Thanks for the recommendations! It's awesome finding someone who is on the Collected Sisters train!
1: Which mana dorks are you running? Hierarch, I assume? Or are you running birds?
2: I was thinking the same thing on value drops. My idea was that Mirran Crusader really fights hard against GBx. He's basically a stone-wall versus things like Abrupt Decay[/b], Tarmogoyf, and Scavenging Ooze. I'm not really sure what else I could put in that slot? I know it doesn't offer the same synergy as the rest of the deck, but I thought about main-decking Phyrexian Revoker. I feel like CoCo'ing into that card, gaining life, and then voiding whichever card they just played is a sweet deal. Probably way too cute, though.
3: You're absolutely right on the Essence Warden/Attendant.
4: That's exactly the kind of opening hand I've ran into. I didn't know if it was more a problem of my mana base/the Feeder, or CoCo. I was thinking last night about cutting the two forests and making them two more fetchlands (I was thinking 1 Wooded Foothills and 1 Flooded Strand).
5: I had Melira in the maindeck to try and give game against Infect (that + Dryad Militant removing cards to cut from their Delve count seems decent), but I just found her to be awkward in the main deck. I'll definitely add some to the side.
6: No evasion makes me :(. Is Squadron Hawk worth 4 slots? That would tie back into #2. The Hawk is definitely value, and is basically just a card draw engine. Possibly adding a Sword of X and Y somewhere in the 75 to let the Hawk carry?
Again, thanks for the awesome insight into the list!
I was definitely thinking about trying Hardened Scales, but I was trying to fit in things that I could fetch with CoCo. I'm definitely going to check it out and see how it runs. I mean, it might just be absurd.
I'm thinking about sleeving up Soul Sisters for GP Charlotte, due to the variety of decks that I expect to see and the design of Soul Sisters. I've thought about taking a Collected Company variant, but I'm not sure if that's even decent? I do worry about random things getting blowing me out before I can interact in any way with the list I'm currently testing. Can someone take a look at it and give some pointers/ideas? It would be much appreciated.
I decided to go green for the CoCo and the infinite life/infinite damage from Archangel of Thune+Spike Feeder. The sideboard is a total mess, it definitely needs tons of work. The mizer's Worship is in case I run into something like Kiki-Chord, or Redcap Combo, to prevent the swarm of damage. The mana base looks good, but feels terrible in practice. There's been five games in a row where I've had to mulligan. I'm not sure if I should up the fetch count and lower the basic count or what.
The idea that I actually submitted is similar to the one posted up there ^. The idea is that you are rotting yourself to rot (in other words, destroy) a creature. The idea that any player may play the ability, I believe, really delves into the thinking man's game aspect. Do you sacrifice two cards in hand to destroy that pesky creature? Do you design your deck to be all creatures that can't be targeted by the spell's ability? etc.
So, my submission ended up being:
[b]Rot Within, Rot Without[/b]
Enchantment
Discard two cards: Destroy target non-black creature. It can't be regenerated. Any player may play this ability.
Is the ability strong? Absolutely. But, I think the card fits into the area of the game where it could be loved by multiple people. In EDH, for example, you will be able to allow others to remove those rough creatures, etc. It could fit in Standard, bringing back MBC. It also could fit into Eternal formats, if costed correctly.
---
My next submission is something more out of the box, less spike, and something that I seriously doubt will get considered. The idea is that it's an Enchantment that sometimes you want in play and sometimes you don't. It's very wordy, and entirely too complex, but here goes:
[b]Ritual of the Void[/b]
Enchantment
During your turn, before you play a land, you may reveal ~ from your hand. If you do, sacrifice a Swamp and add [B][B] to your mana pool. You cannot play a land this turn.
Whenever ~ enters the battlefield, sacrifice all Swamps you control.
Whenever a land you control is tapped for mana, it produces an extra [B] mana.
So, what exactly does this card do? Well, it fixes mana and ramps. But, it comes at a lofty price. However, you can cast the enchantment, but even then, you have to worry about giving up all of those precious swamps you've cast before the enchantment comes down. however, in the right design, it's possible that you have no swamps on the battlefield, and you don't give up anything. It's all in how the card is played.
I'm so glad this got printed. It really will lower the barrier getting into Modern. Maybe Wizards really wants to push Modern as a format. Reprinting of shocks, now this? Possibly Modern coming as a FNM format? Then maybe larger events at SCGs?
