Playing Tasigur in a list with 0 cantrips in it seems very risky. 1of seems maximum. these types of blue jund lists proposed churn through very few cards.
Tasigur also just becomes a much worse card with Scour missing. tapping 3mana for him is unimpressive. tasigur is good on turn 2, or e.g. on turn 5 with cryptic up and similar. tapping out for tasigur on turn 3 is a loosing play in many matchups. too little too slow.
- MarcWizard
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Posted in: Midrange
Most GBx decks are good match-ups for BW tokens. Auto-win is a bit of an exaggeration. BG has the tools to manage the match-up but BW tokens just isn't common enough to prepare for.Quote from michaelvogler »
Rock/Jund/and Abzan are pretty much auto wins. If you lose the match then it is entirely on your playing the deck wrong. MVPS include RiP, Zealous Persecution, and Auriok Champion.
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TyrantRevolver posted a message on RWx Indomitable Creativity (Sword & Shield)LOL - wow.Posted in: Deck Creation (Modern)
I literally made all those changes to the deck myself in the build i made changing it to my tastes.
I felt your landbase was too light, and could easily see that you had too many 4 drops to be carried by it. I also decided to draw your colors closer to 2 primary - Black and Red to cut down on the damage you would take from your manabase. You should only splash white in my opinion. I also immediately felt this deck was perfect for Bitterblossoms, and I actually just got mine in the mail and added them a few days ago.
Still reading your response. Its just that this was so unlikely to see all these changes reflected in how I built my version of your deck it was just uncanny and I had to immediately respond. -
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ktkenshinx posted a message on The State of Modern Thread (B&R 01/10/2018)Re: TerminusPosted in: Modern Archives
As far as I can see, there's only one person in this thread arguing that Terminus is busted in a bad way that requires correction. Then there are about 6+ people explaining why that stance is wrong. It's not remotely a universal position, so we don't need to be too invested in debunking it (even if it is pretty outrageous).
Quote from Zephyr Scarlet »Quote from Wraithpk »
So what, do you think control just shouldn't be able to win against explosive aggro decks? Like, if Hollow One flops out three H1s on turn 1, UW just shouldn't have any possible top deck that could save them, they should just lose the game on the spot? No man, that's bull*****. If your deck can do a busted thing in the first couple turns of the game, my deck should have a chance to do a busted thing to answer it.Quote from Zephyr Scarlet »
You talk as if topdecking a Terminus when you're dead on board requires any amount of skill.
So give us a busted anti-Terminus tech.
The anti-Terminus tech exists. We've all said it before. Vial and Company rebuild boards at instant speed. Bloodghast doesn't need to be recurred into a Terminus. Nor does Flamewake. Mage can stop it from being cast, Wanderer can counter it. Burn can punch in 6 damage off haste creatures and then ignore Terminus to win off spells. Hardened Scales can bulk up creature lands and then wait to activate them. Storm, KCI, and Tron can ignore Terminus entirely. And all creature-based aggro decks can and should slowly deploy creatures to not overextend; Modern threats are powerful enough that all those decks can threaten wins without overcommmiting critters to the board.
Moreover, UW is neither the most played deck, nor is aggro underplayed or hurt by UW. Aggro is rampant. Aggro players are clearly adapting to the matchup and doing just fine. If you are so personally invested against Terminus strategies, I suggest you examine your own gameplay and see what errors you are making that could be adjusted to shore up your Terminus matchup. -
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Wraithpk posted a message on The State of Modern Thread (B&R 01/10/2018)Posted in: Modern Archives
What you're basically saying is, "I want a card that there is no answer for," and that is a terrible idea. Yeah, if UW finds a Terminus for one of your difficult to deal with threats it can often be what wins them the game, but if they don't find the Terminus they're going to lose to it. You never want cards that can't be answered, that's bad game design, and a big reason why Standard was rancid for years. They were printing powerful strategies without good answers for them.Quote from Zephyr Scarlet »
Just for the record, I am perfectly fine with Terminus and don't think the card should be banned, but the poster above asked why you should be able to do that. Sometimes you're topdecking with Jund and they pay W and steal the game from you. Thoughtseize, Liliana's +1 or Thrun just can't prevent that. A lucky topdeck and you're a goner. Same with Spirits: Selfless Spirit and Spell Queller can't nab the card. Or you managed to win an uphill battle and resolved an Etched Champion that will end the game next turn, but oh I pay W in what's suppossed to be my last draw step and steal the game from you. Sorry, GG. I get that there have to be powerful catch-all answers, but really, if they're allowed to have such a cheap, lopsided answer that makes all games against creature decks "if he topdecks Terminus I lose, if not I win" that prevents graveyard resiliency for such a cheap price that they can keep mana open to counter or kill whatever you drop next, I should be able to play a similar card, be it in Jund, Spirits, Affinity, Humans or whatever.
