The new weird cards are to help against burn and the mirror. The kefnet last word i want more to help against ulamog and mirror.
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shadowgripper posted a message on [Primer} All In Gift ReanimatorHere's the latest I'm working on:Posted in: Standard Archives
The new weird cards are to help against burn and the mirror. The kefnet last word i want more to help against ulamog and mirror. -
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Molz7 posted a message on UBx Tezzeret, Agent of Bolas ControlPosted in: ControlQuote from radouf »@Molz: Hey, congrats on the finish! I have been reading your write-ups with interest and I find that you seem to find insight in a framework of proactive/reactive disprution vs tempo positive/negative play vs card quality/advantage in the context of a prison deck. But as much as I think there's knowledge to be gained from this, I can't seem to fully grasp it. Would you mind laying down general outlines of this theory for us? Thanks!
Here are some scattered bits that look like the tip of an iceberg we need to look at in it's wholeness:
Generally:And lastly, looking forward to watching you streaming!My general plan is that trading resources with inquisition/push is not where we want to be. We want to be locking out entire sections of their deck by not playing creatures/ playing a bridge. Trading 1 for 1 and being tempo negative on a card like inquisition isn't what a combo/prison deck is trying to do. This is why I currently only play brutality. Post board I think discard is powerful to take their hate against the right matchups (I run thought seizes).
I also think 4 visions is very good, but you need to be willing to trim them in sideboarding. Like I said in an earlier post visions is about positive card quality and negative tempo. Spending mana to spin your wheels but dig a bit. Versus aggressive matchups we don't have enough time.
On vs Tron:Spellskite doesn't seem like it really interacts well versus ulamog. It just throws away a card to partially beat their trigger. I'd rather play more proactive disruption.
On SBing:Predicting how my opponents will play and how much they intend to rely on hate versus beat me in a fair game. I trim mana acceleration like mox/prism versus grindier/discard heavy decks because they are positive tempo and negative card quality, and in these matches I want higher top deck equity. Likewise if I need to drop a bridge to 0 immediately versus affinity/infect I cut serum visions as they are negative tempo but positive card quality.
Happy to explain my thoughts Radouf. Lets use a bunch of examples to illustrate.
Tempo: Term meaning time. Mana (or time) is a limited resource in magic. To spend time on plays that don't progress you towards victory is wasted tempo. Positive tempo trades are if I play a bridge and it nullifies my opponents thought knot seer and reality smasher. I paid 3 mana for their 8 worth of spells. Negative tempo would be if I thought seize my opponent's thought knot seer while they have another one in hand (I have spent 1 mana, and they have not spent any mana yet). A tempo neutral exchange would be if I collective brutality my opponent's eidelon and force them to discard a spell and I drain them for 2 (in this exchange we each spent 2 mana on our play).
This is also why collective brutality to look for an instant or sorcery against a counterspell deck or a k/command deck is very low tempo and not too exciting but sometimes a play we make.
In an example where tempo is important:
Affinity: Serum Visions and Bridge. In a normal game versus affinity I have time for a turn 2 play, and a turn 3 bridge to stall some of the board and then turn 4 or maybe 5 if they had a slow start I need to be empty handed. Bridge with 1 or 2 cards doesn't stop them going all in on an inkmoth nexus with a ravager for lethal, or large chunks of damage with etched champions walking passed blue thopters. Serum visions is great on turn 1 to fix your hand, but on turn 2 I need to either be playing a prism or a brutality (to interact but mostly just reduce hand size). Turn 3 needs to be bridge or set up for a turn 4 bridge. If you have a bridge in play but your hand is now serum visions and you missed a land drop, you can't physically cast all of your spells unless you hope to topdeck a land off the visions. This is an example where serum visions actually drawing a card loses you the game. The fact that you had to spend 1 mana to draw a card and then cast that card on limited mana is likely difficult.