Agreed, that is the single most interesting deck in modern right now. It seems like the formats best kept secret. No one really mentions it, but its deadly serious and definitly tier1 in terms of powerlevel.
What UW are you talking about right now? The UW Swords, the UW Resto, or just anything UW?
As much as people don't like them, I'm definitely going to pick up at least the Rakdos one. I think these are awesome. Do I wish there would have been shocks? Yes. Do I wish the Golgari one had been more focused on a BG Zombie list? Yes. But, I think that they're both pretty awesome.
So, what's the Charm ratio that you all are finding is the best? Right now I'm running x4 Selesnya Charm and x3 Azorious Charm, with one Azorious Charm in the board. I've thought about upping both to 4 each, but it seems like a little much.
Interesting. It just seems a bit fragile. I know you have a large removal package here, but is it large enough to pull out your 2 win condition PW'ers? Also if you are looking to go a small creature count, Dreg Mangler doesnt really fit here. Hes an aggressive creature out of place in a Control deck. If anything I think maybe some Card Advantage is needed here. Elvish Visionary? Chump blocker and etb Card Advantage? Overall to me it seems like you just took a bunch of good cards and threw them in a deck together, but not saying it couldnt work
Edit:Guildgates are bad unless you really need them. Go with Woodland Cemetary, and im not even sure Evolving Wilds are necessary in this deck.
As for Dreg Mangler, I wanted a creature that could be a defensive creature in the early game (a 3/3 for 3 is a pretty sweet deal) or apply quick pressure to a control deck if need be, because honestly, I expect a large mix of U/W, R/W/U, or U/R Delver in the coming months. I originally thought about trying out Strangeroot Geist here, but I feel like the GG would be hard to hit consistently on turn 2.
I added in the Evolving Wilds to use as some fuel for Deathrite Shaman post-board, that way, if need be, the Shaman can eat my own graveyard for extra mana. (Also the same reason that a 1-of Grisly Salvage is in here.)
I think the deck does need more tuning, and more synergy, but this is definitely my starting point for the next Standard.
Almost like a smaller/weirder version of Scavenging Ooze. I'm not sure which deck would want this, but it seems like some Mono Black deck would love to have this.
As for Standard? BG Rock (whether it be BGr or BGw) is looking awesome, I'm definitely thinking about building it.
1: Which mana dorks are you running? Hierarch, I assume? Or are you running birds?
2: I was thinking the same thing on value drops. My idea was that Mirran Crusader really fights hard against GBx. He's basically a stone-wall versus things like Abrupt Decay[/b], Tarmogoyf, and Scavenging Ooze. I'm not really sure what else I could put in that slot? I know it doesn't offer the same synergy as the rest of the deck, but I thought about main-decking Phyrexian Revoker. I feel like CoCo'ing into that card, gaining life, and then voiding whichever card they just played is a sweet deal. Probably way too cute, though.
3: You're absolutely right on the Essence Warden/Attendant.
4: That's exactly the kind of opening hand I've ran into. I didn't know if it was more a problem of my mana base/the Feeder, or CoCo. I was thinking last night about cutting the two forests and making them two more fetchlands (I was thinking 1 Wooded Foothills and 1 Flooded Strand).
5: I had Melira in the maindeck to try and give game against Infect (that + Dryad Militant removing cards to cut from their Delve count seems decent), but I just found her to be awkward in the main deck. I'll definitely add some to the side.
6: No evasion makes me :(. Is Squadron Hawk worth 4 slots? That would tie back into #2. The Hawk is definitely value, and is basically just a card draw engine. Possibly adding a Sword of X and Y somewhere in the 75 to let the Hawk carry?
Again, thanks for the awesome insight into the list!
4x Ajani's Pridemate
2x Archangel of Thune
2x Auriok Champion
2x Brimaz, King of Oreskos
4x Dryad Militant
4x Essence Warden
1x Mirran Crusader
4x Soul Warden
1x Soul's Attendant
4x Spike Feeder
2x Forest
1x Gavony Township
6x Plains
3x Razorverge Thicket
1x Stirring Wildwood
4x Temple Garden
4x Windswept Heath
2x Wooded Foothills
Enchantment
1x Worship
Instant
4x Collected Company
4x Path to Exile
1x Aven Mindcensor
2x Eidolon of Rhetoric
3x Hushwing Gryff
3x Kataki, War's Wage
3x Mirran Crusader
1x Reclamation Sage
2x Rest in Peace
I decided to go green for the CoCo and the infinite life/infinite damage from Archangel of Thune+Spike Feeder. The sideboard is a total mess, it definitely needs tons of work. The mizer's Worship is in case I run into something like Kiki-Chord, or Redcap Combo, to prevent the swarm of damage. The mana base looks good, but feels terrible in practice. There's been five games in a row where I've had to mulligan. I'm not sure if I should up the fetch count and lower the basic count or what.
