mana to play or have no synergy with the other cards. Like I said at other posts I'm always happy when I draw or start with a Taigam's Scheming because being able to manipulate your next 5 cards are always better than random draw/discard 3 cards at least in this deck.
This deck is very very hard to play because we have to make very hard decisions like when or if you should pitch something. I had to play a lot to learn how or when I should play something (and I still learning) and making a wrong decision can ruin your entire game. One advice is that I rarely mulligan my hand even If I don't start with a land. If you start like that start discarding a fat (griselbrand,Akroma, Angel of Wrath or Avacyn, Angel of Hope) during your end phase so you start searching for a goryo's vengeance or even a Soulflayer after you find your 2 mana sources.
If I start with a fetch and borderpost I probably will play both during my first turn because you never know if you are playing against a control (mana leak) or something like that. Always try to wait the most you can before playing a Sunscour because opponent will never expect it and your chances to clean the board are higher. If you can try to redirect their lightning bolts with shining shoal to kill one of their creatures or even to have one creature to kill other one. If you are going to play soulflayer always try to delve for hexproof + indestructible + flying (or Geist of Saint Traft + Avacyn, Angel of Hope).
This is a very hard deck to play but it is very fun and somehow competitive after you gain more experience with it. If you are having some problems with mana try to increase some fetches or even trying tombstalker instead Soulflayer like I did before Soulflayer's release. If you are not playing soulflayer you can cut stuffs like Akroma,Geist and Avacyn and play some cantrips like gitaxian probe and mishra's bauble. =D
I thought about gods in this deck (for indestructible), Thassa, God of the Sea was a choice but looking for other indestructible ones Avacyn, Angel of Hope had more abilities at least the most important ones.
I think that Marrow Shards could be a Soul Spike or a personal choice card. The only problem about Soul Spike other than the huge card disadvantage is that it is only good when you cast it after griselbrand's eff.
Cool that you are testing the deck Stormyknight or at least a version of it. Unfortunately this deck is very expensive because goryo's package. And without it's a very harsh deck to play. Leyline of Sanctity is very important and even more now that people returned to play thoughtseize.
I didn't have tested it but Monastery Siege could work as a substitute for Leyline in your version or you can use it to drop your creatures for Souflayer if you are playing it.
I just forgot to post an initial deck idea I had before the goryo's version. It was a version with Evershrike with some cheap auras. It not only pitchs for but works well with Pull from Eternity. I don't have the deck list anymore but I tried a version with Tallowisp that searches for other auras when you play your shoals.
Recorded more games after Soulflayer's release. Card is amazing and really works as a kill condition. Enters faster than Tombstalker and makes spare copies of Griselbrand a threat.
I have been testing with Chromanticore and realized that even with all that cool abilities the most important ones are indestructible, hexproof, vigilance and flying.
Flying and hexproof are for evasion.
Vigilance is to play both atk and defense.
Indestructible is very important because it doesn't matter if you have all the other abilities but can't block something bigger or survive against a wrath effect.
Some games I played and I had a hexproof + chromanticore abilities but couldn't block a bigger monster because I just had not a Shining Shoal or something to save my life. Or I just had that cool Soulflayer but couldn't Sunscour.....
Only 1 Marrow Shards because now it doesn't works so well because it will only kill maybe some Young Pyromancer's tokens or small things. Not so great so maybe it could be something else.
Playing a full set of Taigam's Scheming because this card is bananas. I'm always happy when I have one of this in my hand because I can find a combo piece like Goryo's Vengeance or fill my graveyard if I need a Griselbrand there. High synergy with Soulflayer and everything else.
Now the deck has both nemesis Griselbrand and Avacyn working together and they are great alive or dead. Geist of Saint Traft is amazing and he can wins games just by himself.
