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  • posted a message on Modern Esper Draw-Go
    Quote from Cipher »
    Quote from Neo7hinker »
    One thing I do agree with you about is the possibility of Ashiok as a 2 of (1 was tested and was underwhelming, especially as a top deck). I think it suits the deck quite well and can be played main alongside Narset (fantastic loyalty count and presence vs Midrange/Control and even some Combo), Jace, AoT, Elspeth, and Gideon, Ally (Jura is viable, too). Lilly was not what this deck wanted to be doing as we actually value cards in our hand and it was a bit straining on the mana, especially going into WW. Not worth it. Decent out of the side, though, as a 2 of - similar to Ashiok. However, Snap, Souls, and Charm are already played at the 3 spot, so this angle can't really afford more cards beyond maybe 2 Ashiok if we're on, say, 3 Charms and 3-4 Souls.

    Sorin, LoI was tested, too, and was pretty flat overall, particularly as a top deck.

    If expensive planeswalkers in your hand make Liliana bad, I'd be inclined to cut the expensive planeswalkers, not Liliana Smile

    I gotta agree with others in that I've always felt Narset was the worst blue planeswalker printed in years (aside from that version of Jace that can't even draw a card). I never got why people liked her. Draw 0.5 cards on the plus, and a Rebound on the minus that is only as good as the card you follow Narset with. Kinda inherently win-more. There's also no Dig Through Time to rebound in this format...



    Nice sarcasm, but no. Lol It's been thoroughly tested and cost was definitely not the issue running it in ET.

    Easy to dismiss Narset. I get it. It has a stigma. This deck is over it.

    You can read why she's here:

    Evaluating Narset Transcendent
    https://docs.google.com/document/d/12u496olgqB6lrNETlMAq7PrzBABTuxRRuZQ3-1ZJYQA

    Since this isn't a thread about this deck, I'll just leave it at that. I'm just responding to the initial question and series of posts regarding ET.
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    ET's MU's:

    Favored: (55+ %)

    -Junk
    -Jund
    -Grixis Control/Delver
    -UWx Control (includes Jeskai Nahiri)
    -Affinity
    -Infect
    -Zooicide
    -Bogles
    -Zoo (variants)
    -Merfolk

    Fair: (45-55%)

    -Valakut (TitanShift, RG Breach)
    -Ad Nauseam
    -Goryo's Vengeance
    -Lantern
    -Skred
    -Sun & Moon
    -Company (Spirits/Elves are most difficult)
    -Bant Eldrazi
    -Suicide Bloo
    -Naya Burn
    -Kiki Chord
    -Hatebears

    Unfavored: (30-45%)

    -U Tron (toughest MU)
    -GW/RG Tron (solid post-board)
    -Eldrazi Tron (same as GW/RG Tron)
    -Dredge (has improved)

    Not Enough Data:

    -Cheerios (Puresteel Paladin)
    -Breaking//Entering
    -Jeskai Saheeli
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    One thing I do agree with you about is the possibility of Ashiok as a 2 of (1 was tested and was underwhelming, especially as a top deck). I think it suits the deck quite well and can be played main alongside Narset (fantastic loyalty count and presence vs Midrange/Control and even some Combo), Jace, AoT, Elspeth, and Gideon, Ally (Jura is viable, too). Lilly was not what this deck wanted to be doing as we actually value cards in our hand and it was a bit straining on the mana, especially going into WW. Not worth it. Decent out of the side, though, as a 2 of - similar to Ashiok. However, Snap, Souls, and Charm are already played at the 3 spot, so this angle can't really afford more cards beyond maybe 2 Ashiok if we're on, say, 3 Charms and 3-4 Souls.

    Sorin, LoI was tested, too, and was pretty flat overall, particularly as a top deck.
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    Quote from Cody_X »
    Quote from mikeduges »
    What is Esper transcendent? Best lingering souls deck? Nope, that's BW tokens. Best deck with discard and countermagic? That's grixis. Best deck for sideboarding in the format? I'd say that honor still belongs to Junk, but it's certainly not advantaged over the draw-go builds at this. Best snapcaster mage deck? Nope, that's UWR control shells or grixis control shells, but definitely not a deck without lightning bolt. Best removal deck in the format? Nope, that's still pretty firmly held by Jund. Best attrition deck in the format? Nope, that's why abzan midrange exists. Most consistent deck in the format? Nope, that's burn. Most abstractly powerful thing in the format? Nope, that's grishoalbrand combo or possibly the amulet bloom deck. Best toolbox strategy? Nope, that's the company decks. Best value deck? Nope, that's the chord-based decks.


