Looking through the number crunch gives us one tool to potentially predict new throwbacks. We know that Wizards is referencing old cards in the titles of new cards (e.g. Cabal Therapist, Giver of Runes, Force of Negation, Pondering Mage, Umezawa's Charm, Deep Forest Hermit, etc.), some of which contain references as the first word (Cabal, Force, Pondering, Umezawa's) and some as later words. Here are some throwbacks/reprints based on first word predictions which are still live in the set:
Daze throwback: live between Choking Tethers (44) and Exclude (48)
Brainstorm throwback: live between Bazaar Trademage (41) and Chillerpillar (43)
Swords to Plowshares throwback: live between Splicer's Skill (31) and Wall of 1000 Cuts (36)
Wasteland throwback: live between Sunbaked Canyon (247) and Waterlogged Grove (249)
Rishadan Port throwback: live between Prismatic Vista (244) and Silent Clearing (246)
This doesn't necessarily mean the card throwback is in, or that the card throwback will necessarily have the reference as the first word. It just gives a little hype and hope for those cards in these slots. I think all of these throwbacks minus maybe Rishadan Port are extremely likely in a set that has called back to most other major eternal staples. This is just one method of trying to predict their inclusion.
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ktkenshinx posted a message on [MH1] Modern Horizons Discussion ThreadPosted in: Modern -
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Spsiegel1987 posted a message on [MH1] Modern Horizons Discussion ThreadBro, blue has honestly had enough from the last two sets that I wouldn't feel bad if there were zero playable cards for them from here on in Horizon's spoilers.Posted in: Modern
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Zephyr Scarlet posted a message on The State of Modern Thread (B&R 11/03/2019)Sorry, I can't take seriously anyone who says that Twin is OK but SFM would break the format, even if it's these two.Posted in: Modern Archives -
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Vedran999 posted a message on Issue with power level and representation of colors in mtg modern metagameI think that certain cards constantly repeat themselves across decks and there is a serious lack of powerful white cards and white win conditions in modern.Posted in: Modern
It would be very helpful if we could have a statistics for every single card ever printed that state the following:
- ratio of (sum of all the cards of the same name (e.g. all the serum visions) that were played during a given season of modern play) and (sum of all the cards of the same color (all the blue cards) that saw play within that same modern season across all decks that utilized the same color) (e.g. blue). Example: ratio of all cards named Serum Vision during last modern season and all the purely blue cards that saw play within that same season
I guess the Wizards have a such a statistic but its for their internal use. If they don't I really recommend they should make one.
The first problem I see in modern is with the blue color. Usually, when I see a multicolored deck that has blue color in it, blue color will be the most represented one and within that blue color there will usually be the same cards that constantly repeat themselves across various archtypes; those are ofcourse the cantrips: Serum Visions, Sleight of hand, (Opt will surely be here as well) and some others too like: Thoughtscour, Remand etc. You can see this happen in grixis delver, jeskai delver, temur delver, UG delver, grixis control, jeskai control, UW control, UW tempo, Esper control, temur aggro...
Don't get me wrong. I like cantrips, I like drawing cards. That is because I like all the mechanisms of this fascinating game. I like its diversity. That is why I think these blue cards are narrowing the diversity of other playable blue cards but also the representation of other colors in vast number of decks.
There seems to be an overrepresentation of single mana blue cantrips: serum visions, sleight of hand, opt, banned ponder and brainstorm not to mention that there are other cantrips as well: remand, cryptic command, ojutai's command, spreading seas. Recently, on 4th February there was a modern challenge and this deck won: https://mtgtop8.com/event?e=18409&d=314296&f=MO . It contained 20 cantrips or card-drawing mechanims of some sort.
Ofcourse, the most obvious card with that problem is the lightning bolt, the card that is most played card ever. The rhetorical question is: If you play red color, why aren't you playing a playset of lightning bolts in it? Even further, if you have an almost finished deck, could it be better with 4 lightning bolts in it? If yes, the rhetorical question is: why don't you? Grixis delver and temur delver decks splash red color sometimes just because of lightning bolt. One obvious thing to mention and emphasize is: Lightning bolt is a win condition.
Now, let's look at the white color: there, the only powerful card that constanly pops up in various decks that utilize white color is path to exile. And it is not a win condition.
Other white cards that appear in modern are either combo pieces or sideboard cards: puresteel paladin, angel's grace, stony silence, rest in peace, ethersworn canonist, blessed alliance, timely reinforcement, mirran crusader...the list goes on.
