I'm not sure about it. You'll always have to keep a land untapped when doing second sunrise to even get the mana fixing part of it, and that seems slightly inefficient. Maybe as another draw spell, but that just seems like overkill in most versions.
Graveyard hate always hurts. As does counterspells.
Some tips against any tempo lists:
Pay 1UU for Reshape always if you can manage it. It allows us to dodge their Spell Snares. During the first Sunrise of your combo make sure to leave enough stuff on the board/floating that you can cast it again in case of remand.
If you think they're going to board in Extirpate or Surgical Extraction make sure to always have a revival or bauble to respond with.
If you feel the aggro list is to fast Silence in the early turns are psuedo timewalks.
I personally have a problem against Loam, and GR Tron which have potentials for hands that can really mess with the combo (Raven's Crime, and t3 Mindslaver).
@TheEvilCliff: The card type box is a bit to low and cutting into the rules text. And I partially agree with your statement about the new promo card style; however I feel that it works well in certain cards (ones with two different focal points at top/bottom, or a large amount of detain throughout), that other boarder types can't fit.
@Trancebam: I don't see how TheEvileCliff's art doesn't fit a sliver queen. Yes it doesn't exactly match how Slivers are depicted in official cards; however the art looks good and has a nice tie in when you note that its a picture of Kerrigan (leader of the Zerg swarm which shares quite a few qualities with slivers).
There are 0 answers that Storm and Twin decks have for Angel's Grace. I haven't really had any problem against pod decks that I've played against, but that could just be a factor of me running KCIS which can easily produce enough mana to ignore Thalia.
Angel's Grace is just a way better combo hater than anything else you can have. Any deck currently in modern that uses the graveyard is to slow to kill us, or is a combo deck (Past in Flames).
I would say:
-1 Grafdigger's Cage
+1 Defense Grid
As well, but you're not running a KCIS version so drawing defense grid mid combo is a bit more worthless.
I agree with Morimacil here. Demonlord seems nice and very mana efficient until you realize how bad that draw back actually is. It just really hurts to have it resolve on an empty board or a board with only one creature, in a format where 1 cmc removal spells run all around (snipe the guy on the table which forces you to exile him, or let him resolve have them sac the other creature and then kill demonlord).
It depends. I had games where I go off t3 without KCI and eventually play it to just win with banefire, but I've also had games where I had to wait for KCI to go off (t4). I think it really comes down to if you have Terrarion/Ichor Wellspring vs Other Eggs.
There are about 3 cards that I can auto take out each for g2 in the KCI list and depending on the deck across the table another card. 4 Slots is plenty enough to grab the relevant sb cards, which usually amount to being 2 Pithing Needle, 1 Bounce, and 1 Laboratory Maniac. Or if against storm, 3 Angel's Grace, 1 Silence. And against control, 1 Pithing Needle, 1/3 Defensive Grid, 1/3 Silence. However, I will admit after the initial 4 its gets pretty hard to decide what to take out.
Also in the sb department: Don't run hate against other decks. Sunrise is a largely non-interactive deck, so all you need to pack are anti-hate cards and defensive cards. Angel's Grace is a catch all for any 1 turn combo deck, since we usually can combo off the turn after they do so. Silence and Defensive Grid are anti-control cards so we can combo off completely safe. Both Bounce, in either Wipe Away or Echoing Truth, and anti-hate, in Pithing Needle, should probably take up the rest of your slots.
I dislike using Seal of Primordium or any artifact/destruction spell in second sunrise instead preferring to use either Wipe Away or Echoing Truth.
Some tips against any tempo lists:
Pay 1UU for Reshape always if you can manage it. It allows us to dodge their Spell Snares. During the first Sunrise of your combo make sure to leave enough stuff on the board/floating that you can cast it again in case of remand.
If you think they're going to board in Extirpate or Surgical Extraction make sure to always have a revival or bauble to respond with.
If you feel the aggro list is to fast Silence in the early turns are psuedo timewalks.
I personally have a problem against Loam, and GR Tron which have potentials for hands that can really mess with the combo (Raven's Crime, and t3 Mindslaver).
@Trancebam: I don't see how TheEvileCliff's art doesn't fit a sliver queen. Yes it doesn't exactly match how Slivers are depicted in official cards; however the art looks good and has a nice tie in when you note that its a picture of Kerrigan (leader of the Zerg swarm which shares quite a few qualities with slivers).
-1 Tormod's Crypt
+2 Angel's Grace
Angel's Grace is just a way better combo hater than anything else you can have. Any deck currently in modern that uses the graveyard is to slow to kill us, or is a combo deck (Past in Flames).
I would say:
-1 Grafdigger's Cage
+1 Defense Grid
As well, but you're not running a KCIS version so drawing defense grid mid combo is a bit more worthless.
Also in the sb department: Don't run hate against other decks. Sunrise is a largely non-interactive deck, so all you need to pack are anti-hate cards and defensive cards. Angel's Grace is a catch all for any 1 turn combo deck, since we usually can combo off the turn after they do so. Silence and Defensive Grid are anti-control cards so we can combo off completely safe. Both Bounce, in either Wipe Away or Echoing Truth, and anti-hate, in Pithing Needle, should probably take up the rest of your slots.
I'm mainly curious about the trophy, since random foil cards are useless for me without access to any acetone.
I'll take a shot at making a template.
Also reposting my tokens: Tokens