Similar scenario for Burn. Turn 1 serum visions is fine to set up, but turn 2 I need to brutality or play a thopter/sword with a 0 drop to whir/play the other copy on 3. Serum visions at this point out is strictly worse than a land. If they play an eidelon on 2, then serum visions is actually not just negative tempo but painful.
This is why mox opal/pentad prism are such good cards. They are extremely high tempo cards.
Proactive versus reactive disruption: In the same mindset as tempo, our deck tends to have plenty to do with its mana. If I held up a negate on a turn that my opponent did not play a spell I could negate I just wasted 2 mana (negative tempo). If I can proactively play a pithing needle on their Karn, I didn't get positive tempo, but I proactively tried to lock my opponent into 'needing to draw their out'. If I have needle on Karn and a needle on O-stone, then I want to end the game before they draw their ulamog. Proactively I am shutting down parts of my opponents deck. This is similar to a slaughter games effect. The trick is that trying to contain every card is likely impossible in these matchups. Keeping a whir for a spellskite to contain 1/2 of an ulamog trigger will let them target my 2 needles, and whichever one I save they play the other card rotting in their hand (making my needle only buy time and not actually lock them out). This is a reactive response to something you cannot proactively stop).
We can't always be proactive, but when in doubt make the opponent have it (odds are they don't). This is where reading your opponent comes in, thinking have they had a better time to play their out or not. If they have had a good time and chose not to, they likely don't have it.
The last piece is Card Quality: Better cards than my opponent wants me to have. This is where serum visions is very very good.
Versus deathshadow or grindy matchups like Jund I want to side out as many bad top decks as I can. I don't plan to lock my opponent turn 3 and ride it for the rest of the game. I expect many discard spells to take my key pieces, counter spells for 1 mana to give my opponent positive tempo and disrupt my combo/bridge, or artifact removal spells. This is why I side out most of the pentad prisms/mox opals for cards that NEED to be answered. (Chalice for death shadow/maelstrom pulse).
Imagine if you're on the deathshadow side and you see a hand of 3 lands, a thopter foundry, a bridge, a chalice and a mishra's bauble. What do you take? They always take the chalice because they can't function with it in play, but now I'm left with very strong cards. They will likely follow up with 2 more discard spells because they're great like that! This takes our foundry and bridge, now we're both low on resources and in a top deck war. This is where I wait to crack my bauble until I have time to cast the card I would draw (and almost always at their end step or upkeep, don't want to expose that new card to discard). The difference between drawing a pentad prism and drawing another chalice/maelstrom pulse is huge. I didn't need to race my opponent to place my things in play like we do versus affinity, because I know the deathshadow decks are going to disrupt me along the way.
This is where serum vision really shines. It helps you keep cards on top of your deck where your opponent can't discard them. Keeping redundant copies of bridge/foundry is very strong as it forces them to have more artifact disruption.
As an aside, The idea of card quality over card advantage is extremely important throughout magic. Most obvious is the card Brainstorm. I play a lot of legacy midrange blue decks and you don't technically draw positive 3 cards with brainstorm, but if you put back 2 lands/dead cards and draw 3 great spells and fetch it away you've built an A-call.
Hopefully, that helps partially explain how I look at the deck. We have the ability to combo quickly and get to a board state where they cannot win, but also grind forever due to key cards (mostly bridge) locking out entire portions of their deck. Having a sideboard that supports this plan and isn't just based on a singleton bullet and playing to hope they can't beat it is important (this is why I think trinisphere is not a good sideboard card).
Happy to help answer any questions on my thoughts or take criticism. I'm still learning too and this is a large reason I bought the deck on MODO to be able to test things like aether grid/spire etc.
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Equinox2793 posted a message on [Primer] UB/x FaeriesPosted in: Aggro & TempoQuote from Metillon »Quote from plybenk123 »Hey guys I was wondering which third colour is best for U/B Faeries- Green for Abrupt Decay and Maelstrom Pulse or White for 1 Gideon, Ally of Zendikar, 2 Sorin, Solemn Visitor and possibly Path to Exile?
