I'm attending my first paper event with Knightfall tonight, and I have a question about executing the combo:
-When comboing off, how do you normally demonstrate the combo? Is it necessary to go through every Knight activation, tracking mana, life total, etc., or do you more often demonstrate the combo once, find Kessig Wolf Run and end the game? I know that it will often depend on your opponent, but what do you find yourself doing the most in terms of the actual mechanics of comboing off?
I also want to draw your attention to a list that just 5-0'd a daily that eschews the Knightfall Combo and even plays an AWESOME mainboard Voidmage Prodigy alongside Meddling Mage and Reflector Mage:
The idea is to shut the opponent out of the game by countering their spells and naming their relevant spells with Meddling Mage. The Spirits and Skites are there to protect the Quellers and Meddling Mages. Reflector Mage combines well with Queller and Meddling Mage, allowing for the bounced creature to be countered by Queller when it's played again or named by Meddling Mage and, therefore, stranding it in the opponent's hand. I've considered running an additional Spellskite, but I've found this package to suffice so far. Also, since I'm running the Reliquary + Retreat combo, this package has the added bonuses of locking out the opponent until I can combo off and protecting Knight of the Reliquary.
The mana base is still in flux, but I haven't really felt like I've needed them. The way I'm playing this version is less explosive than the standard RUG Omen builds with Explore, for example, and more draw-go like traditional RUG Scapeshift. I don't like my lands to come in tapped, especially if I'm trying to hold up a counter or draw spell, and Scapeshifts for 30+ with six lands seems enough. I'm still messing with the land base (it's currently just a port of my traditional RUG Scapeshift build), and I'll definitely test an additional Valakut or two (perhaps another in lieu of the Temple).
Also, with Worldly Counsel, I'm trying to maximize the basic land types on the battlefield, and too many Valakut's can hinder that.
I've been working the past few weeks on a RUG Omen list (I normally run a relatively standard RUG Scapeshift list) that uses Prismatic Omen alongside Worldly Counsel. After some testing, I'm starting to think it has some real potential. Here is what I've been working with:
Like other RUG Omen decks, Prismatic Omen allows for a six-land Scapeshift, manual Valakut triggers, and color fixing. The addition of Worldly Counsel, however, has given the deck a needed boost in card selection. The ideal scenario is casting Worldly Counsel with a Prismatic Omen on the board and looking at five cards. That's a lot, especially post-sideboard. The floor, while potentially 0 cards just doesn't happen: firstly, because the abundance of shocklands and basics in the list and, secondly, by the time you're looking for Scapeshift, Cryptic Command, or a key sideboard card, your land-base is almost assuredly 2-3 basic land types. The realistic floor for this interaction is looking at two cards, I've found, but the vast majority of the time it's either looking at 3 or 5. Essentially, I've tried to build a RUG Scapeshift deck that can play like a tradtional RUG list, but utilize Prismatic Omen for increased power and card selection, and it's been pretty successful. Any thoughts are welcome!
I like the list overall. I'm a big fan of developing a deck with which you are comfortable and only making small tweaks (that is, unless something necessitates a large overall change). Personally, I would only swap out the Slip Through Space and Rancor for 2x Distortion Strike. The "get damage through blockers" spells are all pretty similar, but I've always considered the +2/0 and unblockable across two turns that you get from Distortion Strike to be the superior choice. Also, since you are running a MB Wild Defiance, the two Distortion Strike casts trigger Wild Defiance twice! If I were to ever run Wild Defiance MB, I'd be sure to run it alongside Distortion Strike. Good luck!
I want to echo keeping Dismember mainboard. I currently have two, and I can't see myself cutting any. It's just so important against Abzan and Eldrazi. We'll obviously see what happens with the ban, but we should remember that it appears that they aren't intending to ban Eldrazi out of Modern, only to make it less out of control. I'd expect to still see some Eldrazi decks.
I'm currently running 2x Viridian Corrupter, and I think soon I'll be cutting one and bringing a Spellskite back in.
Thing In The Ice has already been sold out twice at Star City Games. The first batch was $.99, the second $1.99. I can only imagine they're going to raise it, so I'd recommend preordering yours while they're relatively cheap.
What should we make of this this list? Is the white splash for Path To Exile worth it? It doesn't seem too taxing on the mana base, but swapping Dismember for Path To Exile as the removal of choice ramps the opponent and forces you, even more so than usual, to win as early as possible. The white splash does allow for a more targeted sideboard, as seen by the inclusion of Stony Silence. What are your thoughts?
I have a question regarding fetchlands: currently, I'm experimenting with Tom Ross' deck list that was posted a page or two ago. He's running 4 Misty Rainforest, among other green fetchlands. Does Misty Rainforest add any specific benefits to the deck, or would any green fetchland, like Wooded Foothills or Windswept Heath, confer the same benefits? It seems to me that as long as it can fetch a green source, any green fetch would suffice and reduce the price of the deck a whole lot. Thanks!