    I don't agree with a lot of this. Best countermagic can be Grixis or it can be Utron. Junk is equal to sideboarding as ET and I don't know why Lightning bolt is required for Snapcaster to have in order for a deck to be the best snappy deck. This is especially true with the printing of Fatal Push. Lightning bolt snap is a different axis to beat the enemy, but in Esper colors, beating the enemy on tempo is not what we want, but containing the battlefield (which fatal is better at and with Snappy, insane). A lot of people say that lightning bolt is good because it as least goes to the face, but Esper Colors are trying to control the battlefield and then deploying threats, not like tempoing with bolt.

    I would venture a guess (since it is still new) that ET would be a contender for the best midrange deck. But, that is to be seen and I am willing to explore it for now.

    But, alas, I will be more than happy to agree to disagree. I just know when I see that a deck is doing well to not dismiss it. Been playing too long for that. Ample examples of that can be found in modern like Lantern, WR Prison and Bant Eldrazi (which was deemed dead after the ban of Eye). People dismiss it and it carves out a cake of Modern.

    Best countermagic is a different format, but whatever it is, it isn't transcendent.
    I would argue that mardu and junk are both better sideboard decks than esper, especially transcendent.
    I don't know what you specifically have in your board, but most of the trascendant lists I've seen have a bit of a pile for boards. Abzan (and to a lesser extent, mardu) have powerful sideboarding because they can configure their deck to have a very streamlined (but varying) plan against so many decks while also playing some of the best sideboard cards in the format, on top of being a deck that is already 45~50% against most of the field.

    As for best snappy deck, the only thing esper gives snapcaster mage that other colors don't have access to is esper charm, which grixis' kommands/electrolyzes make a fine impression of. The reason u/r/x is the better snappy deck is because they can do literally everything esper can while also turning snapcaster mage into a capable finisher without sacrificing too much. Having different axes to win on is not something to overlook, especially if you can do so with little cost. The reason most of us don't run geists in our esper boards to have a different plan against decks like tron isn't because having a different plan is bad, but because the cost is high. You're playing narrow cards, and the cost to tapping out t3 for geist in game is also non-negligible.

    As for esper being the best midrange deck, fatal push will change things, but I doubt it. The classic midrange formula in modern works because jund/junk have all of the pieces. Until we get a w/b tarmogoyf, I don't think esper will outshine b/g/x.


    Contrary to your assessment of ET's SB, it's actually one of the deck's best strengths. It is designed to suit the deck's design and gameplan. It's to be seen as part of the main, like a full 75, rather than a 60 + 15. It also focuses on cross-performing/multi-functional cards that have a max relevance vs the most amount of decks. This isn't youe typical "RiP, Stony Silence, Negate, Timely" SB.

    Please read if you haven't already:

    https://docs.google.com/document/d/14i5FqU6gJ2NNYLitrzwDBHj5ST7KDENsyxQ7ryYKZtE

    Lastly, the deck's advantages over BGx (which we crush, btw, with at least a 70% win ratio) is that it's resilient to removals, such as Fatal Push, can grind longer and better than BGx vs Control variants, is better vs creature decks, and can generate a lot more card advantage for a Midrange deck. We can also generate as much, if not more power, than BGx, but they do it incrementally through their creatures, while we do it on lump sums post-stabilization and via Geist post-board. We're essentially like a Blue Abzan, but leaning more towards the Control end of the spectrum.

    I'd argue that, given more representation, ET would be the best 'fair' Midrange Proactive Control deck in the format. Performance/results will speak for themselves as they have for others like Lantern and Skred.
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    Quote from mikeduges »
    @amalek0

    Everything else about it is just being a worse jund or abzan deck--worse or equal removal options, worse or equal threats, etc.


    Casting a walker on turn four in modern while tapping out is just asking to die in the majority of matches


    I really hope this is an opinion based on experience playing Esper Transcendent. After 10 discard (3 Inq, 2, Thoughtseize, 2 Brutality, 3 Esper Charm), 6 removal (3 Path, 3 Push) and 4 roadblocks (Lingerings souls), it is very easy to stick and maintain the turn four walker. I played draw-go and then a hybrid, but ET is definitely one of the most consistent one I've played.