And the only reason why UW went to playing Terminus was because of the busted stuff people were doing with reduced casting costs and graveyard recursion. You say, "If they have Terminus, I should have something they can't answer," but in reality Terminus is in response to things like Hollow One, Bridgevine, Dredge, and other decks that can swarm the board on turns 1 or 2 and have threats that don't really care about going to the graveyard. Terminus is the only reason why blue control was able to survive in a meta with those decks, so you're looking at things completely backwards if you think Terminus is the problem here. -
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Pcrusader posted a message on RWx Indomitable Creativity (Sword & Shield)Hello,Posted in: Deck Creation (Modern)
I've been playing for a time, a WR deck, that is could look similar to this one, with good results. My list is more focused on tokens but has also the combo approach. It is not mardu also and I don't play Iona nor Nahiri but other things to improve my game plans.
For reference this is my list:
In my deck I'm using windbrisk heights to cheat the big monsters or the divine visitations (which are the other win con) so for each token spell I play, I get a bunch of angels, while being possible to cast them in long games. Only playing 2 because they are useless in multiples but in the games I've played the visitations I've won.
Also I have the full tokens plan with intangible virtue and so on.
When Indomitable Creativity was spoiled I realized how good it should be in my tokens deck so I changed to Wr without regreting it. Also faithless looting gives you some manipulation so makes the deck more consistent.
I've always doubting and testing one or the other between Ulamog, The Ceaseless Hunger and blightsteel Colossus. Each one gives you an alternative win con to beat infinite lifes. Right now I'm playing Ulamog because with heights you can cast it, so you have the chance to exile two permanents when you do it. Anyways both options are good enough.
Finally in my SDB I have 1 platinum emperion and 1 gideon against combo and the so. I've always be tempted to play more gideons (more types of gideons also) because they are also very good.
Right now I'm very happy with my list. -
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TyrantRevolver posted a message on ~<<{ Violent Jund }>>~ GRb Aggressive Traverse JundPosted in: Deck Creation (Modern)Quote from MarcWizard »given that all the creatures save BBE can be brought back with Claim // Fame, I find it hard to believe it's not here. Even the aftermath half is incredibly relevant in this deck, according haste and additional power to any creature you cast later on, or simply to the creature you just claimed.
I would readily push Trophy to the sideboard and include something which pushes your plan A, after all you are "violent". Trophy causes tension in your decision trees, because do you want to ramp your opponent when you're the beatdown? The creatures are great but if you want to push damage through, some number of Rancor would also work very nicely with your non-tramply boys. We don't want to be chump blocked do we?
PS: nice brew man, keep on going! I love that feeling of bringing a brew to a sanctioned event and killing established decks.
Claim // Fame - I like the way you think. Definitely something worth trying. * goes on list of things to try * The idea of recursion with it and being able to suddenly haste a tarmogoyf sounds pretty awesome.
The Assassin's Trophy thoughts are in advisement. At 2 I usually don't see the card until mid or late game - when a problematic permanent may have found its way onto the field and either slowed or stopped my advance. The card has never proven problematic and is more often the saviour in my experience, but I will take your suggestion into advisement!
Thanks for the response MarcWizard. And I will absolutely keep brewing for the reasons you've described.
PS: Forgot to address Rancor - that sounds really good too. I do like the trample and recursive properties - also being an enchantment should the card fail to return to my hand doesn't hurt for goyf and delirium properties as well. I will put that on my list of cards to try as well.