Someone here played with for Path and the sideboard cards. Possibly the new collective thing also works. Going in the 4 drops is really bad. White with 1-3 cost choices is decent.
TBH if you are splashing white I would splash for: Blessed alliance/path to exile/spell queller -
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jrobless posted a message on [Primer] RUG ScapeshiftPosted in: ComboQuote from TheAnnihilator0798 »Quote from Thriss »Quote from purklefluff »Now it looks like there's endless tron and eldrazi decks to prey on.
So lately I was trying some Twin variants, now I guess I can try Scapeshift again ...I think it might be tier 1 again, but I kind of fear the eldrazi deck. How is that matchup guys? I can't really imagine we would prey on a deck with a bilion of discard and "when you cast" effects that can't be countered
I honestly think that playing Think Twice in the main is the first step, because there are so many discard spells and Lilis going around. Mainboard Anger/Firespout or Electrolyze deals with Blight Herder (somewhat), but as for OSower, I guess we just ignore the ability and counter the creature half.
My thoughts are to run Mana Leak, counter the giant bodies, and pick off whatever's left over.
I think our biggest problems against the Eldrazi deck are Ulamog, the Ceaseless Hunger and Oblivion Sower. Game One you just have to hope they don't have it/ hope they don't hit your lands as it feels like you can ignore everything else that they do. For sideboard games, I've found that Leyline of Sanctity does a really good job at crippling them as their creatures are slow enough that they don't pose much of a threat. Black has less options but I always bring in slaughter games and typically name Oblivion Sower and that usually buys me enough time to find Scapeshift for the win.
I may be crazy but I'm testing 1-2 Voidslimes maindeck. At worst it's a Cancel but I really like the clutchness of being able to counter Oblivion Sower and Ulamog's triggers. Additionally, being able to counter Ghost Quarters and Tectonic Edges will be nice as we will probably be seeing an uptick in land destruction effects. -
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shadowgripper posted a message on BW Eldrazi ProcessorA few notes:Posted in: Midrange
You don't want to play surgical + rest in peace. I would also recommend only running 2 RiP, 4 seems excessive. They don't cantrip like Relics do.
I personally don't like Ghost Quarter in this build, would rather be running the full playset of cavern of souls which are important as well as a single Miren, the Moaning Well. This land helps a lot against aggro decks or decks that just want to deal 18-21 damage to us.
Six discard spells is the sweet spot. 7 can be too many and 5 too few. Having one or two of these in your opening hand is one of the best things any deck can do in any format. I can confirm these numbers from the amount of testing I've done with lantern control. 3 IoK / 3 TS split is what I recommend.
Vampiric Link is not that great of a card, even against Burn. Up Leylines to 3 and run a Rest for the Weary instead. +8 life is a bit rough to overcome.
Swap the two disenchants for Stony Silence, this helps our tron and lantern matchups.
I would also like to fit in 3 or so Ghostly Prison into the sideboard. This gives us more game against the hyper aggressive decks like Elves, Zoo, Merfolk. Cutting red we lose Pyroclasm which is a powerful modern card. -
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Lantern posted a message on Knightfall/Bant CompanyKeep it on the cards, and realize EVERYONE has a valid point, until we see the deck is dead and not good, or it starts to have results to back it up. As much as I dont want to agree with it, the flood gates are open until there because its just theory. As soon as the deck gets actual testing behind it, I can guarantee you a new thread will be made for it, and the talk will start to be more focused.Posted in: Midrange -
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Xanian posted a message on Knightfall/Bant CompanyPosted in: MidrangeQuote from Soryu »I've been lurking this thread for a while now. I just got back into MTG and decided to jump into modern with bant company as bant is my favorite color combination.
Just fairly recently got the cards for the bant shell cause bant company, so I was wondering if the consensus now is that the naya/GWur shell consistently outperforms the bant shell? If so, I'm gonna start trading for/buying lands.