    The deck crushes aggro, creature combo, midrange and control. It has some weaknesses to Valakut, Tron and Burn, but so does draw-go. I've been trying ET and it is surprisingly resilient. All I ask is for you to run it and see. If you have, then that makes sense.


    Indeed. Not to mention, all that disruption + 3 Snap and Rebound. Even 3 Souls (and Charm) has proven to be just fine (with 6 Walkers) as we typically play 4 Serum Visions to filter through our cards. Burn and Valakut has improved, especially with the additions of main deck Countersquall, 2 CB over the 1:1 split with BA (though BA can still be there as a flex option and is also in our SB), and MD/SB Clique + Runed Halo (vs Valakut). The deck also has a solid plan vs GW/RG Tron as I discuss here (that's also utilized vs other Combo/Control decks):

    https://docs.google.com/document/d/16k79D4qR7K0LMFE8KupmwEAGEoWQ4vL3F3FuOyDzPaI

    That makes the MU more manageable post-board (around 40-45% or better).

    Eldrazi Tron and U Tron are the deck's most difficult MU's.

    Overall, ET is definitely a consistent and strong 50/50+ deck.
    Posted in: Control
  • posted a message on Modern Esper Draw-Go
    I have played this deck for a while, and I really enjoy it. However I saw that the Esper Transcendent deck has been putting in some results.
    Is Esper Draw-Go still the better Esper deck? I have this deck built I'm just wondering which one is more consistent and viable in this slower modern meta.


    They're both viable in different ways and each have their advantages/disadvantages. For instance, we have many good MU's, such as Affinity, Infect, Zooicide, Jund, Junk, UWx Control variants, and Grixis, and can steal wins vs Combo G1 (i.e. Ad Naus, Valakut, etc.) because of our proactive/disruptive element + pressure and Narset - who can threaten to lock spell-based decks out post-disruption, or after they're in top deck mode (which this deck does well). Esper Charm, for instance, is very live in this deck and is utilized as the modal spell that it is, especially to blow out their hand and then establish board control (the deck's aggressive hand disruption element compliments Esper Charm, and Planeswalkers, very well).

    As for the Walkers, hand knowledge through discard, which provides anticipation advantage, helps to improve the quality/impact of your spells, sequencing, timing, and decisions, such as when to resolve your Walker or turn the corner. This information is invaluable to a Control player, especially vs an open field with a lot of varience (I.e. GP). You'll never go into any match blindly and can use the information you gather to your advantage, to adapt and develop your gameplan.

    If you've never played the deck before, I highly suggest you do before passing judgment. The SB design is very focused and compliments the deck's design and gameplan. The following is the SB design philosophy:

    https://docs.google.com/document/d/14i5FqU6gJ2NNYLitrzwDBHj5ST7KDENsyxQ7ryYKZtE

    I'm the designer of ET, btw. We have a strong community with a lot of support, testing, and players providing event/tourny reports and feedback. As you may have already seen, the deck just accomplished its first 5-0 in a competitive league on MTGO and there's been several other top IQ/GPT finishes. I'd say it comes down to play style, too. Esper Draw Go is the best reactive Esper Control deck, while Esper Transcendent is quickly proving to be the best proactive. Like Draw Go, we're also a very good deck for and against removal, such as Fatal Push. I believe there's room for both in the meta/format. There's a few articles out there for ET, such as the one by Ali Aintrazi on Gathering Magic, including streams on Twitch.

    I also wrote a document regarding the deck, which also includes feedback from players who are playing it:

    https://docs.google.com/document/d/17gEsYUetMCyDZjWe37zCndlMmMuI4fw-DfWBduLUMSs

    My community has a lot more info/documents breaking down the deck, but I don't want to include that here since this is dedicated to Draw Go. My deck, and its updates, can be found on Tappedout if you're interested.
    Posted in: Control
  • posted a message on Esper Transcendent (Competitive Rogue)
    Quote from flojo82 »
    Hi. I Played the Deck now 2 Times and i Love it.

    First Event 4:1. Second 3:2 lost 2 Times against Tron.

    Whats the plan against the Deck?

    Only Geist?


    MU Analysis: ET vs GW/RG Tron
    https://docs.google.com/document/d/14i5FqU6gJ2NNYLitrzwDBHj5ST7KDENsyxQ7ryYKZtE

    Posted in: Deck Creation (Modern)
  • posted a message on Esper Transcendent (Competitive Rogue)
    https://www.mtggoldfish.com/deck/557947#paper

    A player from my community finished 5-0 and it's now on MTGGoldfish!