Any insight would be awesome.
So, my submission ended up being:
Is the ability strong? Absolutely. But, I think the card fits into the area of the game where it could be loved by multiple people. In EDH, for example, you will be able to allow others to remove those rough creatures, etc. It could fit in Standard, bringing back MBC. It also could fit into Eternal formats, if costed correctly.
---
My next submission is something more out of the box, less spike, and something that I seriously doubt will get considered. The idea is that it's an Enchantment that sometimes you want in play and sometimes you don't. It's very wordy, and entirely too complex, but here goes:
So, what exactly does this card do? Well, it fixes mana and ramps. But, it comes at a lofty price. However, you can cast the enchantment, but even then, you have to worry about giving up all of those precious swamps you've cast before the enchantment comes down. however, in the right design, it's possible that you have no swamps on the battlefield, and you don't give up anything. It's all in how the card is played.
Enchantment
Discard two cards: Destroy target non-black creature.
I'm so glad this got printed. It really will lower the barrier getting into Modern. Maybe Wizards really wants to push Modern as a format. Reprinting of shocks, now this? Possibly Modern coming as a FNM format? Then maybe larger events at SCGs?
What UW are you talking about right now? The UW Swords, the UW Resto, or just anything UW?
4 Judge's Familiar
4 Centaur Healer
4 Thragtusk
4 Restoration Angel
3 Selesnya Charm
3 Azorius Charm
1 Terminus
1 Entreat the Angels
3 Rancor
2 Oblivion Ring
1 Detention Sphere
4 Hallowed Fountain
4 Temple Garden
3 Glacial Fortress
3 Sunpetal Grove
3 Hinterland Harbor
3 Plains
2 Island
1 Forest
1 Evolving Wilds
4 Knight of Glory
4 Rest in Peace
2 Detention Sphere
1 Supreme Verdict
1 Terminus
1 Oblivion Ring
1 Ray of Revelation
1 Loxodon Smiter
D'oh. I completely forgot about Woodland Cemetery. That's my fault.
As for Dreg Mangler, I wanted a creature that could be a defensive creature in the early game (a 3/3 for 3 is a pretty sweet deal) or apply quick pressure to a control deck if need be, because honestly, I expect a large mix of U/W, R/W/U, or U/R Delver in the coming months. I originally thought about trying out Strangeroot Geist here, but I feel like the GG would be hard to hit consistently on turn 2.
I added in the Evolving Wilds to use as some fuel for Deathrite Shaman post-board, that way, if need be, the Shaman can eat my own graveyard for extra mana. (Also the same reason that a 1-of Grisly Salvage is in here.)
I think the deck does need more tuning, and more synergy, but this is definitely my starting point for the next Standard.
4 Thragtusk
4 Abrupt Decay
4 Tragic Slip
3 Ultimate Price
3 Golgari Charm
3 Mutilate
1 Grisly Salvage
2 Vraska, the Unseen
2 Liliana of the Veil
1 Liana of the Dark Realms
7 Swamp
5 Forest
4 Overgrown Tomb
4 Golgari Guildgate
4 Evolving Wilds
4 Deathrite Shaman
4 Dryad Militant
3 Grafdigger's Cage
3 Acidic Slime
1 Golgari Charm
Almost like a smaller/weirder version of Scavenging Ooze. I'm not sure which deck would want this, but it seems like some Mono Black deck would love to have this.
As for Standard? BG Rock (whether it be BGr or BGw) is looking awesome, I'm definitely thinking about building it.
Oh, your KotR is growing? lol, nah, I'll just exile your land.
Oh, you're going to try and Loam back some lands? lol, nah, I'll just exile your land.
Oh, you're going to try and flashback that Swords with Snapcaster? lol, nah, I'll just exile your instant and you lose 2 life.