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AetherShard posted a message on Dawn of HopeThe abilities do relate- the second ability makes a lifelinking token, which can gain you life.Posted in: Dawn of Hope -
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You guys are going against the last 2 years of posts in this thread. We have always been a nice and constructive community that would ALWAYS listen to opinions and help people needing some advice. What you are doing here is childish and only damages the forum and your reputation. I would kindly ask you to stop this and behave as the rest of the forum has always treated you. Thanks.Posted in: Midrange
Now to the matter. I am very much in line with what emu said. This deck is much better than the tier says, mainly because of the number of players in competitive events. Last two "big" events I have been to were a PPTQ where I went 6th out of 40+ people (7-2-1 I believe), and a MKM modern event where I went 6-4 but with some punting on my side, to be honest. In september I will be taking this deck to GP Stockholm, where OBVIOUSLY I plan to win hehe. I will be making some meta analysis and SB tech in the upcoming weeks, so guys be ready to contribute.
The only thing I disagree with is Legion's Landing. I have tried it before and the card feels really powerful. We dont usually play it turn 1, because most of the people running it run 1 or 2 max. It is however, a free creature if you already have 3 creatures (which doesnt mean you are already winning) and the late game is very powerful. Agree that discard is very important, but give it a try if you havent yet. I am currently playing 2 of them. Along with 6 discard spells, 2 CB, 2 Lilianas, I dont feel I need more disruption than that.
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Moonbreaker1072 posted a message on [Primer] RG Ponza / Modern Land DestructionThis deck is sadly dead in the water at the minute. We can fight after SB but man it's in a bad spot. I haven't sleeved up Ponza since like FebuaryPosted in: Midrange - To post a comment, please login or register a new account.
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The best options in modern are:
Dreadbore
+ most efficient in our colors
+ gives nothing back unlike trophy
- may require more pain from lands to cast t2 due to color
- sorcery speed (doesn't matter with smol tef)
Magmatic Sinkhole
+ Singular color means easy castability
+ delve make for incredibly efficient casts in the midgame
+ instant speed
+ actually competent as a creature removal
- needs thought scour to go live early
- does little for walkers over 5 loyalty
Bedevil
+ hits 3 relevant types in the current meta, with artifacts being a very useful addition against urza, affinity, tron
+ instant speed
- technically highest cmc since sinkhole has delve
- also the most difficult to cast in terms of color
My take is: you probably can run 2 sinkholes if you run a full playset of thought scours. Without thought scours, even a single sinkhole will not be feasible since without the GY support it's basically dead until the midgame, which is too late against the problematic w6 and smol teferi. Dreadbore is probably a must, the question is, 1 or 2? Bedevil is not something to sleep on for the decks that only splash R. It's quite a real contender for the 3-slot if Kommand is being given up.
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A: Yes, you can.
We accomplish this by being a mixture of the format's best token makers coupled with lesser rated token makers that make the list because of their instant speed, buff the tokens with Intangible virtues, and add reach. The deck achieves control with elements such as Nahiri's -2, your basic removal package of bolt, push, path, terminates, and the combo element is basically Indomitable creativity or Nahiri's ultimate. As such, you have possible early game aggression, late game power, and midrange control.
The first iteration was mono red. The plan A was to win with goblin tokens and reach - it sported 12 goblen token generators, namely playsets of Krenko's Command, Goblin Fodder and Hordeling Outburst. All the common mono red reach spells including Goblin Grenade were included as playsets, and finally add Emrakul and 4 copies of Creativity, and that was basically the deck. The combo was plan B, and this plan only had the Sword and no Shield. This proved to be an issue against decks with planeswalkers and other such ability-based removal like Detention Sphere. Also, the deck operated completely at sorcery speed and was thus vulnerable to blue based control, having no way to overload counterspell decks by flashing tokens and then going off. This led to the second iteration.
The second iteration was boros. The deck was now divided between go-wide aggro and combo. It had gained powerful burn spells like Boros Charm and Lightning Helix, and instant speed token generator Raise the Alarm. It also introduced Nahiri as a secondary way to combo off, increasing the emphasis on combo. To combat the Sword's vulnerability, I included her Shield, literally. The deck could now leverage Creativity's X cost, and Go for 2. With the Sword on the field and the Shield to hold off any potential outs, this combination meant that Creativity with X=2 was basically a win. This iteration was able to hold its own in a competitive meta, going 2-1 at FNM and 3-2 at a 22 man win-a-box. It was during the 22 man that I realized that 1. I needed more instant speed tokens and 2. I needed some form of card selection beyond Nahiri. Otherwise I was a mediocre aggro deck with 23 lands and a combo deck with no consistency.
