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  • posted a message on Modern Spirits
    Quote from redtwister »
    Playable in UW, almost everything flies, but it doesn't stop The New Stoopid. Fair card for a fair format, but that isn't Modern. Tmpo/Aggro Control can't deal with the obscene linearity without disruption. Maybe Force of Negation is playable, not sure it solves the issue either.

    ^This is exactly the reason why cards like that are out of date. No Matter the splash you are running , the 3cmc slot is congested, it takes something as powerful as spell queller to make you want to consider making room for it. Teferi time raveler has been that kind of drop for me in my UW, Esper and Jeskai lists. Lingering Souls share the same power level. I fail to imagine any new spirit creature though, it'd be too strong if paired up with collected company or thalia in the uw built, so I'm not expecting anything like that from this set.

    The only thing that can ever get out to get spirits a better deck is a 1cmc spirit, we all acknowledged that since Supreme Phantom has been legal. It takes it to have some textbox, and again I'm not expecting anything as powerful as Mausoleum Wanderer, but still something that either applies pressure or interacts. The more proactive, the better it will be given the reactive nature of most of our best cards.
    I'd love to see this in Black or Red, because they are the most unexplored versions, that may also bring to light a 4c spirits archetype, so I'll keep my fingers crossed.

    Hopes and dreams aside, this tribe needs to curve out into pressure and disruption, Force is somehow a reasonable card because it interacts on turn 0 and generates tempo. The problem arises when you are trying to recover from that card disadvantage... which tools do we have to do so? very few/none.
    A 1cmc spirit is now critical to end the game on turn 4 rather than on turn 5 more consistently. I can actually get nuts draws and finish the race on the fourth turn, but most of the times it takes me five, even when no disruption occurs from the other side of the table.
    All of the other 2 and 3 cmc spells are just helping us to win grindier games, the 1cmc drop is necessary to keep up with the most linear and degenerate decks in the format.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I agree on surgical being better than lavinia in the bridgevine matchup. I was looking for a card able to provide some value outside the graveyard matchups too, because 4x anti graveyard cards look sooo much, this is why Meddling mage and Lavinia caught my interest.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits

    Is Surgical Extraction not good enough?

    No, tehy have too many threats and angles of attack: vengevines, bridges, hogaak. You get rid of one of them but still have to deal with all of the others. Also, surgical doesn't stop Hogaak from being cast because of the way the exchange of priority works. It just takes them to mill themselves and cast it without changing phase of the turn or putting other triggers or spells on the stack. Hogaak might be in the GY after they mill it, they delve/convoke it right away with you only having priority before the mill effect happens or after they have convoked the necropolis.

    As for relics and clerics, they rebuild too fast to make it effective. I have never seen any deck rebuild the GY so quickly: relic taps can't keep up with the mass of cards hitting the bin, and once exiled it's gone. Same goes for Remorseful Cleric, it doesn't prevent delving and once it's gone it's gone.

    This version has to be dealt with static effects.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I'm actualy considering lavinia as a sideboard option to respond to the rise of bridgevine. the fact is that the 4th copy of rest in peace won't be of any wider use than the 1st copy of Lavinia. I've considered meddling mage too. I'm beginning to think 4x ways to stop hogaak are not enough to win g2 and g3 consistently, given that g1 is almost unwinnable if your opponent is decent at keeping their opening hands and know what they need to go off bt t3 or 4.

    Ps. I'm on esper spirits
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Agreed. And Lavinia does counters Hogaak since no mana is being spent to cast it
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    The new hogaak-bridgevine deck is unmanageable with the regular anti graveyard approach. I believe 4x rest in peace are necessary right now and I'm also testing Lavinia, azorius renegade as a tool to prevent Hogaak, Arisen Necropolis from being cast, while also disrupting tron
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I personally do not like the way Discord is done, nor messenger chats nor facebook or whatsapp/telegram groups. I'll stick to any forum where we get access to hyper links and stuff like this.I need to have the discussion organized in pages with dates. I have tried almost everything else but I ended up finding them too messy, the content gets diluted too much, people spam a lot or they just write too many unnecessary messages because it's easy to type and send, you get eventually ovewhelmed with crap so the quality of the discussion is lower overall.