White color is not-arguably the weakest color in modern.
When you look at the win conditions of other colors:
Green: tarmogoyf, primeval titan, wild nacatl
Black: death's shadow, gurmag angler, tasigur, the golder fang,
Blue: delver of secrets
Red: lightnig bolt and its variants, goblin guide, monastery swiftspear
When you look at the mechanism and traits the colors use: the greatest diversity there is is among green and black color while the blue color holds control over the most important mechanism that are the heart of the game and those are casting of the spell (rather NOT) and card draw.
Blue: counter spell, draw a card, discard a card, the best creature and card ever printed, bunch of jaces
spell pierce, spell snare, dispel, remand, cryptic command, serum visions, sleight of hand, opt, spreading seas, snapcaster mage, jace the mind sculpter, jace, architect of thought
Green: boosters, return from graveyard to hand, noxious revival, mana acceleration, search library for..
blossoming defense, become immense, mutagenig growth, might of old krosa, eternal witness, arbor elf, bird of paradise, collected company, traverse the ulvenvald, mwonuli acid moss, satyr wayfinder
Black: opponent discard, return from graveyard to play, destroy creatures, pay life for card draw, others
Inquistion, Thoughtseize, Liliana of the Veil, Goryo's vengenance, Bloodghast, vendetta, murderous cut, go for the throat, doom blade, dark confidant, fatal push, ad nauseam, griselbrand, painful truths, living end, dark blast, small pox
White: exile creatures, taxation, others
Path to exile, thalia, guardian of thraben, leonin arbiter, puresteel paladin, soul's attendant, Soul Warden, martyr of sands, lingering souls, kor spirit dancer, daybreak coronet, selfless spirit, What powerful mechanism was white color gifted with? It has the most powerful sideboard hate but sideboard hate is not a win condition. It's a poor strategy to lose the first game so that you can use your powerful sideboard. Being splashed into a deck because of sideboard and not mineboard just proves how white color is secondary to any other. Puresteel paladin is not a win condition per se, it is a combo peace; a win condition in a puresteel paladin combo deck is usually grapeshot which is a red burn spell or, rarely, monastery mentor which is white. Soul Sisters and MartyProc decks were never tier 1 as far as I know. These 2 decks aren't played that much even in current metagame with no deck clearly dominating all the others. Life gaining effect is not a trait exclusive to white color. Black and green also have life-gaining effects. And altough life gaining effects would be mostly asociated with white color, I guess Wizards don't want to create cheap and powerful life-gaining cards because players would play such white cards more often and the there would be a shift of win-conditions from decreasing opponent's life to milling him or her, prolonging the games indefinetly. Personally, I would prefer that a few more decks like these exist. Losing life is the most common way of losing the game. Gaining life is a defensive measure, one mostly attributed to white color but unfortunately the Wizards keep this trait very low.
Vigilance is a rare trait that belongs solely to white color but it is basically a defensive trait and not an offesive one
I guess the main problem of white color in modern was made when colors were constructed. When one regards damage dealing capabilities:
1.Red: (direct burn, small haste creatures, P/T ration in favor of power)
2.Green: mana acceleration landing huge creatures early, trample
3.White: both small and big creatures
4.Black: both small and big creatures
5.Blue: creatures, P/T ratio in favor of toughness
Regarding control:
5.Green: almost none,
4. Red: direct creature burn, small board wipes
3.White: creature exile, creature destruction, mass-board wipe
2.Black: opponent discard, creature destruction, mass board-wipe
1.Blue: counter spell,
White is in the middle of everything. The sentence: „Jack of all trades but master of none“ unfortunately applies to it very well. It's not the master of aggro nor control but it seems to me that it's not even good in the middle, it's not even jack of all trades. It's a sink in the middle of everything.
There are many similarities between white color and black color and a few reasons why white color is in the shadow of the black. Black color does all the things that white color does, is better at control and is equally fast if not faster then white. Black and white have same mass sweepers (Damnation/wrath of God; take a look at the difference of price in those to colors just to see how much more often Damnation is played or needed). Black recently got Bontu's last reckoning and white got Settle the wreckage. Regarding single target removals: white has Path to Exile while Black has: Fatal Push, Doom blade, Go for the throat, Vendetta, Murderous Cut, Ultimate price. Black has lifegaining effects and tokens just like white. But black also has access to powerful discard mechanisms which white doesn't. By that logic and and a given aggro-control continuoum that I layed out beforehand white color should be somewhat faster then black. But that doesn't seem to be the case. In fact: goryo's vengenance breaks the pattern of speed: when combined with right cards it makes an explosively fast deck and there is no instance of white cards or combos able to do the same except for puresteel paladin combo recently. Also, equipment storm deck was never able to kill on turn 1 like grixis reanimator could.