I've been playing Mono U Tron a bit lately, and I now want to really dig in and learn the intricacies of the deck. I've put together the following Mono U Gifts list that I'm keen on using for the foreseeable future:
I've cut a Thirst For Knowledge and a Repeal to make room for more Gifts-centric pieces (Crucible of Worlds, etc.), as I figure that the two Snapcasters, Noxious Revival, and Gifts provide enough recursion to make up for the card advantage lost by dropping a Thirst and Repeal. I've playtested this list a few times, and it's been successful, but I'm looking for any and all criticism you have. Thanks, and I'm excited to join to the Mono U Tron community!
I'm currently working on a Modern Delver deck that has the ability to thrive in most stages of the game. In addition to the Delver of Secrets namesake, my 4c Delver deck includes an unorthodox 4x Noble Hierarch for added punch, mana fixing, and ramp alongside Tarmogoyfs, Snapcasters, and Geists. The desk list is as follows:
Hey all, I'm very glad I found this thread. I've recently been toying with a decklist that is primarily Bant Delver, but I splash red for Lightning Bolt and Lightning Helix. Let me know what you think of this rather unorthodox brew.
The idea with the Noble Hierarch inclusion is to pump up attacking Delvers or Goyfs while also providing mana-fixing and ramp into Geist. I've played a few games with this list, and it's been fun and relatively successful. I haven't really thought about a sideboard yet; I'm mostly interested in generally feedback as to viability. Thanks!
-When comboing off, how do you normally demonstrate the combo? Is it necessary to go through every Knight activation, tracking mana, life total, etc., or do you more often demonstrate the combo once, find Kessig Wolf Run and end the game? I know that it will often depend on your opponent, but what do you find yourself doing the most in terms of the actual mechanics of comboing off?
4 Noble Hierarch
4 Birds of Paradise
1 Duskwatch Recruiter
2 Eternal Witness
4 Meddling Mage
4 Reflector Mage
3 Scavenging Ooze
4 Spell Queller
3 Tireless Tracker
1 Voidmage Prodigy
Instant:
3 Path to Exile
4 Collected Company
1 Plains
2 Temple Garden
4 Windswept Heath
2 Misty Rainforest
1 Moorland Haunt
3 Flooded Strand
2 Forest
2 Gavony Township
2 Hallowed Fountain
1 Island
2 Botanical Sanctum
1 Breeding Pool
2 Aven Mindcensor
2 Blessed Alliance
4 Kitchen Finks
1 Path to Exile
3 Qasali Pridemage
1 Spellskite
1 Tireless Tracker
1 Voidmage Prodigy
The idea is to shut the opponent out of the game by countering their spells and naming their relevant spells with Meddling Mage. The Spirits and Skites are there to protect the Quellers and Meddling Mages. Reflector Mage combines well with Queller and Meddling Mage, allowing for the bounced creature to be countered by Queller when it's played again or named by Meddling Mage and, therefore, stranding it in the opponent's hand. I've considered running an additional Spellskite, but I've found this package to suffice so far. Also, since I'm running the Reliquary + Retreat combo, this package has the added bonuses of locking out the opponent until I can combo off and protecting Knight of the Reliquary.
Any thoughts?
Also, with Worldly Counsel, I'm trying to maximize the basic land types on the battlefield, and too many Valakut's can hinder that.
I've been working the past few weeks on a RUG Omen list (I normally run a relatively standard RUG Scapeshift list) that uses Prismatic Omen alongside Worldly Counsel. After some testing, I'm starting to think it has some real potential. Here is what I've been working with:
1x Breeding Pool
1x Cascade Bluffs
1x Flooded Grove
3x Forest
3x Island
2x Misty Rainforest
2x Mountain
4x Steam Vents
4x Stomping Ground
1x Temple of Mystery
2x Valakut, the Molten Pinnacle
4x Sakura-Tribe Elder
1x Snapcaster Mage
Instant
4x Cryptic Command
2x Electrolyze
2x Izzet Charm
2x Lightning Bolt
4x Remand
4x Worldly Counsel
Sorcery
1x Anger of the Gods
4x Scapeshift
4x Search for Tomorrow
4x Prismatic Omen
2x Ancient Grudge
1x Inferno Titan
2x Obstinate Baloth
1x Shatterstorm
1x Teferi, Mage of Zhalfir
2x Vendilion Clique
1x Wurmcoil Engine
2x Dispel
1x Pithing Needle
1x Summary Dismissal
1x Anger of the Gods
Like other RUG Omen decks, Prismatic Omen allows for a six-land Scapeshift, manual Valakut triggers, and color fixing. The addition of Worldly Counsel, however, has given the deck a needed boost in card selection. The ideal scenario is casting Worldly Counsel with a Prismatic Omen on the board and looking at five cards. That's a lot, especially post-sideboard. The floor, while potentially 0 cards just doesn't happen: firstly, because the abundance of shocklands and basics in the list and, secondly, by the time you're looking for Scapeshift, Cryptic Command, or a key sideboard card, your land-base is almost assuredly 2-3 basic land types. The realistic floor for this interaction is looking at two cards, I've found, but the vast majority of the time it's either looking at 3 or 5. Essentially, I've tried to build a RUG Scapeshift deck that can play like a tradtional RUG list, but utilize Prismatic Omen for increased power and card selection, and it's been pretty successful. Any thoughts are welcome!