    Living End: 2-0
    Grixis Control: 2-1
    Grixis Control: 2-1
    Ad Naus: 2-0
    Jund: 2-1

    Core & Flex Design Guide:
    https://docs.google.com/document/d/1u6IgVzXBFD3g_sGhGCMBqbqEjaETxYar0f2p-GzdBf0

    Without a doubt, more to come. Smile
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Esper Draw-Go
    Indeed. I've been on Esper Transcendent (proactive/disruptive/efficient/aggressive control - 2.15-2.20 curve) for several months and it's been fantastic, especially since it's a great deck for and against Push, which also plays Esper Charm. It also finished 1st and 5th at two IQ's two weekends ago. The 5th place list (closer to where the deck is now) was featured by Ross in a Daily Digest on SCG. Ali covered it on GatheringMagic, too.

    My community on FB for the deck has now grown to 500+ and it's even being promoted/played in Italy (YouTuber reached out to me from The Banned MTG from the Italian MTG community and he shared a video discussing it. He's gone 12-0 in testing with it since).

    Needless to say, Esper is back, whether you're playing reactive, proactive, or a hybrid of both.
    Posted in: Control
  • posted a message on Esper Transcendent (Competitive Rogue)
    Quote from The_Falconer »
    1x Anguished Unmaking
    1x Blessed Alliance
    1x Collective Brutality
    2x Countersquall
    1x Dispel
    1x Elspeth, Sun's Champion
    1x Engineered Explosives
    3x Geist of Saint Traft
    1x Jace, Architect of Thought
    2x Surgical Extraction
    1x Timely Reinforcements

    How is this for a sideboard? Im not 100% on Jace AoT but my local meta is primarily midrange decks that run lingering souls and we have a few BW tokens running around


    That looks really solid! Nice work. Consider BSA, too.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Esper Draw-Go
    Quote from pizz0wn3d »



    Any thoughts on this list? I feel like it's perfoming very well, and Lily is lights out against so many creature wide decks.


    I see you've taken a note from Esper Transcendent. Wink I approve, obviously. Smile
    Posted in: Control
  • posted a message on Esper Transcendent (Competitive Rogue)
    There was also a 5th place list that is closer to what I shared above and was featured on SCG in their Daily Digest:
    http://www.starcitygames.com/article/34376_Daily-Digest-Modern-Transcendent.html

    Read comments in that article for my inputs and updated list post-Fatal Push.
    Posted in: Deck Creation (Modern)
  • posted a message on Esper Transcendent (Competitive Rogue)


    Indeed. I shared that on the 3rd page. It was 1st place, but that's an early iteration of the deck. It's improved since then (refer to my list above) as it's a more optimal way to play ET and capitalizes on its proactive design and gameplan.
    Posted in: Deck Creation (Modern)
  • posted a message on Esper Transcendent (Competitive Rogue)
    Quote from Thallax »
    The changes I have from your list are the following:

    -1 Thoughtseize/ +1 Inquisition
    My meta is full of burn, where the life loss from TS combined with a low average CMC mean that IoK is better. I still have 2 more TS in the side that I board in for big mana decks.

    -1 Fatal Push/ +1 Anguished Unmaking
    I still carry 3 Fatal Push, but I find an all-purpose answer to be very useful in the main, too. The fact that it exiles instead of destroys (without giving free ramp) is also relevant vs multiple decks.

    -1 Esper Charm/ +1 Blessed Alliance
    Both provide modal utility, but having extra access to MB lifegain combined with removal proved to be useful. I have a second copy in the side that comes in vs burn and boggles.

    -1 Elspeth/ +1 Gideon, AOZ
    Both make tokens, but I feel Gideon is stronger in this shell thanks to his emblem anthem. Elspeth has Jump, but this deck seems to go wide rather than tall.

    -1 Lingering Souls/ +1 Timely Reinforcements
    This deck takes a few turns to get online, which means the ability to stabilize is vital. Timely adds lifegain to the deck, while still providing tokens. 4 Souls can get extremely cloggy (at least in my testing.

    -1 Supreme Verdict -1 Land/ +2 Monastery Mentor
    Mentor is another token producer that can get out of hand extremely quickly. The deck runs 9 1-CMC spells, which means that mentor easily produces tokens. Mentor also proccs off of Narset's rebound, which adds to the overall damage. In return, I dropped a verdict (since the deck is now slightly more creature-oriented) and the 24th land (Since the deck runs at a slightly lower curve in this configuration).