Let's return to blue color and its cantrips. Looking at the aggro continuoum: red is the fastest (aggro), blue should be the slowest (control), so if white is in the middle it should be tempo. But that is not the case. Tempo is usually associated with cantrips that belong to blue color. I argue that blue color simbolicaly stole the cantrips from white color. White color should be filled with one mana cantrips and not the blue color. I guess this is a remnant of the past when color paradigm was made at the inception of the game. This is way in modern mainboards there is na overpresence of blue cantrips and consequently blue color in certain decks in general and also underpresence of white color.
Except a few white planeswalkers, white color lacks emblamatic win conditions. Red has bolt, green has tarmogoyf, blue has snapcaster mage, black is a bit dispersed (sahdow, gurmag, griselbrand). On a side note, Black had powerful planeswalkers even before white (Liliana of the veil, liliana, the last hope. Path to exile is emblamatic but is not a win condition.
I articulated the problem, so I must offer a solution as well. Here are my suggestions and food for thought for:
1.To gradually introduce to modern play cheap (one mana) white cantrips.
2.Cheap single-target instant removals akin to Path to exile, Fatal push, Doomblade should be added to white color cardpool.
3.An introduction of small white creatures that are very troublesome under certain conditions.
4.Mana acceleration could be added to white color but in a weaker form than the one that green possess. Paying life for gaining mana could be added as activated ability to a specific white creature.
5.There is no need of looking at paying life for drawing cards as a necromantic or demonic deed (Griselbrand, Yawgmoth's bargain, Dark confidant, Phyrexian Arena). Sacrificing life to gain valuable insight can be a noble thing.
6.Angels and all the divine folk can be lofty and untroubled in their skies but one can say that their retribution is final and they easily become judgemental. That can be used as a mechanism and a flavor and a mechanism. If an opponent somehow damages the white player (reduces his or hers life total, destroys his creature, makes him or her discard cards), there are white cards that make swift and even greater damage back.
7.Following the divine theme, modern white card pool could be enchanced by some uncounterable cards.
Some of the examples I suggest.
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DoggieDoo posted a message on Abzan Liege / Wilted Abzan / Liege RhinoHere's the properly formatted version of Emracool (Bizzlebomb)'s dorkless Liege Rhino deck.Posted in: Aggro & Tempo
See below deck, in spoiler for clean version of Sideboard guide.
Use ctrl + f to find the match you need if you're playing MTGO.
Emracool's Liege RhinoMagic OnlineOCTGN2ApprenticeBuy These Cards Creature (24)
4x Kitchen Finks
4x Loxodon Smiter
4x Siege Rhino
4x Tidehollow Sculler
4x Voice of Resurgence
4x Wilt-Leaf Liege
Instant & Sorcery (13)
4x Abrupt Decay
3x Path to Exile
2x Inquisition of Kozilek
4x ThoughtseizeLand (23)
3x Forest
2x Gavony Township
1x Godless Shrine
2x Overgrown Tomb
1x Plains
2x Razorverge Thicket
2x Stirring Wildwood
1x Swamp
1x Temple Garden
4x Verdant Catacombs
4x Windswept HeathSideboard (15)
3x Engineered Explosives
3x Lingering Souls
2x Nature's Claim
3x Scavenging Ooze
2x Stony Silence
2x Zealous Persecution
Affinity:
Out: 4 thoughtseize 2 inquisition 4 voice 1 liege
In: 2 stony silence 2 engineered explosives 2 zealous persecution 2 Nature's Claim 3 Lingering Souls
50 playtested matchups 49 wins
This matchup is laughably easy. Our amount of disruption combined with our clock is insane here. Taking out the hand disruption here is because it gets outclassed by our affinity hate. Liege is great, but a bit to slow here. The final card to consider cutting would be between sculler and voice. In the end, I chose voice as whipflare is sideboarded in in some lists and sculler cant be hit by it. In addition, it still allows us to curve and disrupt if need be and is a better topdeck then the other hand disruption. Affinity is all about flying so voice can rarely get its token.
