Combo decks other than Ad Nauseum, we just don't do that well against. But ranger-captain of eos will at least help somewhat.
You might try Gideon of the Trials, although some decks can just bounce him and win anyway. Sometimes you can buy time by dropping a Leyline of Sanctity turn 0.
I wonder, is a black splash worth it? For cards like Tidehollow Sculler?
Your list is...interesting. If you're going to cut Proc I'd at least make sure I was running 2x Emeria, since that's the only way to set up a long-term recursion loop. Vesperlarks are single-use without an active Emeria, or Sun Titan, or something. Hell, even Mistveil Plains.
Well, yesterday I played against a Modern Affinity with an incomplete version of that list, just 47 cards and no sideboard and... I stomped him. We played 4 or 5 games and I won every single time, without feeling much pressure. Not even when he sideboarded.
Yeah, Affinity is a good matchup. Most creature aggro matchups come out in our favor, although I haven't played against hardened scales yet.
You were playing a 47-card deck? Being that short of 60 gives you a large advantage in consistency...hence why it's not legal.
Chalice of Death is an underrated card. Most of the times when it hits the board it automatically transforms and can damage that same turn.
Burial is solid, but Felidar Sovereign is iffy. Expensive and doesn't do anything when it enters the battlefield. It could work but I'd say titan or Archangel Avacyn is better high cmc creature for the list.
I'm playing a felidar sovereign in my sideboard for the rare cases where you find yourself in a matchup that you literally can't win via combat damage (there's a guy on turbofog at my LGS, which I can't even deck out due to elixirs of immortality). Since it's a creature, it has the advantage of being able to be brought back with Emeria if they remove it, and as a deck we have a comparatively easy time getting to 40 life if we've got our opponent locked. Alternatively I'd have to go into black for vizkopa guildmage, which admittedly isn't much of a constraint, but meh.
I would cut a wrath of god--5 boardwipes is a bit much. And 24 or 25 lands at most, yeah. Go up an o-ring or two, or maybe some thraben inspectors.
Thraben inspectors, squad hawks, and hex parasite. But yeah, if the game goes long and they can counter or bounce your o-ring effects to get rid of their planeswalkers it's an uphill battle. Try to kill them with a steady stream of your little dudes.
I only played the match once, so probably others can give better advice.
Game 2 I mull my seven because of no lands, mull my six for same reason. Pile shuffle, and end up getting a not bad five. I keep 2 land, squadron hawk, ascendent, and martyr. I am going to play martyr on 1, hawk on 2 and then have a huge ascendent for them to deal with. He plays island dismember on my martyr.
Yeah, that's why you want to play ascendant turn 1, then martyr+sac turn 2. Plus, you need ascendant to not be summoning sick anyway.
Never tap out with a martyr on the board unless you're fine with losing it for no value. I would've gone
T1 Ascendant
T2 Martyr, swing ascendant, see whether they try to kill martyr (not a smart play, but you never know). If so, sac it.
T3 If martyr is still alive and we have a third land, squad hawk, then sac martyr.
I like Sun Titan as a 2-of to break late-game topdeck standoffs. And I'm running 2x Day of Judgment 1x Wrath of God 1x Hallowed Burial as my wipes. Hallowed Burial / Kami loop is the only plan than matters against Bogles in my experience.
I'm constantly debating between 2x Ghostly Prison and 2x Leyline of Sanctity mainboard in my flex slots. But if you're light on combo in your meta I would probably go with the Prisons.
I'm trying 3x Smuggler's Copters mainboard next time I do Modern for a better clock, and some card filtering. Also seeing whether 3x instead of 2x Mistveil Plains feels better for tucking answers more reliably. We have a lot of possible shuffle effects.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?
Haven't heard an answer. 1 or 2 I get, but the lists making GPs seem to be running the full 4-of. Double rangering for them buys you a turn or two of chump blocking and 2 extra draws for 4 mana. Is this really enough to consistently stabilize, in a situation where you wouldn't have stabilized without them? Or are people running 4 of them partly for the odds of just drawing them normally in your opening hand?
Relatedly, the 4-of inspector lists also tend to be pretty light on removal, like a single oblivion ring. So what if they have more than 1 non-creature piece, or you never draw it?
what are the thoughts you guys on splashing into other colors?
I get paired up against a guy always on Jund or Ponza at my LGS, who constantly has Blood Moon in play, which is frustrating enough for me to consider going back to mono-white just so I can run 14 plains.
Splashing black gives you orzhov charm for instant-speed kami reanimation on their turn, necrotic sliver for pesky manlands and general O-ring action, and vizkopa guildmage for noncombat wincon. Orzhov charm hasn't been as useful as I expected since I rarely draw them, and I've gone down to 1 kami and tried to avoid relying on it too heavily.
There are discussions further upthread about going into red for lightning helix etc., and green for glittering wish.
I might experiment with a pair of them. The second half of the card isn't completely worthless if you've locked out your opponent but can't win through combat damage, and since it's a spell you don't have to maneuver a vizkopa guildmage around removal (while coordinating with martyrs). Freeing up a sideboard slot or two for other stuff is nice.
