So I just played Raystack and he encouraged me to post this deck. It is actually mostly a copy of an All-In-Koth deck i found some time ago but it may pan out to help give some ideas. The focus of the deck is to power out Koth and/or Chandra as quick as possible (turn 1/2/3 is common) and disrupt the opponent enough to use the plainswalkers ultimate and proceed to win. The strategy I chose to slow opponents down are blood moon and Magus of the Moon. These allow me to wreck the mainly non-basic land bases of decks that would otherwise ruin my plan. Pithing needle is there to deal with an array of threats including plainswalkers and activated artifacts to stopping man lands and sac lands in a pinch. the rest should be rather self explanatory. I removed 2x shattering spree and added 2x Earthquake (at the suggestion of Raystack) as it seems it would be more useful for lowing opp life and clearing boards. more important than artifact removal game 1.
I laughed so hard when I saw your answer to stony. It's genius. I'm in love with the idea. You'd have to have a bridge in play first, or they can weenie stomp with any creatures cureently in play. I'm going to have to test it. I'm excited to see the results.
If you want to test chandra, maybe... but chaining incendiary command with the Increasing vengeance is sick. I've blown up 2 lands and delt 4 to all creatures, wiping the board off that trick. Don't always need to use command to wheel.
P.S. I laugh every time someone sides in leyline of sanctity.
P.P.S. this is an amazing multiplayer deck if you want to win every game and have no friends LOL
As a side note: I have found a LOT more decks run 4cc artifact board wipes than I thought. if you're playing VS jund, or xxR control be weary of Creeping Corrosion and Shatterstorm plus a chalice at 4 stops Cryptic Command. I have been auto setting chalice to 4 to stop those plays, and if I suspect stony silence, chalice is set to 2
It is imperative we find a good way to deal with Stony Silence it just wreaks everything, hard
P.s. i may have made a mistake removing the increasing vengeance... i did not see its value origionally
I talked to you about the deck last night (I'm tzykid) and I found a card you pretty much have to have in your 75... Ensnaring Bridge. I took your list and main decked 2 and put 2 in the side. it simply allows you to win games that you otherwise would not have a chance in. From my play testing after turn 1-2 we should have 3 or less cards in hand. Dropping a bridge with the low hand count goes a long way to stalling till we get the hand cycling online. and with all the fast mana we can generate, I've been able to essentially empty my hand to 2 cards on turn 2 and drop a bridge and wait it out for a few turns. Granted, vs a control matchup these should be sided out, but the majority of the meta I have been running into is some form of aggro; affinity, eldrazi, infect, boggles, hatebears, etc. So being able to stall for the 2-3 turns we need is vital.
also, I would not run Darksteel Citadel Simply because the red mana is required, if you are limited on red, you may miss a reforge/incendiary/molten drop.
I believe sideboarded echoing truth takes care of stony silence and eidolon. they only really affect you on the turn you combo off, so what I always do is play the waiting game as long as i can, and echoing truth whatever i need to at their EOT then combo out on my turn. Echoing Truth also takes care of pesky Leylines.
Just to chime in about mox opal; the way I look at it is as 4 more land drops that can be saced to KCI. My list runs 15 lands+4 mox I am very very rarely stuck at 2 artifacts. It just really does not happen, and it basically being a 2nd land for a turn will allow you to do things that much faster. Also, I do only run 2 lotus blooms. They are very powerful in the deck. but, I don't really want to draw them. They are essentially a dead draw after turn 1. I much much rather reshape for them any day then see one on my draw step.
I have been interested in this deck as of late and I have been checking the reports from the recent PTQ's. Most all of the polymorph decks are running at least 2 copies of Into the Roil. Can someone explain the value of this card to the deck, to warrant a slot over say; counter spells, ice cage, Narcolepsy, card draw, etc.
I've really liked the WW concept and have been trying on my own to make a competitive version. I'm going the ally route. even with only 2 allies out, there is so much synergy and pumping going on, with the right protection suit they are a force to be reckoned with. I have come to the conclusion cards like comet storm, Day of Judgement, and Earthquake make this deck cry. So I've added blue to the build to allow for Jwari Shapeshifter MD and Negates in the side. This is the smoothest running, most stable version I have been able to put together yet. I'm thinking of adding a DoJ into my side for the mirror, it's very easy to play around your own wrath, especially when the opponent doesn't expect it. Sorry, this is my first post and I don't know how to post decks in a good format.