Twin:
Out: 4 finks
In 2 scooze 2 engineered explosives
30 tempo twin matches 28 wins, 10 geist of saint twin (UWR twin) 5 wins, Tarmo 3 matches won all 3
We have a problem in a good way in that there are different routes you can take to put in, but very little to take out. Finks is the worst here as we have what we need against the tempo plan already. Scavenging ooze shrinks goyf and slows the clock of tasigur and murderous cut if grixis is a problem for you. It also blanks snapcaster targets and is an insane topdeck should twin find a way to successfully one for one you. Twin takes out pretty much the entire combo against us due to their very hard ability to combo off, making this a very favorable matchup due to our clock. The key to this is baiting counters, pressuring, and always bluffing or having the answer to a potential combo. They rarely go for it with open mana. Engineered explosives is great here. Put it on 3 and they literally can not win. They cant stick blood moon, they cant combo as the copies have the CMC of 3 , and they cant even geist us. Very rarely will they board something for it as its hard to expect it. If it is a more all in version of twin, I would add the nature's claim and possibly zealous persecution cutting voice as it becomes significantly worse if they only want to combo off.
GBx:
Out 4 thoughtseize 2 IoK 2 Scullers
In 2 zealous persecution 3 scavenging ooze and 3 lingering souls
(30 matches yet to lose a game)
Why I have yet to lose a game should be self explanitory. This was meant to pray on GBx and it does just that. The hand disruption is very bad here and we go larger then them and literally produce a threat every turn while having the disruption to stop the bob and goyf. The scullers get the remaining due to it being the best topdeck out of the hand disruption spells as a 2/2 body at worst. Make sure in match ups like this to always say "anything with the trigger on the stack?" Most people dont see sculler much and will 2 for 1 themselves.
Burn:
Out 4 thoughtseize 1 path
In 3 scavenging ooze 2 nature's claim
40 matches 38 won. This is another easy matchup with the lifegain, the disruption for the creature base and taking the higher impact spells in conjunction with careful fetching. Thoughtseize is the only bad hand disruption spell here even though it does say save a damage, I would prefer save 3 or require burn to hit a creature with a burn spell to get a spell back in the form of sculler. Nature's Claim hits eidolon and our own scullers as well while slowing burns clock a turn or two which is all we need as they are a combo deck. It even hits more fringe sideboard play with things like ensnaring bridge (which is actually insane for burn). Scavenging ooze is more lifegain and a clock in topdeck mode.
Infect:
Out 4 rhino 4 liege 2 finks
In 3 engineered explosivs 3 lingering souls 2 zealous persecution 2 Nature's Claim
10 matches played (Tyler Hill) won 5 of them
This matchup generally is unfavorable according to Tyler, but his mass experience with the deck has taught him how to plan against it, making it against a player like Tyler 50-50, but normally favorable for us. Rhino and liege are a clock, but here so are our other things. They have a hard time with the damage plan against us, most of our things are either disruption, low curve clock, or block twice. Lifegain isnt as relavent against infect , so finks gets the cut. The only sideboard choice here that might need explaning is natures claim. Natures claim hits inkmoth, rancor, ichorclaw sometimes if they run it, and the cards they might sideboard against us.
All control varients:
Out 4 abrupt decay 2 inquisition of kozilek
In 3 scavenging ooze 3 lingering souls
(30 matches against UWR lost one game total, 2 macthes against esper and sultai won all games)
Most of our things are good against control similar to twin. what I like to do is slam a voice and play one more high end threat then never tap out again untill they answer whats on board, or slam a smiter and ride it to town after taking a path with the hand disruption. Inquisition doesnt hit the high end spells such as cryptic, batterskull, and keranos. Path stays in to deal with manlands, but abrupt decay hits very little. Scavenging ooze is a great topdeck, is a huge must answer threat by itself, is lifegain as every point of damage matters when control is trying to hit for exactsies, and blanks snapcaster mages.
Amulet:
Out 2 IoK
In 2 Nature's Claim
Hitting amulet and potentially leyline against a combo deck.Enough said. This is generally favorable as I playtested it 4 matches won 2 of them the 2 I lost he always had one turn to topdeck his only out to the situation and they somehow always did. Disruption is great against them provided we have the clock to back it up which we do most of the time. In this matchup, ALWAYS TAKE SUMMER BLOOM!! Steven Speck released an article saying that is the mistake almost every player makes. Summer bloom is the threat. We can decay the amulet if its a problem, but generally it slows them down a ton to take bloom. It is what makes GBx a favorable matchup for amulet, is that single mistake.
