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The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
 
All Sets Are Good: Prophecy
  • posted a message on GWx Vizier Company
    What is the general consensus as far as land count vs number of Noble Hierarchs?

    20 Lands, 4 Hierarchs

    21 Lands, 3 Hierarchs

    22 Lands, 1-2 Hierarchs


    I am currently running games on Cockatrice, but want to know which you guys think is best.
    Posted in: Tier 1 (Modern)
  • posted a message on GWx Vizier Company
    I'll just bite the bullet. Frown



    How are you guys sideboarding against Tron? I've read that the matchup is atrocious.
    Posted in: Tier 1 (Modern)
  • posted a message on Knightfall/Bant Company
    Anyone care to share their sideboarding guide?
    Posted in: Tier 2 (Modern)
  • posted a message on UW Approach
    Which direction should Approach go? Here are the four options:

    Azorius (UW) aka the vanilla list:

    2 x Torrential Gearhulk

    1 x Gideon of the Trials

    4 x Censor
    4 x Supreme Will
    4 x Glimmer of Genius
    4 x Settle the Wreckage
    3 x Fumigate
    3 x Approach of the Second Sun
    1 x Authority of the Consuls
    3 x Aether Meltdown
    2 x Search for Azcanta
    4 x Cast Out

    2 x Field of Ruin
    4 x Glacial Fortress
    4 x Irrigated Farmland
    8 x Island
    7 x Plains

    Jeskai (UWR) aka the Pro Tour list:

    2 x Torrential Gearhulk

    4 x Opt
    4 x Censor
    1 x Essence Scatter
    4 x Harnessed Lightning
    1 x Pull from Tomorrow
    4 x Disallow
    4 x Glimmer of Genius
    4 x Settle the Wreckage
    2 x Approach of the Second Sun
    2 x Commit // Memory
    2 x Search for Azcanta

    4 x Aether Hub
    4 x Glacial Fortress
    4 x Inspiring Vantage
    4 x Irrigated Farmland
    6 x Island
    4 x Spirebluff Canal

    Pros:
    1. Harnessed Lightning
    2. Locust God
    3. Pirateclasm

    Cons:
    1. Less-reliable mana
    2. Energy reliant to a degree


    Bant (UGW) aka the Ramp list:

    4 x Approach of the Second Sun
    4 x Fumigate
    4 x Hour of Promise
    4 x Spring // Mind
    1 x Pull from Tomorrow
    1 x Settle the Wreckage
    4 x Supreme Will
    3 x Thaumatic Compass // Spires of Orazca
    4 x Cast Out
    3 x Gift of Paradise
    3 x Search for Azcanta // Azcanta, the Sunken Ruin

    1 x Island
    2 x Plains
    1 x Swamp
    1 x Forest
    4 x Botanical Sanctum
    2 x Desert of the Indomitable
    1 x Hashep Oasis
    4 x Ipnu Rivulet
    4 x Irrigated Farmland
    1 x Scavenger Grounds
    1 x Shefet Dunes
    3 x Sunpetal Grove

    Pros:
    1. One of your ramp spells provides a small amount of life gain
    2. Can play more expensive cards

    Cons:
    1. Less-reliable mana
    2. Little interaction


    Esper (UBW) aka the Scarab God list:


    1 x The Scarab God

    4 x Censor
    1 x Disallow
    2 x Essence Scatter
    4 x Fatal Push
    4 x Glimmer of Genius
    3 x Opt
    2 x Settle the Wreckage
    3 x Supreme Will
    3 x Approach of the Second Sun
    2 x Fumigate
    4 x Cast Out
    2 x Search for Azcanta

    4 x Drowned Catacomb
    2 x Fetid Pools
    2 x Field of Ruin
    4 x Glacial Fortress
    4 x Irrigated Farmland
    4 x Island
    4 x Plains
    1 x Swamp

    Pros:
    1. Fatal Push
    2. Scarab God
    3. Better sideboard options

    Cons:
    1. Mana can be rough


    So which is best?

    Well, by virtue of consistency, probably just blue-white. The mana is excellent.
    Esper probably brings the most 'potential' to the table, however the mana can be really slow.

    We know that the deck sorely needs a good 1-2 mana removal spell to slow down opposing decks. Aether Meltdown can slow them down, but doesn't do a whole lot against, say, a Winding Constrictor. Maybe I'm a pessimist, but I found Esper's mana to be an issue when I was doing testing. The only fast land is Concealed Courtyard and it doesn't tap for U.

    What do you guys think?
    Posted in: Proven (Standard)
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