Quote from StreexIT »Quote from tbenson80 »This list just 5-0'd:
Ye that's the list I've posted on fryday I think. I've hit another 5-0 on saturday too,and almost did it a third time today losing the final game 2-1 to that dam tron.
I am currently testing Sorin, Lord of Innistrad in replacement of Nebelgast Herald, which is a little underpowered in my version running no Moorland Haunt and he 3x souls which come at sorcery speed.
I like Sorin defening himself while ticking up, something Gideon Ally doesn't do, he defends by staying at 4. I also very much appreciate the emblem (the bonus we only care about is that affecting the power of our creatures, as Osumatthew said) and the possibility to go for it while surviving, I believe it can take over the game against control and midrange if uncontested.
Quote from tbenson80 »This list just 5-0'd:
Quote from StreexIT »I did test both the gideons Trials and Ally in the past months while I still was on UW Spirits. trials is just not good enough for this deck, Ally of Zendikar is ok, it's a good card against midrange although assassin's trophy now is an issue and it really got worse when you compare it to the days when pulse was their only answer. It's not very well spended against aggro even when you are on the draw and you're likely to hit your 4th land. Against control it's mediocre, he is a threat but path to exile is a clean way to deal with it. Those tokens aren't bad, there's a weird situation where you are trying both to have the emblem and have the gideon on the field, so you want to tick up as you play it to emblem on the next turn, and there you expose it to pte and D shpere as you pass the turn. So you have to either produce a token, but what if they D sphere it ? 4 mana for a token and a card off your opponent's hand? Or you're going straight for the emblem, and this is why I prefer F Winds because it's coming down earlier and it's just as hard to remove, actually it's harder to remove because you can't path or attack it with creatures.
Sorry if this sounds a bit like a brainstorming, but these are the considerations I have made after testing it a while. A friend of mine has played it too in a different deck with the same purpose of grinding against midrange and controls, but we both came to this conclusion.
Quote from StreexIT »One thing I can't agree with is Geist in Esper. Geist is all what Esper is not planning to do: This version keeps the control of the early turns, makes land drops, ticks vial up, then races back the opponent. Of course you re still taking the aggro role against controls and big mana, but Geist isn't necessary when we have lingering souls to sustain the beat down.
Geist is not necessary when you properly use your resources, finding the right balance between committing to the board and saving some gas in case of the board being sweeped.
This is the first thing I'd change in a list with black.