The final iteration, which this primer is all about, includes the third and probably final color. The black splash unlocked Fatal Push, which meant being able to deal with creatures using one mana and not ramping the opponent with path all the time, terminate, Mardu Charm, Lingering souls and indirectly, Faithless looting (because of Souls' flashback ability). At time of writing, it has gone 3-0 at an FNM against Dredge (creeping chill vsn), Jund (with Trophy) and Affinity (with Karn). In other words, a partial snapshot of your typical current meta (October 2018).
Here's a few terms I will use in the primer and will be useful during discussion. They make discussion less clunky.
"Hit the Sword" - to Go for 1 and hit Emrakul
"Hit the Shield" - to Go for 1 and hit Iona
"Flash tokens" - refers to token creation at instant speed, be it via an ability (Adanto) or spells (Raise the Alarm)
The deck threatens the opponent on 2 axes - they have to survive your tokens and burn, and also watch out for the combo via creativity or if Nahiri is on the board looking for her Wifi signal. They want to attack Nahiri, but they risk being chumped. They want to remove tokens to minimize damage, but they also want to save spot removal for your Creativity targets. They want to spend mana to wipe the board on their turn, but they risk getting comboed out by flash tokens and creativity. By this virtue, it is exceedingly common to win by attack steps and just finishing out with reach. That's right - you're playing splinter twin.
If you always wanted a deck that:
I have sorted the deck by purpose as opposed to card type for easy analysis, critique and planning.
4 Nahiri, the Harbinger
4 Indomitable Creativity
1 Emrakul, the Aeons Torn
1 Iona, Shield of Emeria
Token Generators (13)
3 Legion's Landing
4 Raise the Alarm
4 Lingering Souls
2 Mardu Charm
Removals (10)
1 Path to Exile
1 Dismember
2 Fatal Push
4 Lightning Bolt
2 Lightning Helix
4 Faithless Looting
2 Intangible Virtue
Lands (21)
3 Inspiring Vantage
4 Wooded Foothills
4 Bloodstained Mire
3 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
2 Rugged Prairie
1 Mountain
1 Plains
1 Swamp
2 Rest in Peace
2 Stony Silence
1 Tormod's Crypt
1 Blessed Alliance
2 Boros Charm
2 Lightning Helix
2 Thoughtseize
1 Timely Reinforcements
1 Wear // Tear
1 Alpine Moon
Version 3.2 10 Jan 2019
4 Indomitable Creativity
2 Nahiri, the Harbinger
1 Emrakul, the Aeons Torn
1 Iona, Shield of Emeria
Tokens (15)
2 Legion's Landing
4 Raise the Alarm
4 Lingering Souls
3 Bitterblossom
2 Mardu Charm
Disruption (2)
2 Inquisition of Kozilek
Removal (8)
4 Lightning Bolt
1 Lightning Helix
3 Fatal Push
4 Faithless Looting
Lands (23)
4 Arid Mesa
4 Bloodstained Mire
2 Wooded Foothills
2 Sacred Foundry
1 Blood Crypt
1 Godless Shrine
2 Inspiring Vantage
1 Rugged Prairie
1 Graven Cairns
2 Mountain
1 Swamp
1 Plains
1 Mutavault
1 Path to Exile
1 Lightning Helix
1 Intangible Virtue
3 Stony Silence
2 Ravenous Trap
1 Rakdos Charm
2 Ricochet Trap
1 Platinum Emperion
1 Elesh Norn, Grand Cenobite
1 Timely Reinforcements
1 Wear //Tear
Agorahobby 6th Seed (top 8 prize split) 23 Mar 2019
4 Indomitable Creativity
1 Emrakul, the Aeons torn
1 Iona, Shield of Emeria
1 Nahiri, the Harbinger
Tokens (12)
2 Legion's Landing
2 Bitterblossom
4 Raise the Alarm
4 Lingering Souls
Interaction (13)
3 Inquisition of Kozilek
2 Thoughtseize
4 Lightning Bolt
3 Fatal Push
1 Path to Exile
4 Faithless Looting
1 Intangible Virtue
Real Estate (23)
4 Arid Mesa
4 Bloodstained Mire
3 Sacred Foundry
2 Blood Crypt
1 Dragonskull Summit
2 Inspiring Vantage
2 Rugged Prairie
1 Graven Cairns
2 Mountain
1 Swamp
