Older builds actually used to play two mainboard negate, in addition to the two extra in the side.
The argument at the time was that our worst matchups usually involved non-creature spells so dedicating what was seen as two sideboard slots in the maindeck was fine.
The only issues are that one power dorks don't trade with as many creatures in modern and are terrible at closing the game out. Cool idea though, I could totally see it working.
I initially forgot that Watcher for Tomorrows hideaway ability meant it came into play tapped and was extremely disappointed when I finally realized this. I hope that it proves good enough to still include in the deck but your right coming into play tapped and not giving you the card immediately is dangerous.
I think I'll really miss Spreading Seas, on top of being a nod to Tron, which has been more popular lately. I've also forgotten the number of times I've cheesed out a win by ripping multiple Spreading Seas and locking my opponents out of their colors. Plus it always made me feel smart when I got around a Grafdigger's Cage by using a Field of Ruin / Ghost Quarter to destroy the land enchanted by seas and then returning it with Sun Titan to draw a card.
Yeah, I forgot to mention Soulherder, I actually played against it in a Bant walls build utilizing the etb triggers of Wall of Omens and Wall of Blossoms. It can generate a ton of value and is a lightning rod for removal, I want to test it in UW as a replacement for Phantasmal Image. With the addition of Watcher for Tomorrow we will have twenty-two creatures to synergies with it. I also just like the idea of Sun Titan chaining Flickerwisp into Soul Herder into any other payoff.
@The Fluff
Yeah in the heavy removal and discard based matches it's usually best to remove all copies of Flickerwisp because it's a terrible topdeck upon an empty board and those matches usually devolve into who topdecks better which is usually in the our favor.
Hey there everybody, this threads been a lot more active lately it's great! Fincown here, it's been some time and I'm sorry for not being on lately but for some reason I can't access my account. I've reset the password multiple times but then I try to log in and it doesn't work.
Anyway Modern Horizon's, wow we got a lot of new toys to play with! In addition to Watcher for Tomorrow I've been particularly excited about Winds of Abandon and Ranger-Captain of Eos because they solve so many fundamental issues for the mono white archetype. That build needed a additional card draw to function properly and access to a strong two mana removal spell that is neither restrictive or detrimental like Declaration in Stone and Blessed Alliance.
Winds of Abandon and Ranger-Captain of Eos have really over preformed. The Hollow One and Izzet Phoenix matchups in particular seem to be much better.
Winds of Abandon has been a cheap effective removal spell early that also plays around hexproof or graveyard shenanigans by being a one sided wrath that exiles.
Ranger-Captain of Eos can be a time-walk in the right matches if sacrificed upon upkeep. He also just comes down and grabs a Thraben Inspector which then draws a another card and chump blocks to gain life. One thing I love is that the captain sacrifices itself so you can resolve your Sun Titan or if you grab Kami of False Hope, with Sun Titan / Emeria, the Sky Ruin your opponent can't cast non-creature spells or deal combat damage.
Also of note, I think Ranger-Captain of Eos can be four for one, comes down grabs a Thraben Inspector he essentially drew a card, then [c]Thraben Inspector[c] is a seperate body and draws a card. If your opponent spends individual removal for both the inspector and the ranger they spend two cards dealing with your one card that effectively drew two more cards. Also the captain can sac itself to useful ability upon being targeted so maybe a four and a half for one?
The argument at the time was that our worst matchups usually involved non-creature spells so dedicating what was seen as two sideboard slots in the maindeck was fine.
The only issues are that one power dorks don't trade with as many creatures in modern and are terrible at closing the game out. Cool idea though, I could totally see it working.
I initially forgot that Watcher for Tomorrows hideaway ability meant it came into play tapped and was extremely disappointed when I finally realized this. I hope that it proves good enough to still include in the deck but your right coming into play tapped and not giving you the card immediately is dangerous.
I think I'll really miss Spreading Seas, on top of being a nod to Tron, which has been more popular lately. I've also forgotten the number of times I've cheesed out a win by ripping multiple Spreading Seas and locking my opponents out of their colors. Plus it always made me feel smart when I got around a Grafdigger's Cage by using a Field of Ruin / Ghost Quarter to destroy the land enchanted by seas and then returning it with Sun Titan to draw a card.
Yeah in the heavy removal and discard based matches it's usually best to remove all copies of Flickerwisp because it's a terrible topdeck upon an empty board and those matches usually devolve into who topdecks better which is usually in the our favor.
Hey there everybody, this threads been a lot more active lately it's great! Fincown here, it's been some time and I'm sorry for not being on lately but for some reason I can't access my account. I've reset the password multiple times but then I try to log in and it doesn't work.
Anyway Modern Horizon's, wow we got a lot of new toys to play with! In addition to Watcher for Tomorrow I've been particularly excited about Winds of Abandon and Ranger-Captain of Eos because they solve so many fundamental issues for the mono white archetype. That build needed a additional card draw to function properly and access to a strong two mana removal spell that is neither restrictive or detrimental like Declaration in Stone and Blessed Alliance.
Winds of Abandon and Ranger-Captain of Eos have really over preformed. The Hollow One and Izzet Phoenix matchups in particular seem to be much better.
Winds of Abandon has been a cheap effective removal spell early that also plays around hexproof or graveyard shenanigans by being a one sided wrath that exiles.
Ranger-Captain of Eos can be a time-walk in the right matches if sacrificed upon upkeep. He also just comes down and grabs a Thraben Inspector which then draws a another card and chump blocks to gain life. One thing I love is that the captain sacrifices itself so you can resolve your Sun Titan or if you grab Kami of False Hope, with Sun Titan / Emeria, the Sky Ruin your opponent can't cast non-creature spells or deal combat damage.
Here's the list
Maindeck: 60
Creature: 24
1 - Kami of False Hope
4 - Thraben Inspector
1 - Lone Missionary
3 - Selfless Spirit
4 - Wall of Omens
4 - Flickerwisp
4 - Ranger-Captain of Eos
3 - Sun Titan
Instant // Sorcery: 10
4 - Path to Exile
2 - Winds of Abandon
2 - Settle the Wreckage
2 - Wrath of God
Planeswalker: 1
1 - Gideon Jura
Artifact: 1
1 - Crucible of Worlds
Manabase: 24
1 - Arid Mesa
1 - Marsh Flats
1 - Windswept Heath
1 - Flooded Strand
3 - Emeria, the Sky Ruin
4 - Field of Ruin
1 - Ghost Quarter
1 - Blast Zone
11 - Plains
Sideboard: 15
1 - Kami of False Hope
1 - Remorseful Cleric
3 - Lone Missionary
2 - Damping Sphere
2 - Stony Silence
1 - Sorcerous Spyglass
3 - Gideon of the Trials
2 - Cleansing Nova
A couple things I've noticed about this deck, you can filter through your deck very well now probably matching pre- Watcher for Tomorrow emeria. Also your opponents run out of basics very quickly between Path to Exile, Winds of Abandon, and Settle the Wreckage your Field of Ruin and Ghost Quarter quickly become Wasteland.
Also of note, I think Ranger-Captain of Eos can be four for one, comes down grabs a Thraben Inspector he essentially drew a card, then [c]Thraben Inspector[c] is a seperate body and draws a card. If your opponent spends individual removal for both the inspector and the ranger they spend two cards dealing with your one card that effectively drew two more cards. Also the captain can sac itself to useful ability upon being targeted so maybe a four and a half for one?
I may decide to swap the second Kami of False Hope in the sideboard for a second Blast Zone to bring in when Ghost Quarter is bad. I also may just cut Settle the Wreckage for a third and fourth Winds of Abandon.