    As to my land variations:

    -1 Darkslick Shores -2 Ghost Quarter/ +2 Celestial Colonnade
    The second Darkslick was dropped for a Mentor as previously mentioned, while the Ghost Quarters were dropped because I found that the extra game-ending power and colored mana of the Colonnades were more valueable. The GQs might move to the sideboard. I'm also considering dropping to 1 Colonnade and adding a Concealed Courtyard to facilitate T1 access to pain-free W/B.

    I won't even bring up the side, as that is meta dependent. As such, there isn't anything that's a staple in every meta.


    And in general, the day people stop trying to innovate a deck is the day the deck dies. Before saying that a build is bad, at least try it. In regards to my deck in particular, I fail to see how my changes make it more Draw+Go/Tempo. The changes keep it a tap-out deck, while focusing slightly more on tokens, less pain, and a lower CMC. It still proactive deploys threats while disrupting with spot removal and discard. I get that the deck is your baby, but that doesnt mean that others can't tweak it and try new variations.


    These are fine changes! The word of advice was more in general, not specifically geared towards you. I apologize. Good job with the tweaks!
    Posted in: Deck Creation (Modern)
  • posted a message on Esper Transcendent (Competitive Rogue)
    [Esper Transcendent: Post-Fatal Push Update]

    I've been asked about my post-Fatal Push list quite a bit, so I figured I share it with the community. I've also provided additional options for personal preference, play style, meta, and optimization. I hope you find the following information helpful.

    For more information and the latest developments/updates, stay tuned to the deck on Tappedout.

    Updated: 1/17/17
    http://tappedout.net/mtg-decks/02-11-16-esper-narset/

    MD Changes:

    -1 Lingering Souls
    +1 Timely Reinforcements
    -1 Serum Visions
    +1 Collective Brutality
    -1 Gideon Jura
    +1 Gideon, Ally of Zendikar

    SB Changes:

    -1 Collective Brutality
    +1 Blessed Alliance
    -1 Engineered Explosives
    +1 Baneslayer Angel
    -1 Supreme Verdict
    +1 Elspeth, Sun's Champion

    Land (24)
    2x Creeping Tar Pit (Optional: 0-1)
    2x Darkslick Shores (Optional: 0-3)
    3x Flooded Strand
    1x Ghost Quarter (Optional: 2)
    1x Godless Shrine (Optional: 2)
    2x Hallowed Fountain
    1x Island (Optional: 2)
    2x Marsh Flats (Optional: 3)
    1x Mystic Gate (Flex)
    2x Plains
    3x Polluted Delta
    2x Shambling Vent (Optional: 0-1)
    1x Swamp
    1x Watery Grave

    Note: Vault of the Archangel is a Utility Land option. Celestial Colonnade is an option over Shambling Vent/Creeping Tar Pit in a slower, more defensive version. Concealed Courtyard can be played as a 1 of alongside 2 Darkslick Shores.

    Creature (3)
    3x Snapcaster Mage (Optimal)

    Sorcery (17)
    1x Collective Brutality (Flex)
    3x Inquisition of Kozilek (Optional: 4)
    3x Lingering Souls (Optional: 4
    3x Serum Visions (Optional: 4)
    3x Supreme Verdict (Optional: 2)
    3x Thoughtseize (Optional: 2)
    1x Timely Reinforcements (Flex)

    Note: The optimal suite for Serum Visions is 4. If it's cut to 3, then definitely play 4 Esper Charm.

    Note 2: 3/3 IoK/TS has been more balanced than 4/2, especially without counters. If you cut 1 Thoughtseize, it's highly recommended to run 1 in the SB, or at least 1 Duress.

    Instant (10)
    4x Esper Charm (Optimal)
    3x Fatal Push (Optional: 4)
    3x Path to Exile (Optional: 4)

    Note: The optimal suite for Esper Charm is 4. If it's cut to 3, then definitely play 4 Serum Visions.

    Note 2: 3/4 or 4/3 SV/Charm is reasonable, but 3/3 is incorrect.

    Note 3: 1-2 Blessed Alliance is an option.

    Note 4: 1 Anguished Unmaking, 1 Hero's Downfall, 1-2 Detention Sphere, and 1 Engineered Explosives are optional and viable catch-all's to play in the main.

