You're right when it comes to consistency. My build is more focused on making a 10 power double striker turn 2 or 3 and, of course, it's very easily disrupted: any good timed removal and chump blockers can win the game from the other side. Any non good hand loses the game by itself.
I think I win on the play here. Summer Bloom helps a lot on the race, so you counter the Breach and I hardcast the Emrakul before you can kill me.
6. NewHJ : Swift Emrakul
Elvish Spirit Guide / Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
6 vs 1: 0-6 -> He counters Breach every game and has a faster clock.
6 vs 2: 6-0 -> He can't remove or race Emrakul both games.
6 vs 3: 3-3 -> On the draw, he counters the Breach. On the play, he takes one hit and hardcasting Emrakul is faster than him.
6 vs 4: 3-3 -> On the draw, he counters the Breach. On the play, he can counter the second Breach but Summer Bloom helps on race.
6 vs 5: 6-0 -> Last Word isn't fast enough, Emrakul eats his lands so he can't counter the second Breach.
6 vs 7: 0-6 -> Emrakul is stopped by Guildmage.
6 vs 8: 0-6 -> Breach countered in the games, can't hardcast a Emrakul fast enough.
6 vs 9: 6-0 -> Emrakul wins the fight.
6 vs 10: 0-6 -> On the draw, he casts Emrakul turn 2 and win. On the play, he is 1 turn faster if he plays Shelldock after taking the first hit.
I do see my old build as a voltron thing, attaching a lot of auras on the same creature, and this one as playing threat after threat. It's not optimized yet, but I see more potential in it. I will try to update the initial post with the two ways you can try brewing with the deck and will add some card choices I had saw in the thread on your builds.
Also, Oath of Gatewatch brings us a new card, Corpse Churn, needs some testing.
You two are probably right about Manamorphose but I'm not so sure. It makes mulligan decisions harder and I don't know the right place to put them in. Suggestions? Desperate Rituals are pretty important for a turn 2/3 win.
I don't like Dragon Mantle here, it's a 1 mana sorcery speed cantrip (bad as we like use frees cantrips) that only works when hits the board and only triggers Monastery Swiftspear. The mana you spend on the firebreath instead of your spells already mean you're in a bad shape on the game.
I still didn't have time to test it and unfortunately I will be out of time for a small period, but I will make sure to post if the sideboard worked well.
Do you play more creatures or just those 3 ones?
I think I win on the play here. Summer Bloom helps a lot on the race, so you counter the Breach and I hardcast the Emrakul before you can kill me.
6. NewHJ : Swift Emrakul
Elvish Spirit Guide / Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
6 vs 1: 0-6 -> He counters Breach every game and has a faster clock.
6 vs 2: 6-0 -> He can't remove or race Emrakul both games.
6 vs 3: 3-3 -> On the draw, he counters the Breach. On the play, he takes one hit and hardcasting Emrakul is faster than him.
6 vs 4: 3-3 -> On the draw, he counters the Breach. On the play, he can counter the second Breach but Summer Bloom helps on race.
6 vs 5: 6-0 -> Last Word isn't fast enough, Emrakul eats his lands so he can't counter the second Breach.
6 vs 7: 0-6 -> Emrakul is stopped by Guildmage.
6 vs 8: 0-6 -> Breach countered in the games, can't hardcast a Emrakul fast enough.
6 vs 9: 6-0 -> Emrakul wins the fight.
6 vs 10: 0-6 -> On the draw, he casts Emrakul turn 2 and win. On the play, he is 1 turn faster if he plays Shelldock after taking the first hit.
Score Chart:
X | 1 2 3 4 5 6 7 8 9 0 | PT |
6 | 0 6 3 3 6 X 0 0 6 0 | 22 |
4 Gurmag Angler
4 Hooting Mandrills
4 Ulamog's Crusher
2 Sultai Scavenger
4 Commune with the Gods
4 Grisly Salvage
4 Dragon Breath
2 Dragon Fangs
4 Satyr Wayfinder
3 Terramorphic Expanse
3 Evolving Wilds
4 Exhume
6 Forest
3 Mountain
5 Swamp
3 Feed the Clan
3 Undying Evil
3 Chainer's Edict
2 Vines of Vastwood
2 Doom Blade
2 Electrickery
I do see my old build as a voltron thing, attaching a lot of auras on the same creature, and this one as playing threat after threat. It's not optimized yet, but I see more potential in it. I will try to update the initial post with the two ways you can try brewing with the deck and will add some card choices I had saw in the thread on your builds.
Also, Oath of Gatewatch brings us a new card, Corpse Churn, needs some testing.
Think about Bounty of the Hunt.
I do think your sideboard is alright, but I would use Feed the Clan instead of Nourish and the Gut Shot instead of Hornet Sting.
Fog is great in some matchs too.
I don't like Gnat Miser in your build. It does nothing with all the discard and Chittering effects.
I'm also not sure about other cards, like Foul-Tongue Shriek and Shade's Form.
I think this decks is better suited for a combo heavy meta. (Twin, Living End, Amulet Bloom)
I can't say with certainty, but that's probably the best direction to go.
I don't like Dragon Mantle here, it's a 1 mana sorcery speed cantrip (bad as we like use frees cantrips) that only works when hits the board and only triggers Monastery Swiftspear. The mana you spend on the firebreath instead of your spells already mean you're in a bad shape on the game.