    I like any format where some reasoning behind a deckbuilding choice gets presented and people take the time to think about it and answer if they feel like so, instead of throwing the first thing crossing their mind in the chat. This is why I ve always sticked to these forums.
    I'll wait for the staff to present the new formula, then I'll consider all of the non-chat options available.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    After 5 months i decided to sleeve up my UW spirits again, wanted to play some full-tempo strategy, so I made this list


    I agree on the 24 creature shell, I actually prefer Nebelgast as 25th in replacement of a pte which is awful really early game, I missed Push so badly. Herald is also a blue card for Force.
    My intent was to try a draw-go shell with the more blue cards as possible, with Teferi to play the tempo role, acting as a tempo answer to anything, complementing paths and herald in the management of the board, with remand to provide some extra tempo, drawing me cards, and Hieroglyphic as a flexible card advantage engine.

    Hiero is worth spending a couple words about: it cycles in the early game at need, it's an instant which makes it excellent with vial, and helps you get some gas during the mid game against grindy matchups. Casted it against Rock, it's been more than decent, although it's not lingering souls...
    I think Hiero may play a role along with Force of Negation, because that card clearly slows down the game so it's more likely that you end up hitting 4 mana to cast Illumination and recover tha card disadvantage. I value the cycling sooo much that i think it's a strictly better option than fact or fiction. Being able to spend it in the first 3 turns is the reason why you can consider it in your deck.

    So I'm pretty pleased with my 3-1 and the further testing against tron and UW control. Tron is a bit more favorable now cause karn Creator is a good Queller target. UW control is almost a bye because they moved away from terminus and we can run Teferi TR mainboard. That was really embarassing to see narset, jace and their teferi getting outvalued by my vial-teferi plan.

    As for lands, I got convinced UW needs utility and advantage, so 2 Moorlands are stock, now way around it, we need to recycle our stuff at instant speed, ad 2x mutavault seem just fine to spend the extra mana and add extra pressure. I also like the Farmland instead of the second Fountain because I'm greedy, I want to draw at instant speed with vial up and I like the mini combo with deprive.

    I believe 2x Forces will give a very nice boost to UW spirits, they'll help playing the tempo game. Not sold on the Rchmage's Charm, I need cheap spells to curve out and tempo out my opponent.
    I have got positive feelings about UW Spirits, Teferi and the relatively good position of remand in the meta with control and tron tier 1 make it possible to shape the type of tribal deck I like, Spirits and tempo spells, no shenanigans, no fugazi, no compromises with copters, thalias and deputies ( very relevant downfall of whirl decks being shut down by the static ability of Karn make them less impactful). Force is really pushing us into a beatdown early sequence, curious to see how the successful lists will look like.

    By the way, my dream of a one drop entering the battlefield scrying 1 or 2 has almost came true. Too bad they decided to make it a faerie instad of a spirit. That would have been all we needd to curve out smoothly and go off consistently.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    Kaya's Guile and a couple of playable 1drops ( not necessarily spirits, but something to help generating active disruption) could make Esper Spirits a real deck.

    I've jumped on UW control recently, getting to see what Spirits lacks: a solid way to push the aggro plan from the beginnning to the mid game. The 1cmc drop is simply necessary to sit and talk about the deck, bant has got hierarch and vials, uw, esper and jeskai need their own. Then there's an issue with the versatility that cards like Cryptic and Jace provide to UW control, because they either do a number of thing or draw you a number of cards where you can find stuff to do the number of things you want. This is also true for Teferi Hero and will be true for Archmage's charm.

    Now Kaya's guile is huge at providing versatility, it gains life, touches graveyards, builds board, check opponent's board,but most importantly its an istant! I've always valued Nebelghast herald so much for its instant speed nature, which allowed me to hold up queller and then flash it in to keep developing my board without wasting a queller for no value. This is just as good as you can ask for from a spell. Not sure if the second copy of Guile is replacing one of our copies of lingering souls, lingering is a key card, but i'd say 2 in the 75s are the point I want to start from, one of which MB.


    Recently, the 3cmc slot has been injected with so many cards that it's hard to find space now, Teferi TR is one of these and its mainboard presence is quite relevant for its insane interaction with queller and hexproof providers, as much as the possibility it gives us not to instant scoop to ensnaring bridges and such.
    Let's see the rest of the spoilers and let's hope.