1 Plains
3 Stony Silence
3 Alpine Moon
3 Wheel of Sun and Moon
2 Lightning Helix
1 Elesh Norn, Grand Cenobite
2 Wear // Tear
1 Timely Reinforcements
Post Faithless Looting Ban September 2019
4 Indomitable Creativity
1 Emrakul, the Aeons torn
1 Iona, Shield of Emeria
1 Nahiri, the Harbinger
Tokens (12)
2 Legion's Landing
2 Bitterblossom
4 Raise the Alarm
2 Kaya's Guile
2 Chandra, Acolyte of Flame
Interaction (14)
2 Inquisition of Kozilek
2 Thoughtseize
4 Lightning Bolt
4 Path to Exile
2 Lightning Helix
2 Collective Brutality
2 Tormenting Voice
Real Estate (23)
4 Arid Mesa
4 Bloodstained Mire
2 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
1 Inspiring Vantage
2 Clifftop Retreat
1 Dragonskull Summit
2 Rugged Prairie
3 Mountain
1 Swamp
1 Plains
3 Stony Silence
3 Alpine Moon
3 Wheel of Sun and Moon
2 Lightning Helix
1 Elesh Norn, Grand Cenobite
2 Wear // Tear
1 Timely Reinforcements
I'm going to talk about the key cards in this deck - their nuances, tips and tricks to using the cards, and how they were included, if not already apparent.
The splinter twin card of the deck, this card threatens any player not holding a counterspell or multiple removals in their hand. The opponent has 2 options - counter creativity, or remove all creatures targeted by creativity before it resolves. Typically, life gets harder for combo as the game drags on. This deck, however, will cast creativity for 3, and then demand 3 instant speed answers from the opponent.
Now, I called this a superior polymorph, and promised to explain. Here we go:
1. You can hit more than 1 target, which enables the whole concept of Sword AND Shield.
2. You can hit artifacts, which means the opponent's ensnaring bridge, O Stone, Planar Bridge - whatever makes you happy - and you can do it with the SAME creativity you're going off with. Basically, destroy the out AND pull in Emrakul and Iona with 1 spell.
3. Creativity EXILES the card, THEN puts in on the battlefield. Polymorph puts the card directly on the battlefield from the library. Basically, you can't Grafdigger's Cage this beast.
I know what some of you are thinking - have I met any opponents who boarded in Grafdigger's Cage in round 2 thinking it would work? The answer is yes, 1 so far, and he was quite bummed out when the L2 explained why his cage wasn't going to stop him from being annihilated next turn.
The original win con of the first iteration, this card ends the game in a very obvious way. It either comes out Hasty from Nahiri and only hits once, or it comes out from creativity without haste but sticks around. Either way, this sword has to be dealth with before it turns sideways, because like Howard Stark said: "I like the stick that you only have to use ONCE."
When I included the Shield I had not considered the lore. I was including her so she could protect Emrakul from Detention Spheres, Terminus, board wipes. It only came to me after I'd bought the card and was sleeving it up - Emeria in Zendikari lore was referring to none other than the Eldrazi Titan herself. Basically, Iona is the Shield of Emrakul. That's how this deck got its name.
She's just as powerful in this deck as the old Jeskai version. And just like Iona, she too has a flavor win here - the reason she is described as the Harbinger on this card was because she called Emrakul down onto Innistrad to vex Sorin. In this case, she's calling Emrakul down too - on your opponent. I probably don't have to explain too much, so just briefly - +2 helps you rummage extra lands/useless cards away and find what you need, -2 is removal, and the ultimate is "I'd like to call a friend."