BW tokens:
Out 4 voice 3 path to exile
In 3 Engineered Explosives 2 Zealous Persecution 2 Nature's Claim
20 matches played against it all 20 won
Tokens blanks spot removal, so path comes out. Decay stays in to hit anthems as the 1/1's are terrible against us, the 2/2's and 3/3's however are a different story. Voice isnt needed as most of the things they do are in the air and are sorcery speed and they dont run enough removal to justify it. Engineered explosives just wins games when it comes in. Persecution is often a board wipe but it also screws with combat math and again just wins games. Nature's Claim at worst hits scullers to stall, but it is mostly a way to deal with hate and hit anthems.
Zoo:
Out 4 thoughtseize 2 inquisition 3 tidehollow
In 3 scavenging ooze 3 engineered explosives 3 lingering souls 40 tested matches
(30 tribal 10 naya) won all of the naya won 27 tribal
Souls is a clock with township as well as blockers to stall as every turn matters. Engineered explosives is often game over for them, and scooze is terrible for them as lifegain as well as blanking snapcaster mages. Hand disruption isnt good here as it normally just takes a creature that gets outclassed by ours anyway.
GR tron:
Out 4 decay
In 2 stony silence 2 Nature's Claim
6 matches played lost one game. Stony silence is the ***** against tron. In addition, claim is fantastic for us as it hits early dorks as well as wurmcoil and its tokens and O stone. Decay has few targets. This matchup is bad on paper, but in practice we keep them off tron a ton and provide a clock. They cant go over the top if tron isnt complete! It does help I played against it quite a bit prior to this deck and even used to play it for about 9 months.
U tron:
Out 4 decay 3 finks
In 2 stony silence 2 Nature's Claim 3 Scavenging Ooze
This is only here for if you play MTGO (I only play paper as I dont feel like wasting money on an online version where there is little payoff).
Stony is better here as it shuts off mindslaver and the mana accelerants they have, as does nature's claim but it also hits platinum angel. scavenging ooze shuts off snapcaster, the mindslaver combo, and provides a clock when all else fails. U tron has trouble against aggro, and this would be no different.
Living End:
Out 3 thoughtseize
In 3 scavenging Ooze
The only spells you care about are 3 CMC; the cascade enablers, fulminator mage, and blood moon. This could go either way for us as we can disrupt them with scooze and make them dig for the combo. If they get it fast enough, we lose. This is untested but is such a little part of the meta anyway that if it really is a problem I can suggest ways to tweak the board to beat it.
Blue Moon:
Out 3 Thoughtsieze 4 Sculler 3 Path
In 2 zealous persecution 3 lingering souls 2 nature's claim 3 engineered explosives.
5 matches 4 won. Blood moon and shackles as well as batterskull are all hit by claim, and 2 of those are hit by nature's claim. Souls provides a clock and blanks removal. Zealous screws with combat math, and deals with an increasing win con in the form of master of waves. It was in the original and it is in this one to.
Merfolk:
Out 4 sculler 2 voice
In 3 engineeered explosives 3 lingering souls
3 matches 3 won. Souls forces them to have a spreading seas after our disruption to win. In addition, Engineered Explosives on 2 spells game over. Sculler gets hit by vapor snag and cant really attack or block much, so he is the worst here. He also gets hit with our explosives. Voice is cut as explosives hits it and there are few counterspellls merfolk runs. This is favorable for us.
Ad Nauseam:
Out 4 voice
In 2 stony silence 2 nature's claim.
3 matches 3 won. Hand disruption is a ***** for them, and we can get under leyline or destroy it with nature's claim. Claim also hits phyrexian unlife as well as the other mana rocks. Stony silence means game over. No spellskite to protect things, no lotus bloom, and no mana rocks. Voice is literally useless here.
Storm:
Out 3 path 4 voice 2 rhino.
In 2 nature's claim 3 engineered explosives 3 scavenging ooze
This is an untested matchup, however this is favorable. We have a ton of disruption preboard to stop the bombs from sticking. Post board, scooze deals with past in flames shennanigans. If they try and combo off fast with warrens, engineered explosives takes care of it and they lose from there. Explosives also takes care of ascension and electromancer. Nature's Claim beats the things they will board. We also have a clock thats low curve.
Scapeshift:
Out 4 decay 2 inquisition
In 3 scavenging ooze 3 lingering souls
10 matches played 8 won. Souls is a clock on its own that blanks counters. We have so much disruption and such a fast clock that the only way they have won every game against me is when they chained 4 cryptics in a row. Scooze hits snapcaster mages as well as is a clock. I like taking the enablers of scapeshift instead of scapeshift or if they have a slower hand the cryptic someitmes being taken spells instant win.