    Edit: we ve also got silent clearing which I'll be trying in two copies to make the deck a little bit more consistent.
    Posted in: Aggro & Tempo
  • posted a message on UW Control
    Quote from TomCourtenay »
    Quick question guys : any reasons why the miracle package seems to have fallen out of flavor ? Is it because of the new planeswalkers that people are toying with ?

    Guess Terminus has been the best choice to deal with bant spirits being tier 1. Against shadow amulet humans field Verdict is much better.
    Posted in: Control
  • posted a message on UW Control


    Is the second wall of omens better than a wrath effect?

    Curious to know what everybody think about the correct numbers or ratio of spot removals/walls/wraths in current lists. I can see walls being important to protect 3cmc PWs, and being a better card in the mirror, but i'd not feel ocmfortable shaving mass removals down to 2. opinions?
    Posted in: Control
  • posted a message on UW Control
    Do you people like Ashiok, Dream Render over rest in peace in the side along with surgical extractions?
    Posted in: Control
  • posted a message on Modern Spirits
    This is what I'll be testing next weekend



    Something about my sideboard choices: my meta is filled with controls and midrange. I still like being set up against the mtgo goldfish metagame, so I'm not ignoring graveyard strategies just because there're a couple of dredge and phoenix players out of the whole group of players I see at LGSs, for example, but cards like Blossom are specifically to deal with shadow, GB and UW control which we have abundance of, while Fav Winds is necessary for bolt decks and the mirror matchup.
    Things might change depending on the impact TTR will have against the field, but I can see how these colours should aim at playing a tempo game in G1 switching to a slower and grindier plan post side when people brings in creature hate so the tempo plan is likely to be less effective. In order to do so you want Planeswalkers and tokens to overwhelm the opponent with their value, while disrupting them with the abilities of the creatures that make up the core of our deck.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    I'm telling you Teferi, Time Raveler is absurd in our deck, tested it in my Esper side today and I'm moving to 2x copies main board because it's insane at breaking the simmetry and setting you ahead on tempo. It also (finally!) gives me the type of tool I wanted to deal with pre side ensnaring bridge and prisons. The interaction with spell queller turn it into a 2 for 1, it's going to steal so many games in the next month or two just because people ain't used to that static ability. Jesus, it also has solved me the terminus problem, have fun casting it on turn 6, also goodbye settle the wreckage... the control matchup is hugely in our favor once teferi hits the floor, but it has proven really impactful against BG Rock aswell. How about gurmag Angler? And Temur Battlerage after blocks? I think UW and Esper Spirits are taking a huge boost because of this PW, every word on that card is relevant for us, like flashing souls is the new spice... but that bounce ability!
    2x mainboard, must have.
    Posted in: Aggro & Tempo
  • posted a message on Modern Spirits
    TMS has been the first PW I tested last summer and it's been so good at doing the stuff I needed him to do that I consider it an auto include in every UW or Esper version. Loved Chandra Torch in Jeskai btw, but Jace is still superior.
    I think the posts where I had explained the card have gone lost with that mess this site has been through like two months ago, but in short: there are slow enough matchups where you are at the mercy of the top deck and you not just want something to draw, but to draw selectively, so unless you are on bant for Company, you want a tool to pick up cards and decide what to keep. Jace does that, and being a PW it will be harder for the opponent to deal with it, especially when they don't see that coming. I want him against control and prisons. Whatever ensnaring bridge deck plays with no cards in hand so you just have to tick up for 5 turns before the opponent gets doomed. Control is forced to find D Sphere or move with colonnade to attacking, it puts them in a very awkward spot. Resolving Jace is the best play you can have and your plan should be focusse on that once you have it in your hand. Some told me you can't resolve TMS against a counterspell deck, I say by experience there's plenty of spots to do that if you re smart enough to sequence your cards. Drawing the best two cards off the top 4 on your deck pulls you so much ahead. It also deals with the 5/5 angels which is very important when you have a few PtE post side.

    It feels great to have such a great card for the control MU but also for a variety of decks like mono red prison, enchantments, mill, 8 rack,Rock (you get full grind mode after sideboard), martyrs, controls, teachings, whirl... you get the brainstorm for longer games(liked it against vizier combo too where I'm the controller and I need to draw answers to fight his topdecks later in the game, plus it beats worship) and an alternative wincon that bypasses the attack step.

    Test it yourself, have fun
    Posted in: Aggro & Tempo
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