    Planeswalker (6)
    1x Elspeth, Knight-Errant (Optional: 2)
    2x Gideon, Ally of Zendikar (Optional: 1)
    3x Narset Transcendent (Optimal)

    Note: The optimal suite for Narset Transcendent is 3. If you run 2, it's recommended to play a 4 cmc Walker than provides card advantage, such as Jace, Architect of Thought or Dovin Baan. However, neither provide the value and applications Narset Transcendent does in our design and gameplan.

    Note 2: Depending on meta, Gideon Jura has proven to be a viable option in the main, too. Sorin, Solemn Visitor is another.

    Sideboard: 15

    1x Anguished Unmaking (Flex)

    1x Baneslayer Angel (Flex/Optional: 2)

    2x Blessed Alliance (Optional: 1 or 3)

    3x Countersquall (Optimal)

    1x Disenchant (Flex/Optional: 2)

    1x Elspeth, Sun's Champion (Flex)

    3x Geist of Saint Traft (Optimal)

    3x Surgical Extraction (Optional: 2)

    Note: The deck should contain 3-5 life gain spells (Top 3: Blessed Alliance, Collective Brutality, Timely Reinforcements).

    Note 2: 3 Countersquall, 3 Geist of Saint Traft, and 2-3 Surgical Extraction are SB staples. This leaves us with 6-7 flex spots. Refer to the 'Sideboard Design Philosophy' section below for more information.

    -----------------------

    [ET's Sideboard Design Philosophy]

    Sideboarding questions come up often, and rightfully so given that this is a new and relatively complex deck to pilot. While we now have a sideboard guide based on my list, courtesy of Lawrence Harmon: http://imgur.com/a/nQPMG, it's important to understand why we're playing these cards and which ones are staples.

    Ultimately, we want to make sure that our 15 cards help us make good matches better and shore up weak areas, while complimenting the deck's design and gameplan (seeing the deck as a full 75). These should be cross-performing, multi-functional cards (versatile, not narrow) that allow us to create different packages which can be utilized against various MU's.

    Sideboard Staples: 8-9 (Flex: 6-7)

    1. Geist of Saint Traft (3)

    Note: 2 is reasonable, but not consistent as a dedicated plan. 3 is recommended.

    *Combo (i.e. Ad Naus, Valakut, Amulet)

    *Control (i.e. UWx/Nahiri, Lantern, Tron)

    *Spell-Based Aggro (i.e. Infect, Burn, Zooicide, etc.)

    2. Countersquall/Negate (3-4)

    Note: 3 is recommended. There should be at least 2 Countersquall.

    *Combo

    *Control

    *Spell-Based Aggro/Midrange

    3. Surgical Extraction (2-3)

    Note: 2 is recommended.

    *Combo

    *Control

    *Graveyard-Based Strategies (i.e. Dredge)

    ----------------------------------------------------

    Sideboard Design:

    Note: The following #'s represent the minimum for each category.

    1. 3 Life Gain Spells (4 if 0 in main)

    -Blessed Alliance (Deck: 1-3)
    -Collective Brutality (Deck: 0-2)
    -Timely Reinforcements (Deck: 0-2)

    2. 2 Graveyard Hate (3 is recommended if Dredge is still popular)

    Note: It's worth noting that Crypt Incursion can also be used as a life gain spell vs Burn. It synergizes well with Fatal Push.

    -Surgical Extraction/Extirpate (2-3)
    -Nihil Spellbomb (1)
    -Crypt Incursion/Ravenous Trap (1)

    3. 3 Pressure Threats

    Note: Vendilion Clique don't present the same clock and are easier to kill, especially with Fatal Push likely becoming a popular removal, but is a viable option to compliment Geist of Saint Traft. It also suits our 'Disrupt & Deploy' gameplan.

    -Geist of Saint Traft (2-3)
    -Vendilion Clique (1-2)

    4. 3 Counters

    -Countersquall/Negate (3-4)
    -Logic Knot/Disdainful Stroke (1-2)
    -Dispel (1-2)

    5. 1 Artifact Removal

    -Disenchant (1-2)
    -Engineered Explosives (1-2)
    -Stony Silence (1-2)

    6. 1 Catch-All/PW Removal (Optional)

    Note: Only recommended if one of these isn't in your main.

    -Anguished Unmaking/Hero's Downfall/Celestial Purge
    -Detention Sphere
    -Pithing Needle

    7. 1 Creature/Planeswalker Finisher

    -Baneslayer Angel/Dragonlord Ojutai/Grave Titan
    -Batterskull
    -Elspeth, Sun's Champion

    8. 1-2 Flex
    Posted in: Deck Creation (Modern)
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