I'm hoping for a successful bant shell as well, but I guess you can't argue with results. Bolts seem like a really solid choice.
This deck is just a few days old, it's a newborn baby compared to the other veteran decks of modern. I wouldn't lock in on any build being the "best" build until we get a lot more testing and tournament results in. They both have their merits, so play test both or just play your favorite variant! - To post a comment, please login or register a new account.
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I ended up running Faeries at the SCG Somerset open this past weekend. I played what I normally play (BTL Scapeshift) in the invi and did really bad despite good matchups so I wanted to change. My buddies only extra deck that sounded fun was Faeries and I said **** it, why not live the dream I never got to live and curve visions into bitterblossom. Below is the list I ran:
4 Spellstutter Sprite
3 Mistbind Clique
2 Kalitas, Traitor of Ghet
4 Bitterblossom
1 Nameless Inversion
3 Ancestral Vision
2 Inquisition of Kozilek
2 Thoughtseize
1 Disfigure
2 Dismember
2 Spell Snare
1 Mana Leak
2 Go for the Throat
2 Cryptic Command
4 Secluded Glen
3 Darkslick Shores
1 River of Tears
3 Polluted Delta
2 Watery Grave
4 Mutavault
4 Creeping Tar Pit
3 Island
1 Swamp
1 Ghost Quarter
2 Disfigure
2 Nihil Spellbomb
1 Damnation
1 Duress
1 Dispel
2 Ashiok, Nightmare Weaver
1 Darkblast
1 Engineered Explosives
2 Flaying Tendrils
1 Negate
A few Quick things about the list from what I learned talking to him. I basically deferred to him on all decisions since this was his pet deck and I knew very little about it. We basically tuned the deck to be slanted towards Infect, Burn, Affinity, Dredge, Jund, Nahiri, and GWx decks. That’s why we have cheap fast removal like dismember, only 2 cryptics, and 2 Kalitas’s in the main. The way he talked about it Kalitas was the godsend the deck needed, a powerful tool for medium to bad matchups like burn, dredge and Abzan Coco that was pretty much always okay. He wanted 15 Faeries for Glen which is why there is a nameless inversion, very important because post board we go down to 13 Faeries which is still fine. We started with 3 leylines in the board but I talked him down to 2 Nihil because I was not THAT afraid of dredge. Ashiok was my card, I love it so much. Its great against all the Gx decks and the control decks and to be honest I bring it in vs most of the bad MU’s (Tron, Bant Eldrazi) because it is just another plan that might do something sweet. Here is a very basic synopsis of the Matchups:
Round 1: GW Tron (Longer than the rest because game 2 and 3 were GREAT!!!!)
G1: Keep an okay hand of removal spells, sprite and lands. Get tron’ed on turn 3. He casts world breaker wrecking a land. I am on the play so I set up turn 5 Kalitas into Go for the throat to hopefully beat him down with. He casts path on Ulamog and that’s that.
G2: This game is super sweet. I get turn 2 Blossom into turn 3 counter something with sprite into Clique away the ulamog he was gonna cast on 4. From here he resolves Wurmcoil and I spend the next 6 turns hitting for 6 and blocking it with a token. Except while I am doing this I am also ticking up Ashiok. When Ashiok hits 11 I cryptic bounce the wurm and ult her. That’s the game.
G3: I mull to 4. You might ask, what game versus tron is sweet when you mull to 4? The one where your keep is Mutavault, BitterBlossom, Visions, Thoughseize and you scry delta to the top. I cast visions into Blossom into thoughtseize with his only actions being drawing cards and turn 4 ugin. His hand was cantrips and Path to Exiles. He warping Wails my Visons and I proceed to chain Cliques and Mistbinds until he dies.
1-0
Round 2: Jund
G1: His hand is the nuts (Bolt Lili Huntmaster Decay Bob). I am still able to trade resources with hand disruption and counters to the point I resolve a blossom and counter Lili. I try to trap him with 1 token, blossom, 1 Mutavault and sprite in hand to counter the huntmaster but he is smart and decays the Blossom EOT saying he played Faeries back in the day. I topdeck Nameless for the huntmaster and Mistbind to end the game.