BANNED
Dig for combo, discard the Sword or Shield if you draw them, and provides value with Lingering Souls. In longer games, that flashback is invaluable. Just beware the nonbo with the Emrakul trigger.Lingering Souls:
The only source of flying tokens in the deck, it also provides value with faithless looting. And just like with looting, beware the nonbo with the Emrakul trigger. This can be tad tricky, as against a control opponent you don't want to put all 4 bodies on the board at once to be answered with a single wipe, but at the same time a looting may draw you the Sword. Typically, if the control opponent isn't removing my tokens, I'm content to just chip away and hold on to my lootings, so I can choose to cast them only if I draw the Sword.
Mardu Charm:
This is the Cryptic Command of the deck. Its not played as a playset because the individual modes aren't incredible - but the combination of them is. This card basically reads:
1. Instant Speed Flame Slash
2. Instant Speed Create 2 tokens
3. Instant Speed Duress
This means if you have 2 or more tokens on the battlefield and you have creativity and charm in your hand, you can Duress the opponent on their end step to check if the coast is clear and then combo off the following turn. If the opponent taps out to wipe the board, you can make 2 tokens at their end step and combo off. Otherwise, just point it at a creature with toughness 4 and below (Hollow one/Colonnade and below).
Legion's Landing:
This card is triple duty in this deck:
1. Turn 1 Proactive play
2. Possible turn 3 ramp and the only way to execute a turn 3 Emrakul/Iona
3. Offers lategame advantage with the fort producing an endless supply of lifelinking tokens.
Adanto singlehandedly won me the game against Jund by continually holding off a giant Raging Ravine from killing Nahiri. The jund player would draw removal, but so would I be drawing generators, so he simply could not break through.
The turn 3 Emrakul:
To execute this requires you to,
1. Turn 1 Legion's Landing
2. Turn 2 any 2 cmc token generator, preferably Raise the Alarm for that instant speed.
3. Turn 3 Attack with 3 tokens, flip Legion's landing, play your 4th land, and Go for 1. You might hit the Shield, which is a bummer. Imagine that, Iona on turn 3 being a bummer. Go ahead, moan loudly at your opponent. "Oh MAN, its JUST Iona. Curse my poor luck."
4. Ignore the glare from across the table.
How not to get fizzled when Going for X:
If playing against an opponent you suspect has instant speed removal, go for a high X. If they have 1 card left in hand, going for 2 pretty much guarantees you'll at least get to go for 1, and so on. The more tokens and mana you have, the harder it will be to stop you. The cleanest answers to Creativity are in blue: counterspells, which means you get to keep your tokens anyway so its a 1-for-1 trade or at worst they may have Cryptic Commanded it and drawn a card. Against URx, watch out for Electrolyze. Postboard against blue decks like Storm, look out for Echoing Truths. If you suspect echoing truths, try to hit tokens of different names, such as 1 Soldier token and 1 Spirit token, to avoid getting fizzled. If course, there is always end-step Mardu Charm, discard mode.
Creatively comboing and dealing with hate:
As has been mentioned a couple of times above, you can hit opposing problematic artifacts or creatures with Creativity. An O Stone without the mana to activate can be destroyed while you Go for 1 or 2. Likewise, you can hit Ensnaring bridge. These are the 2 commonly played cards that will allow an opponent an out to your Sword and Shield.
Slow Rolling:
Against interactive opponents, the key to winning is to slow roll. Unless you're on the defensive for Nahiri, there is absolutely no pressure to overextend. If you have a Virtue on the table, it becomes all the more problematic for the opponent. Remove opposing threats with your removal suite and chip, chip, chip away. Then, when the opponent cracks and taps out for their threat or wipe, Flash tokens and Go for 2.
Charming the blue/control mage:
The deck has only 2 maindeck target discard, and they're built into the swiss knife Mardu Charm. If the blue mage has been holding up their mana for your big creative turn, Charm them on your end step and duress them. They now have 3 options: use their removal now, counter your charm, or do nothing. If they use their removal now, and you don't see another removal, you know you can flash in more tokens or simply continue slow rolling and not have wasted a creativity to a fizzle. If they counter the charm, they are down a precious counterspell and mana. If they do nothing, you get to check. 2 counterspells or 2 removals in hand? Record the info and continue chipping. If the opponent taps out for anger or supreme verdict, they'll soon understand this deck plays "splinter twin": end step Raise the Alarm or Mardu Charm for tokens, and Go for 2.