I played some games against burn and maindeck Leyline of Sanctity is insane or even redirecting a lightning bolt with Shining Shoal to kill a Monastery Swiftspear is great. Played some games against Junk and it was a good match for us. Against combo sideboard all the Duress and Surgical Extraction. Against control bring the 3 Reliquary Tower and abuse the splice onto Arcane from Goryo's Vengeance into a Shoal during their end phase. Some players just don't notice the spliced Goryo and they just don't counter your end phase Shoal. Even if they counter your spliced shoal you can cast Goryo during your turn.
Recorded some games.
This first video is with the old deck list (with chromanticore). First game is a sideboard against Pyromancer Ascension and the other games are against junk from different players.
The second is against burn from 2 different players and one of them is a wotc employee.
The deck is working very well even the mana base. Any new suggestions? I think I will write a new primer for this deck since the main one is just abandoned.
First game he conceded to Tombstalker.
Second game I lost because I was looking for Goryo's Vengeance but....
Third game I finally found Goryo's and he conceded after a Griselbrand attack.
What do you think about Ashiok and the deathtouch Eldrazi in your build? How good they are working or they are stucking in some games? I don't think 3 colors are impossible but for my experience in this deck I think It's a little greed mana some times.
Heartless Summoning lets Spellskite for free, Oblivion Sower for only 2 mana with Eye of Ugin. Running cost 7 or more Eldrazis lets to play Sanctum of Ugin. But as I said this build is very different that what we are playing or at least of what people are testing.
Running that kind of Eldrazis let us play Kozilek's Return that is coming next set. It is an instant speed colorless Pyroclasm that clear early board but it shines when you cast your 7 or more mana Eldrazi because the exile effect that deals 5 colorless damage is an ability. So you are not casting it and since it is an ability it's very hard to counter (trickbind). At the end you will have most of the time an empty board with a huge eldrazi. And you don't need to worry since Kozilek's Return will clean the board before your eldrazi enters the field.
Retreat to Coralhelm + Knight of the Reliquary + Faith's Reward
Faith's Reward will return all your lands and will have enough mana to cast something like Emrakul, The Aeons Torn.
Lantern Control Grand Prix Charlotte
http://www.mtgsalvation.com/forums/the-game/modern/budget
I like the 9 lands but if you are having trouble to find more lands you can try one or two more fetches but like you said your dead draws will increase too =(. If you start with a fetch or any other land but without a borderpost don't play the land so you increase your chances to discard a creature at end phase. Unless if you are going to discard for no reason don't play your land without a borderpost. If you start with a fetch land and one borderpost always search for the color you are missing, unless you are holding a promising Soulflayer. Example:
If you start with a marsh flats + Fieldmist Borderpost = search for a basic Swamp.
Cracking for Watery Grave will be your last choice ever since it doesn't work with any borderpost. Besides Taigam's Scheming I have tried other cantrips or stuff like that but they always ended to be too much random draw/discard or even dead stuff because we won't have enough mana to play or have no synergy with the other cards. Like I said at other posts I'm always happy when I draw or start with a Taigam's Scheming because being able to manipulate your next 5 cards are always better than random draw/discard 3 cards at least in this deck.
This deck is very very hard to play because we have to make very hard decisions like when or if you should pitch something. I had to play a lot to learn how or when I should play something (and I still learning) and making a wrong decision can ruin your entire game. One advice is that I rarely mulligan my hand even If I don't start with a land. If you start like that start discarding a fat (griselbrand,Akroma, Angel of Wrath or Avacyn, Angel of Hope) during your end phase so you start searching for a goryo's vengeance or even a Soulflayer after you find your 2 mana sources.
If I start with a fetch and borderpost I probably will play both during my first turn because you never know if you are playing against a control (mana leak) or something like that. Always try to wait the most you can before playing a Sunscour because opponent will never expect it and your chances to clean the board are higher. If you can try to redirect their lightning bolts with shining shoal to kill one of their creatures or even to have one creature to kill other one. If you are going to play soulflayer always try to delve for hexproof + indestructible + flying (or Geist of Saint Traft + Avacyn, Angel of Hope).