G2. He plays lots of creatures and I mull to 5. I play to drawing the 1 damnation, I don’t.
G3: Super close game. I resolve an early blossom but gets a lily to resolve and shreads my hand. I eventually deal with lily but I am behind on board. I am faced with countering a bob or not countering it and trying to go for Bob flips to be lethal. Given the 2 goyfs on the board and the active blossom I go for the race. Hit him down to 7, leaving 2 blockers for 5/6 goyfs and hope that he takes 4 damage from bob over 2 turns. He hits K command, draws terminate and kills me.
1-1
Round 3: RG Titanshift
G1: Mull to 6 and keep 3 lands nameless kalitas dismember. Die to turn 4 titan.
G2: Go Blossom into vault sprite to counter a courser. He casts 2 summoning traps, 1 for prime time and 1 for Baloth. I die.
1-2
Round 4: UW control:
G1 & G2: Games were not close. He had clunky hands with Gideon Elspeth Hallowed Burial Timely Reinforcements and I just killed Bitterblossomed him a bunch. Got to counted a Gideon with Spellstutter which was sweet.
2-2
Round 5: Abzan Doran
G1: Super odd game, he cast 2 treefolk harbingers for lands and never drew any dorans/Assault formations. HE did draw lingering souls. After about 17 turns I eventually killed him with Faeries.
G2: Mulled to 5 died to double tower defense with assault formation out.
G3: Ashiok did work. I just held him back with Faeries, countered and milled all his dorans and eventually killed him with flyers.
3-2
Round 6: Taking Turns
G1: Mulled to 5 and both go for the throats and disfigure in hand. I conceded to elixir for time.
G2: He can’t Beat Vendilion Clique.
G3: Still can’t Beat Vendilion Clique
4-2
Round 7: Bant Eldrazi
G1 & G2: I truly felt outclassed in this Matchups. It feels really really hopless. They are fast, Sprites are dead cards, all my counters are dead cards, displacer counter blossom, Displacer also counters ashiok (Bounce their creatures back to their side of the board). I do not see my list ever winning a reasonable game.
4-3 ()
Round 8: Burn
G1: He wins the die roll and has a guide on turn one. I die pretty fast.
G2: I have IOK into Blossom into sprite into mistbind to beat him down
G3: I have Blossom (Gets Destroyed my Revelry) into clique beats. I end up at 6 life staring down a mentor with a monk. He draws and main phases a helix., I counter tap the team, untap and rev up tar pit and mutavault for lethal.
5-3
Round 9: Bant Eldrazi (Sam Pardee)
G1 & G2: I was super siked to play a very skilled player but I was sad it had to be Sam. I knew going in he was on Bant and I knew that this was not going to be close. It wasn’t. I tried to lean on Kalitas but it always died before it could take over. He Drowns me in Scions.
5-4 ENDING RECORD
Kinda garbage ending record but I played almost none of the matchups I planned for and 2 UNWINABLE matchups. All in all the deck felt pretty great, it was by far the most fun I have had playing magic in a very long time. Going forward I think I am actually going to build this deck and test it some more, it did some pretty impressive things that I was not aware it could do. The second Kalitas main should be either a removal spell or a hand disruption spell. The kalitas should be moved to the SB, there should also be a second Damnation there. Other than that I need to find a reasonable way to beat bant eldrazi.
Thanks for reading my word Vomit :)
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No, its kind of complicated. You have to weigh how much better it is to draw the card, how fast you need it, how many copies, etc. Also you have to balance if the card is okay to draw but you do not really want to tutor for it/vica versa. For example, against Amulet Bloom I side in Geist. I never really want to tutor for it, Slaughter games is better. But I have 5 cards I bring out (3 Helix, 1 anger, 1 timely) and 4 cards I want (2 Negate, 1 Wear//tear, 1 crumble). I can see myself wanting to wish for the other cards like counterflux and dragonlord, but wishing for geist will most likely never happen. Yet if I draw it on turn 3 it might be nice to clock them with.