Lands:
There are 2 tricky spells in the deck: Creativity with its triple red and Mardu Charm with, well, Mardu. The filter lands help a great deal with triple red, so your fetch choices can be more or less catered to varying your mana appropriately. Rugged Prairie is key in this deck because the turn 3 Creativity execution involves Adanto, which produces straight white.
Sideboard:
The board is pretty straightforward - you have your white hate cards for Affinity and Tron (Stony Silence), GY decks (Rest in Peace), anti-Tron and efficient manland hate in Alpine Moon, flexible removal in Wear Tear. Thoughtseizes for opposing combo or to check control hands before comboing off, and Timely Reinforcements because sometimes burn just has the godhand and this is the only way you're going to survive while advancing your plan A.
Boros Charm is double duty - comes in control matches to buff up the aggro plan in case comboing off becomes too hairy, and also renders Nahiri and your board indestructible in response to wipes, Trophies, O Stones.
Helix is likewise here for control matches for additional reach, while also improving the burn and other such aggro match ups. It helped a lot against Creeping Chill Dredge, thats for sure.
Additional Intangible Virtues are for those matches where you want to lean toward aggro and away from combo. You typically drop Nahiris for these, since your tokens wouldn't be blocking.
Games 2 and 3 - Blank their sideboard by becoming a pure aggro/burn deck, or go deeper into combo with hand hate and protection with Boros charm.
If you've made it this far, thank you for your interest in the deck. I hope I've piqued your interest with this humble brew, and I look forward to any feedback, or even your experiences with this list after trying it out.
Now if you'll excuse me, I'm off to annihilator 6 someone.
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NBR hits harder for a 5 turn clock in the air, Kess hits for 3, likewise in the air.
NBR has a much stronger top-end, but Kess keeps giving every turn as long as your GY is stocked, without any further input from the pilot (apart from the casting cost of the spell).
Perhaps the trickiest part of the equation is Kess needs you to keep her alive, which is best done with counterspells, but then her ability works best with discard, which puts tension on your deckbuilding choices. She wants Dreadbores, Rise // Fall, Inquisition of Kozilek, but she needs Countersquall, Cryptic Command, Spell Pierce.
Next question is - does she outdo the other 4 cmc sorcery-speed threat, JTMS? That appears to be on a whole other wavelength but make no mistake, they're in direction competition for the same slots in this deck. In fact JTMS despite being another permanent type probably has more in common with Kess than NBR, although Kess shares the same vulnerabilities as NBR.
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I think you'll probably be better served by the bow user herself, Vivien Reid. Does the filtering you're looking for, can also serve up removal or defend herself in a pinch. Not a very interesting ultimate, though.
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1. There is a nonzero chance that you might not draw any of your 12 fetches when you want to, or you might need the fetch to correct your mana and then be left dry with combo in the hand and no fodder.
2. With only a singleton fodder in your deck, a single removal spell will mean multiple dead cards in your deck until you can get saheeli online and produce some tokens from there. More token generation would be good, since you have 6 combo cards.
Recommendations in blue:
Cloudform - doesn't get picked up by creativity, but can be used to create a 2/2 hexproof. jokes on you if you accidentally manifest the payoff card, though.
Callous Dismissal - bounce something, make a token, at instant speed. Use it defensively in conjunction with your combo, or just deal with an ensnaring bridge.
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I think its teferi pushing the bar upwards that makes even this decent bolas feel inadequate. I mean, 3WU vs RBBBU. Draw and untap 2 vs draw and oppo discard is pretty even, but I'd prefer to untap in a reactive deck, plus the discard could be irrelevant in the mid to late game. Teferi's minus deals with everything, including indestructible permanents, which will then have to dodge counterspells. bolas only deals with creatures and pw, altho he does do the job permanently. Both ultimates are pretty much on par, since they both spell GG.
So what bolas has going for him is that static ability. If you cast bolas after teferi, you could do anything he can. The downside? Your manabase has to produce RBBBU, while the UW deck can field playsets of Field of Ruin and truckloads of basics.
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T2 island, puresight merrow, paradise mantle, equip mantle to merrow.
T3
untap
upkeep - activate puresight merrow any number of times until this Jace is on top.
Draw step - draw the jace
Main phase - play the jace, activate puresight merrow and exile your library. Uptick jace and win.
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