I'm currently running 2x Viridian Corrupter, and I think soon I'll be cutting one and bringing a Spellskite back in.
4 Glistener Elf
4 Blighted Agent
1 Viridian Corrupter
1 Spellskite
4 Noble Heirarch
Instants and Soceries
4 Gitaxian Probe
4 Mutagenic Growth
4 Might of Old Krosa
4 Vines of Vastwood
3 Become Immense
1 Groundswell
1 Distortion Strike
1 Slip Through Space
2 Path to Exile
2 Apostle’s Blessing
3 Misty Rainforest
2 Verdant Catacombs
2 Windswept Heath
2 Wooded Foothills
2 Breeding Pool
1 Temple Garden
2 Forest
2 Pendelhaven
4 Inkmoth Nexus
2 Spell Pierce
2 Dispel
2 Path to Exile
1 Spellskite
1 Viridian Corrupter
3 Nature’s Claim
2 Stony Silence
1 Krosan Grip
1 Twisted Image
What should we make of this this list? Is the white splash for Path To Exile worth it? It doesn't seem too taxing on the mana base, but swapping Dismember for Path To Exile as the removal of choice ramps the opponent and forces you, even more so than usual, to win as early as possible. The white splash does allow for a more targeted sideboard, as seen by the inclusion of Stony Silence. What are your thoughts?
I have a question regarding fetchlands: currently, I'm experimenting with Tom Ross' deck list that was posted a page or two ago. He's running 4 Misty Rainforest, among other green fetchlands. Does Misty Rainforest add any specific benefits to the deck, or would any green fetchland, like Wooded Foothills or Windswept Heath, confer the same benefits? It seems to me that as long as it can fetch a green source, any green fetch would suffice and reduce the price of the deck a whole lot. Thanks!
I've been playing Mono U Tron a bit lately, and I now want to really dig in and learn the intricacies of the deck. I've put together the following Mono U Gifts list that I'm keen on using for the foreseeable future:
1x Academy Ruins
1x Oboro, Palace in the Clouds
1x Gemstone Caverns
1x Ghost Quarter
6x Island
1x Snow-Covered Island
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
Creatures
2x Snapcaster Mage
2x Thought-Knot Seer
1x Sundering Titan
1x Platinum Angel
1x Wurmcoil Engine
Planeswalkers
1x Ugin, the Spirit Dragon
4x Expedition Map
3x Talisman of Dominance
1x Batterskull
1x Crucible of Worlds
1x Mindslaver
1x Oblivion Stone
Instants/Sorceries
4x Condescend
3x Thirst for Knowledge
2x Gifts Ungiven
2x Remand
2x Repeal
2x Spatial Contortion
1x Mana Leak
1x Cyclonic Rift
1x Noxious Revival
1x AEtherize
2x Chalice of the Void
1x Dismember
2x Hurkyl's Recall
1x Jester's Cap
2x Negate
1x Silent Arbiter
1x Spatial Contortion
1x Spreading Seas
2x Squelch
1x Wurmcoil Engine
I've cut a Thirst For Knowledge and a Repeal to make room for more Gifts-centric pieces (Crucible of Worlds, etc.), as I figure that the two Snapcasters, Noxious Revival, and Gifts provide enough recursion to make up for the card advantage lost by dropping a Thirst and Repeal. I've playtested this list a few times, and it's been successful, but I'm looking for any and all criticism you have. Thanks, and I'm excited to join to the Mono U Tron community!
2 Breeding Pool
1 Forest
1 Hallowed Fountain
1 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Stomping Ground
1 Temple Garden
Creatures (18)
4 Delver of Secrets
4 Tarmogoyf
4 Noble Hierarch
3 Snapcaster Mage
3 Geist of Saint Traft
4 Lightning Bolt
2 Lightning Helix
2 Mana Leak
4 Path to Exile
2 Remand
4 Serum Visions
2 Simic Charm
2 Spell Pierce
2 Spell Snare
2 Blood Moon
2 Ancient Grudge
1 Combust
2 Destructive Revelry
2 Dispel
1 Engineered Explosives
1 Ghost Quarter
1 Hallow
2 Pyroclasm
1 Stony Silence
Any thoughts are appreciated!
4 Delver of Secrets
4 Noble Hierarch
4 Tarmogoyf
3 Snapcaster Mage
3 Geist of Saint Traft
Spells (24)
4 Serum Visions
4 Lightning Bolt
3 Path to Exile
2 Lightning Helix
2 Simic Charm
2 Spell Snare
2 Remand
2 Mana Leak
2 Spell Pierce
1 Electrolyze
4 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
2 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Stomping Ground
1 Island
1 Forest
1 Mountain
The idea with the Noble Hierarch inclusion is to pump up attacking Delvers or Goyfs while also providing mana-fixing and ramp into Geist. I've played a few games with this list, and it's been fun and relatively successful. I haven't really thought about a sideboard yet; I'm mostly interested in generally feedback as to viability. Thanks!