This is what makes wishes so cool, the Sideboarding with them is absurdly intricate. Its even crazier because we have a tutor in the main AND the side. Against all more aggro decks I side in my powerful hate because I can always wish for BTL, then BTL for the hate card. Its Weird because you would think I would want the hate card faster but cards like fracturing gust are SO insane I just want as many copies as possible against Affinity/Boggles. By bringing in a hate card you increase the count of that card by 4. 1 for the actual copy, 3 for the BTL's.
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2 Snapcaster Mage
1 Anger of the Gods
3 Bring to Light
3 Cryptic Command
3 Glittering Wish
2 Izzet Charm
1 Kodama's Reach
3 Lightning Helix
4 Remand
2 Scapeshift
1 Timely Reinforcements
4 Worldly Counsel
3 Flooded Strand
1 Forest
2 Hallowed Fountain
2 Island
3 Misty Rainforest
1 Mountain
1 Plains
2 Sacred Foundry
3 Steam Vents
4 Stomping Ground
2 Valakut, the Molten Pinnacle
1 Watery Grave
1 Bring to Light
1 Celestial Purge
1 Counterflux
1 Crumble to Dust
1 Dragonlord Ojutai
1 Fracturing Gust
1 Geist of Saint Traft
1 Izzet Staticaster
1 Maelstrom Pulse
2 Negate
1 Slaughter Games
1 Supreme Verdict
2 Wear // Tear
2-0 Grixis
1-0 Affinity
1-0 RUG Twin
1-0 UR Twin
1-0 UR Storm
1-0 Lantern
1-0 Some Janky deck
0-1 Jund
0-1 Hatebears (Mull to 4)
0-1 Turbo turns
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My Current config is 2 Electrolyzes, 2 anger (1 mail 1 side), 1 Golgari charm (side). I also run 1 Pia Main 1 side which is sorta a board wipe. Also Shatterstorm.
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1x Dryad Arbor
1x Fire-Lit Thicket
2x Forest
1x Ghost Quarter
1x Hallowed Fountain
1x Island
1x Kessig Wolf Run
4x Misty Rainforest
1x Plains
1x Sejiri Steppe
1x Stomping Ground
2x Temple Garden
4x Windswept Heath
4x Birds of Paradise
2x Courser of Kruphix
2x Eternal Witness
1x Kiki-Jiki, Mirror Breaker
4x Knight of the Reliquary
3x Noble Hierarch
1x Qasali Pridemage
3x Restoration Angel
3x Voice of Resurgence
3x Wall of Omens
2x Woodland Bellower
Enchantment (4)
4x Retreat to Coralhelm
Instant (5)
3x Chord of Calling
2x Path to Exile
1x Bojuka Bog
2x Engineered Explosives
2x Ghostly Prison
1x Glen Elendra Archmage
1x Izzet Staticaster
1x Meddling Mage
2x Path to Exile
1x Scavenging Ooze
1x Spellskite
3x Stony Silence
Even I was not running a chord list I think Woodland Bellower is Absolutely fantastic. With just a mana dork and a retreat you have 6 mana turn 3, which conveniently casts bellows into knight for the turn 4 combo.
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Jaces main purpose is to dump bad combo pieces and be something we can company into to rally. Its hilarious how busted faithful is in this deck. Makes Liliana's minus 1 unsummon, beats hangarback, reuses wayfinders, Saves 2 creatures from exile if you do not have a husk, keeps jeskai off balance (bounce Jace turn 2 is strong), gives some more interaction instant speed with company, Blocks really well, the list goes on.