This is a very hard deck to play but it is very fun and somehow competitive after you gain more experience with it. If you are having some problems with mana try to increase some fetches or even trying tombstalker instead Soulflayer like I did before Soulflayer's release. If you are not playing soulflayer you can cut stuffs like Akroma,Geist and Avacyn and play some cantrips like gitaxian probe and mishra's bauble. =D
I think that Marrow Shards could be a Soul Spike or a personal choice card. The only problem about Soul Spike other than the huge card disadvantage is that it is only good when you cast it after griselbrand's eff.
Cool that you are testing the deck Stormyknight or at least a version of it. Unfortunately this deck is very expensive because goryo's package. And without it's a very harsh deck to play. Leyline of Sanctity is very important and even more now that people returned to play thoughtseize.
I didn't have tested it but Monastery Siege could work as a substitute for Leyline in your version or you can use it to drop your creatures for Souflayer if you are playing it.
Other idea not tested is to play without creatures but with Cloudform/Polymorph/Proteus Staff/Emrakul, the Aeons Torn combo.
I just forgot to post an initial deck idea I had before the goryo's version. It was a version with Evershrike with some cheap auras. It not only pitchs for but works well with Pull from Eternity. I don't have the deck list anymore but I tried a version with Tallowisp that searches for other auras when you play your shoals.
I have been testing with Chromanticore and realized that even with all that cool abilities the most important ones are indestructible, hexproof, vigilance and flying.
So I updated the deck list removing Chromanticore:
4 Marsh Flats
2 Bloodstained Mire
1 Watery Grave
1 Swamp
1 Plains
Borderposts
4 Mistvein Borderpost
4 Fieldmist Borderpost
4 Griselbrand
4 Soulflayer
2 Avacyn, Angel of Hope
2 Akroma, Angel of Wrath
3 Geist of Saint Traft
Pitch Spells
4 Shining Shoal
4 Sunscour
4 Sickening Shoal
1 Horobi's Whisper
1 Marrow Shards
4 Goryo's Vengeance
2 Pull from Eternity
4 Leyline of Sanctity
4 Taigam's Scheming
Updates are:
Now the deck has both nemesis Griselbrand and Avacyn working together and they are great alive or dead. Geist of Saint Traft is amazing and he can wins games just by himself.
I played some games against burn and maindeck Leyline of Sanctity is insane or even redirecting a lightning bolt with Shining Shoal to kill a Monastery Swiftspear is great. Played some games against Junk and it was a good match for us. Against combo sideboard all the Duress and Surgical Extraction. Against control bring the 3 Reliquary Tower and abuse the splice onto Arcane from Goryo's Vengeance into a Shoal during their end phase. Some players just don't notice the spliced Goryo and they just don't counter your end phase Shoal. Even if they counter your spliced shoal you can cast Goryo during your turn.
Recorded some games.
This first video is with the old deck list (with chromanticore). First game is a sideboard against Pyromancer Ascension and the other games are against junk from different players.
The second is against burn from 2 different players and one of them is a wotc employee.
>>>>>>YOUTUBE - PITCH CONTROL VS PYROMANCER ASCENSION - JUNK(Watch in 720P)<<<<<<
>>>>>>YOUTUBE - PITCH CONTROL VS BURN(Watch in 720P)<<<<<<
The deck is working very well even the mana base. Any new suggestions? I think I will write a new primer for this deck since the main one is just abandoned.
>>>>>>YOUTUBE - PITCH CONTROL VS NAYA BURN(Watch in 720P)<<<<<<
Won the match.
First game he conceded to Tombstalker.
Second game I lost because I was looking for Goryo's Vengeance but....
Third game I finally found Goryo's and he conceded after a Griselbrand attack.
I think the deck he was playing is the same of this daily: JOHNNYHOTSAUCE (3-1)
MODERN DAILY #7815980 ON 12/29/2014
4 Copperline Gorge
3 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Wild Nacatl
3 Boros Charm
4 Lava Spike
4 Lightning Bolt
3 Mutagenic Growth
4 Rift Bolt
4 Searing Blaze
2 Dismember
2 Jötun Grunt
2 Searing Blood
4 Skullcrack
2 Wear // Tear