// Spells
3 [ZEN] Brave the Elements
3 [M10] Honor of the Pure
4 [WWK] Join the Ranks
4 [CFX] Path to Exile
2 [ALA] Elspeth, Knight-Errant
2 [M10] Harm's Way
// Sideboard
SB: 2 [WWK] Basilisk Collar
SB: 2 [ALA] Oblivion Ring
SB: 3 [WWK] Kor Firewalker
SB: 4 [M10] Negate
SB: 2 [CFX] Mark of Asylum
SB: 2 [ZEN] Devout Lightcaster
So I just played Raystack and he encouraged me to post this deck. It is actually mostly a copy of an All-In-Koth deck i found some time ago but it may pan out to help give some ideas. The focus of the deck is to power out Koth and/or Chandra as quick as possible (turn 1/2/3 is common) and disrupt the opponent enough to use the plainswalkers ultimate and proceed to win. The strategy I chose to slow opponents down are blood moon and Magus of the Moon. These allow me to wreck the mainly non-basic land bases of decks that would otherwise ruin my plan. Pithing needle is there to deal with an array of threats including plainswalkers and activated artifacts to stopping man lands and sac lands in a pinch. the rest should be rather self explanatory. I removed 2x shattering spree and added 2x Earthquake (at the suggestion of Raystack) as it seems it would be more useful for lowing opp life and clearing boards. more important than artifact removal game 1.
// 7 Artifact
3 Ensnaring Bridge
4 Pithing Needle
// 8 Creature
4 Simian Spirit Guide
4 Magus of the Moon
// 4 Enchantment
4 Blood Moon
// 7 Instant
3 Pyretic Ritual
4 Desperate Ritual
20 Mountain
// 8 Planeswalker
4 Koth of the Hammer
4 Chandra, Torch of Defiance
// 6 Sorcery
4 Wild Guess
2 Earthquake
If you want to test chandra, maybe... but chaining incendiary command with the Increasing vengeance is sick. I've blown up 2 lands and delt 4 to all creatures, wiping the board off that trick. Don't always need to use command to wheel.
P.S. I laugh every time someone sides in leyline of sanctity.
P.P.S. this is an amazing multiplayer deck if you want to win every game and have no friends LOL
It is imperative we find a good way to deal with Stony Silence it just wreaks everything, hard
P.s. i may have made a mistake removing the increasing vengeance... i did not see its value origionally
I talked to you about the deck last night (I'm tzykid) and I found a card you pretty much have to have in your 75... Ensnaring Bridge. I took your list and main decked 2 and put 2 in the side. it simply allows you to win games that you otherwise would not have a chance in. From my play testing after turn 1-2 we should have 3 or less cards in hand. Dropping a bridge with the low hand count goes a long way to stalling till we get the hand cycling online. and with all the fast mana we can generate, I've been able to essentially empty my hand to 2 cards on turn 2 and drop a bridge and wait it out for a few turns. Granted, vs a control matchup these should be sided out, but the majority of the meta I have been running into is some form of aggro; affinity, eldrazi, infect, boggles, hatebears, etc. So being able to stall for the 2-3 turns we need is vital.
I ended up going:
-1 Increasing Vengeance
-1 Mountain (yes this deck can support itself with only 14 land)
+2 ensnaring bridge
also, I would not run Darksteel Citadel Simply because the red mana is required, if you are limited on red, you may miss a reforge/incendiary/molten drop.
// Lands
3 [WWK] Sejiri Steppe
9 [M10] Plains
4 [M10] Glacial Fortress
3 [WWK] Celestial Colonnade
2 [ZEN] Island
// Creatures
4 [WWK] Hada Freeblade
3 [WWK] Talus Paladin
4 [ZEN] Kazandu Blademaster
3 [ZEN] Kabira Evangel
3 [ZEN] Ondu Cleric
4 [WWK] Jwari Shapeshifter
// Spells
3 [ZEN] Brave the Elements
3 [M10] Honor of the Pure
4 [WWK] Join the Ranks
4 [CFX] Path to Exile
2 [ALA] Elspeth, Knight-Errant
2 [M10] Harm's Way
// Sideboard
SB: 2 [WWK] Basilisk Collar
SB: 2 [ALA] Oblivion Ring
SB: 3 [WWK] Kor Firewalker
SB: 4 [M10] Negate
SB: 2 [CFX] Mark of Asylum
SB: 2 [ZEN] Devout Lightcaster