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Your deck game 1 versus game 2 against alot of decks is much different. Game one you try to blank their 1 for 1 removal and "combo off" as fast as you can. Game 2 you are firmly in the control role or the Aggro-Control role. For example here is my list:
4 Seeker of the Way
Planeswalkers
1 Narset Transcendent
Spells
4 Jeskai Ascendancy
3 Anticipate
2 Lightning Strike
3 Raise the Alarm
2 Secure the Wastes
4 Stoke the Flames
2 Valorous Stance
3 Wild Slash
4 Hordeling Outburst
4 Treasure Cruise
2 Island
2 Mountain
1 Plains
3 Battlefield Forge
3 Flooded Strand
4 Mystic Monastery
3 Shivan Reef
2 Temple of Epiphany
4 Temple of Triumph
4 Disdainful Stroke
2 Negate
1 Erase
2 Dragonlord Ojutai
1 Glare of Heresy
2 End Hostilities
2 Anger of the gods
1 Elspeth, Suns Champion
Post board versus Esper I look like
2 Dragonlord Ojutai
Planeswalkers
1 Narset Transcendent
1 Elspeth, Suns Champion
Spells
4 Disdainful Stroke
2 Negate
1 Glare of Heresy
4 Jeskai Ascendancy
3 Anticipate
1 Narset Transcendent
3 Raise the Alarm
2 Secure the Wastes
2 Stoke the Flames
2 Valorous Stance
4 Hordeling Outburst
4 Treasure Cruise
2 Island
2 Mountain
1 Plains
3 Battlefield Forge
3 Flooded Strand
4 Mystic Monastery
3 Shivan Reef
2 Temple of Epiphany
4 Temple of Triumph
3 Wild Slash
2 Lightning Strike
4 Seeker of the Way
2 Stoke the Flames
1 Erase
2 End Hostilities
2 Anger of the gods
Versus Megamorph Abzan I look like
2 Dragonlord Ojutai
Planeswalkers
1 Narset Transcendent
1 Elspeth, Suns Champion
Spells
4 Jeskai Ascendancy
3 Anticipate
3 Raise the Alarm
2 Secure the Wastes
2 Valorous Stance
4 Hordeling Outburst
4 Treasure Cruise
2 Anger of the gods
1 Glare of Heresy
2 End Hostilities
2 Negate
3 Disdainful Stroke
2 Island
2 Mountain
1 Plains
3 Battlefield Forge
3 Flooded Strand
4 Mystic Monastery
3 Shivan Reef
2 Temple of Epiphany
4 Temple of Triumph
1 Disdainful Stroke
2 Lightning Strike
1 Erase
4 Stoke the Flames
4 Seeker of the Way
3 Wild Slash
Still messing with the exact numbers but as you can see the deck pivots its role in the matchup postboard to match what your opponent is doing. They are bringing out some downfalls and Cuts for Drowns and blights while we Bring in Ojutai and Elspeth.
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On of the big draws to Kiora is that she is also very flexible. She is great on an empty board where she can draw cards and ramp us and she is great on a board with 1 singular threat that she can lock down. She also requires an answer from the B/G/X deck (Which almost has to be creature combat because she is decay proof) or she will win the game. Her ultimate only take 3 turns to develop and I don't see a B/G deck winning through it.
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4 Courser of Kruphix
3 Rakshasa Deathdealer
4 Sylvan Caryatid
2 Ashiok, Nightmare Weaver
1 Garruk, Apex Predator
2 Jace, the Living Guildpact
3 Kiora, the Crashing Wave
1 Liliana Vess
1 Despise
2 Bile Blight
2 Dig Through Time
2 Disdainful Stroke
2 Hero's Downfall
1 Silence the Believers
2 Sultai Charm
3 Thoughtseize
3 Forest
2 Island
4 Llanowar Wastes
4 Opulent Palace
2 Polluted Delta
1 Swamp
1 Temple of Malady
3 Temple of Mystery
2 Urborg, Tomb of Yawgmoth
2 Yavimaya Coast
2 Boon Satyr
2 Bow of Nylea
2 Dissolve
2 Drown in Sorrow
1 Extinguish All Hope
3 Hornet Nest
2 Negate
1 Rakshasa Deathdealer
Figured I would post my list since it is a little out there. I built and tested this a bit after I scrubbed out of SCGNJ. Rakshasa Deathdealer is an absurd magic card. It was a 1 of in the list I actually played in the event (a bug Villainous Wealth devotion list located here http://tappedout.net/mtg-decks/a-wealth-of-power-v2/) and it did so much. I ended up drawing it naturally alot and it pressured the opponent by being essentially unblockable, blocked very well against aggro, and in the late game it was the abyss/insta win. I actually played against Kevin Jones round 3 (the guy who eventually won the event) and won 1 game off it and almost won another.