Bogles:
Out 3 path 4 voice
In 3 Engineered Explosives 2 Nature's Claim 2 Zealous Persecution
2 matches won both. This is super favorable. Zealuos persecution turn 2 often means game over as they lost the creature to suit up with. Explosives also spells game over. Hand disruption preboard is great but post board they board in leyline which isnt terrible against us but at worst we can natures claim it when we need to. Often though, we dont care about leyline and we just destroy an enchantment when they go for corronet and only try to keep the creatures at bay as a 1/1. This spells almost sure victory.
The mirror:
Out 4 thoughtseize 2 inquisition 2 sculler
In 3 lingering souils 3 scavenging ooze 2 zealous persecution
Persecution is great at screwing up combat math and wiping the opponents board as they always run the dork version. Souls is a clock and can block at worst. Scavenging ooze screws with other souls , is a great topdeck on its own, and is lifegain. I feel we are favored as we have more disruption then they do and we run manlands so we go bigger. The only not bad hand disruption here is sculler as it exiles liege or smiter or even rhino. I do feel although we seem favored, this becomes hand dependent and skill dependent.
With all that in mind, I've only tested the deck a limited number of games, and I haven't played it against Twin yet. However, Loxodon smiter was often the last card I wanted to cast. He didn't affect my opponent's hand, life total, or my own life total whenever I played him.
Any chance we can shave that down to 2 for another slot?
Options:
- Lingering Souls
- Tarmogoyf
- Liliana of the Veil
- Murderous Cut
- Dromoka's Command
- Sin Collector
- Noble Hierarch
- Tasigur, the Golden Fang
- Qasali Pridemage
- Sword of Light and Shadow
- Lingering Souls
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Been testing Reshaper lately and my only problem with the card is that he's at its best in matchups where we have to bring in RiP. Tried maining him in E&T replacing Bob and it was pretty good. Don't know if it's correct though. As you said, BW E&T is almost locked already, and since boss Penips is running Bob, i can't really argue against it.
Would love to see you testing it however! Seems like the card has potential.
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4 Caves of Koilos
4 Concealed Courtyard
4 Eldrazi Temple
4 Ghost Quarter
2 Plains
1 Swamp
3 Shamnling Vent
1 Sea Gate Wreckage
Noncreature spells
4 Path to Exile
4 Aether vial
1 Fatal Push
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Tidehollow Sculler
2 Blade Splicer
3 Eldrazi Displacer
4 Flickerwisp
3 Wasteland Strangler
3 Thought-knot Seer
2 Restoration angel
2 Burrenton Forge-Tender
1 Fatal Push
3 Rest in peace
2 Stony Silence
1 Zealous Persecution
2 Eidolon of Rhetoric
1 Day of Judgment
2 Gonti, Lord of Luxury
1 Elspeth, knight-errant
Overall the deck felt good. I still don't like the manabase but i guess i can't do anything about that.
Also, people seems to hate our deck so much:
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Mother of runes, please?
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I've been trying this out:
2 Fetid Heath
3 Flagstones of Trokair
4 Ghost Quarter
3 Godless Shrine
2 Isolated Chapel
2 Plains
3 Shambling Vent
2 Swamp
2 Urborg, Tomb of Yawgmoth
4 Dark Confidant
4 Leonin Arbiter
2 Pack Rat
Instant (10)
2 Disfigure
2 Dismember
4 Path to Exile
2 Zealous Persecution
4 Inquisition of Kozilek
4 Lingering Souls
4 Smallpox
2 Thoughtseize
Planeswalker (3)
3 Liliana of the Veil
Needs some tuning but it's pretty fun to play.
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This new metagame will be messed up.
I guess SFM and AV are pretty safe now at least? All of a sudden attacking with a batterkull or drawing 3 cards on turn 4 are both looking pretty silly.
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I'm currently playing Junk but Deadguy Ale will always be a pet deck for me, so i'm always testing some builds even though i don't post in here very often. I recently started trying Hangarback Walker. This card is really great on grindy matchups, but it is kinda slow sometimes. The one card that i'm really starting to like is Elspeth, knight-errant. She can close up games so fast against decks like Jund and she is hard to deal with as well. And as someone already mentioned, she also plays really well with Shambling Vent.
I wish we had another strong 2-drop! Pack Rat is good but really clunky sometimes Especially when i'm used to casting Tarmogoyf on turn 2, haha. I tried Seeker of the Way for some time, but i felt it was too weak. Too bad we can't have Stoneforge Mystic
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