If the reanimation was instant-speed it'd be an auto-include for me even in mono-white, of course.
Been reading the thread for awhile. Proc is the first deck I've gotten into Modern with, after SaffronOlive's videos on it. Unfortunately my LGS doesn't reliably fire Modern at FNM so I haven't had as much practice in the last few months as I'd like. My list:
The Flooded Strands are for budget reasons since the BW fetches are 3x the price. Merciless Eviction is a catch-all if I get paired against some weird rogue deck like the guy on thopter-sword dice factory a few weeks back (also the reason for the guildmages), to flush out the board. Haven't run into any Humans or Dredge players yet.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?
You might try Gideon of the Trials, although some decks can just bounce him and win anyway. Sometimes you can buy time by dropping a Leyline of Sanctity turn 0.
I'll be trying this come the 21st when my cards have arrived in the mail (knock on wood).
11 plains
3 flagstones of trokair
2 Emeria, the sky ruin
2 mistveil plains
1 hall of heliod's generosity
3 ghost quarter
2 field of ruin
Enchantment (3)
3 Ghostly Prison
Sorcery (5)
2 day of judgment
1 wrath of god
2 proclamation of rebirth
4 path to exile
3 generous gift
1 settle the wreckage
Creature (20)
1 kami of false hope
4 martyr of sands
3 serra ascendant
2 ranger of eos
3 ranger-captain of eos
4 squadron hawk
2 sun titan
1 walking ballista
2 crook of condemnation
3 nevermore
3 leyline of sanctity
1 hex parasite
3 disenchant
2 spirit of the labyrinth
1 enduring renewal
You were playing a 47-card deck? Being that short of 60 gives you a large advantage in consistency...hence why it's not legal.
I don't think that works the way you think it does.
I tried going back down to 3 boardwipes from 4 last Friday and regretted it.
I would cut a wrath of god--5 boardwipes is a bit much. And 24 or 25 lands at most, yeah. Go up an o-ring or two, or maybe some thraben inspectors.
I only played the match once, so probably others can give better advice.
Never tap out with a martyr on the board unless you're fine with losing it for no value. I would've gone
T1 Ascendant
T2 Martyr, swing ascendant, see whether they try to kill martyr (not a smart play, but you never know). If so, sac it.
T3 If martyr is still alive and we have a third land, squad hawk, then sac martyr.
I'm constantly debating between 2x Ghostly Prison and 2x Leyline of Sanctity mainboard in my flex slots. But if you're light on combo in your meta I would probably go with the Prisons.
I'm trying 3x Smuggler's Copters mainboard next time I do Modern for a better clock, and some card filtering. Also seeing whether 3x instead of 2x Mistveil Plains feels better for tucking answers more reliably. We have a lot of possible shuffle effects.
One never stops experimenting
Relatedly, the 4-of inspector lists also tend to be pretty light on removal, like a single oblivion ring. So what if they have more than 1 non-creature piece, or you never draw it?
Splashing black gives you orzhov charm for instant-speed kami reanimation on their turn, necrotic sliver for pesky manlands and general O-ring action, and vizkopa guildmage for noncombat wincon. Orzhov charm hasn't been as useful as I expected since I rarely draw them, and I've gone down to 1 kami and tried to avoid relying on it too heavily.
There are discussions further upthread about going into red for lightning helix etc., and green for glittering wish.http://mythicspoiler.com/rna/cards/revivalrevenge.html
I might experiment with a pair of them. The second half of the card isn't completely worthless if you've locked out your opponent but can't win through combat damage, and since it's a spell you don't have to maneuver a vizkopa guildmage around removal (while coordinating with martyrs). Freeing up a sideboard slot or two for other stuff is nice.
If the reanimation was instant-speed it'd be an auto-include for me even in mono-white, of course.
You might find this Reddit thread useful, Unsung. Poster was running 4x copters.
2 kami of false hope
4 martyr of sands
4 serra ascendant
3 ranger of eos
2 sun titan
4 squadron hawk
Spells (17):
3 proclamation of rebirth
2 ghostly prison
3 orzhov charm
3 path to exile
3 day of judgment
2 banishing light
1 oblivion ring
7 plains
2 swamp
4 flooded strand
3 godless shrine
2 Emeria, the Sky Ruin
2 mistveil plains
3 field of ruin
1 ghost quarter
4 castigate
2 damping sphere
3 leyline of sanctity
2 crook of condemnation
1 oblivion ring
1 merciless eviction
2 vizkopa guildmage
The Flooded Strands are for budget reasons since the BW fetches are 3x the price. Merciless Eviction is a catch-all if I get paired against some weird rogue deck like the guy on thopter-sword dice factory a few weeks back (also the reason for the guildmages), to flush out the board. Haven't run into any Humans or Dredge players yet.
I'm not sure I understand why so many of the lists going around are running a playset of Thraben Inspectors. Proc doesn't really have any straight-up card draw, sure, but early in the game I'm more interested in searching up martyrs and ascendants, and later in the game I want to get back/search up specific cards, not blindly draw. So are the inspectors just for early-game chump-blocking and draw to get things rolling? Maybe more reliably hitting land drops?