Another card people will question is Jace, the Living Guildpact. I am still testing him but he has seemed very strong in playtesting. He:
A. Feeds Delve
B. Filters through the deck
C. Works well with Courser
D. Stalls against big dumb creatures
E. Frees creatures from banishing light
F. Resets walkers (mine and theres)
G. Works well with Thoughtseize and Disdainful Stroke
H. Wins with his Ult
He is not an especially powerful card but he is extremely versatile.
I am also running Disdainful Stroke where you guys are not. This card is very good in the current meta. There is not that much aggro and whole lot of midrange. A 2 mana answer to elspeth/xenagos/polukranos/Sarkhan/Nissa etc is very very very good (also counters stroke the flames from aggro).
This is just my 2 cents.
1
By: Surfkatt
Type II
Archive: http://magic.tcgplayer.com/db/deck.asp?deck_id=1215591
4 Courser of Kruphix
3 Rakshasa Deathdealer
4 Rattleclaw Mystic
4 Sylvan Caryatid
1 Garruk, Apex Predator
3 Jace, the Living Guildpact
3 Kiora, the Crashing Wave
1 Liliana Vess
2 Dig Through Time
3 Disdainful Stroke
2 Hero's Downfall
1 Murderous Cut
1 Silence the Believers
2 Sultai Charm
3 Thoughtseize
2 Forest
2 Island
4 Llanowar Wastes
2 Mana Confluence
3 Opulent Palace
1 Swamp
1 Temple of Malady
3 Temple of Mystery
2 Urborg, Tomb of Yawgmoth
2 Yavimaya Coast
2 Ashiok, Nightmare Weaver
2 Boon Satyr
2 Bow of Nylea
2 Dissolve
1 Extinguish All Hope
3 Hornet Nest
2 Negate
1 Rakshasa Deathdealer
Figured I would post my list since it is a little out there. I built and tested this a bit after I scrubbed out of SCGNJ. Rakshasa Deathdealeris an absurd magic card. It was a 1 of in the list I actually played in the event (a bug Villainous Wealth devotion list located here http://tappedout.net/mtg-decks/a-wealth-of-power-v2/) and it did so much. I ended up drawing it naturally alot and it pressured the opponent by being essentially unblockable, blocked very well against aggro, and in the late game it was the abyss/insta win. I actually played against Kevin Jones round 3 (the guy who eventually won the event) and won 1 game off it and almost won another.
Another card people will question is Jace, the Living Guildpact. I am still testing him but he has seemed very strong in playtesting. He:
A. Feeds Delve
B. Filters through the deck
C. Works well with Courser
D. Stalls against big dumb creatures
E. Frees creatures from banishing light
F. Resets walkers (mine and theres)
G. Works well with Thoughtseize and Disdainful Stroke
H. Wins with his Ult
He is not an especially powerful card but he is extremely versatile.
I am also running Disdainful Stroke where you guys are not. This card is very good in the current meta. There is not that much aggro and whole lot of midrange. A 2 mana answer to elspeth/xenagos/polukranos/Sarkhan/Nissa etc is very very very good (also counters stroke the flames from aggro).
I might end up cutting the rattleclaws for 2 Ashioks and something else but I REALLY like turn 3 walkers and turn 3 deathdealer with Regen.
This is just my 2 cents.