@velthov, I like playing the Midrange list the most. I actually just took the other two out of my sig because the Control version wasn't cutting it and the Delirium list, while fun, just doesn't have room for some of my favorite cards like LotV. I still play the Delirium list though.
The latest version of my midrange list is close to the straight BG lists that have been going 5-0 lately, with just a light splash for a Jace and Snapcasters. I'm testing no cantrips for just sheer card quality, and instead relying on Confidant, Jace and Snap for card advantage. Plus, I still get access to counters out of the side for specific matchups.
Don't know if it's better to play 3-1 PW over 2-2 or 3 lili and 0 ashiok (or vice versa).
Still thinking to use 12/14 creatures.
Not sure about the counterspells.
Need help with manabase too.
Hey bud, welcome to Sultai.
Nice list, but if youre asking for a constructive critique, heres a few things I noticed.
Grixis Shadow and Eldrazi Tron are the big kids on the block ATM, and they both run decay/push-proof creatures. You need answers to Reality Smasher and Tasigur, the Golden Fang, and two pulses aren't enough IMHO. I personally advise murderous cut in some number, 2 or 3 I feel, though you need to manage your graveyard once delve becomes a gameplan. Having a mainboard sweeper like damnation or even the newly released Bontu's something-or-other Last Stand (drawing a blank on name, Captain?) could go a long way towards dealing with a runaway board state.
Planeswalkers: New Lily is good against certain decks, notably dredge and affinity, so that's more of a meta call when comparing her to 'of the veil' Lily, but Ashiok really belongs in the sideboard. Theres so many decks that he simply doesn't do anything against, and Midrange cannot afford dead cards on the best of days, let alone this meta. you need your 3 (and above) drops to either immediately win the game or substantially affect the board to stabilize. Call me a traditionalist, but I feel Like Liliana of the veil is still the go to here. She also, incidentally, works well against Eldrazi and Delve fatties. Maybe a 3/1 split with new lily. I will say that Jace, architect of thought is GREAT against Lingering Souls decks and other midrange grinders, so another option for the side.
Spell snare in the main should probably be Stubborn Denial. Your creature suite is basically built to enable ferocious, making it a strict upgrade. Squall seems more at home in the side, but that's a meta call.
Eternal Witness seems a bit hard to cast with such a low land count and your base being black. You also want your creatures to be capable off ending the game in as few turns as possible once resolved. Tasigur fills the need of both efficient beat stick AND card advantage, as well as being a mana sink should you start to flood (more on that later). Again, adding delve spells creates tension with Goyf and Snap, but play smart and keep track of the yard and you should be fine. Kalitas, Traiter of Ghet is another option, minus the mana sink but a HOUSE against Aggro. 12-14 creatures is pretty standard in Midrange builds, which this definitely is.
Your mana base looks pretty solid, actually. I personally like lumbering falls more than quagmire, hexproof is not to be underestimated. Jeskai is on the rise, and everyone and their dog is running fatal push. Falls is as good at ignoring those as tarpit is at sneaking around a cluttered field. I would up the count to 23 lands, as far more games are lost to mana screw than flood, and having a sink already built in (this is Tasi waving. right here in these parenthesis) mitigates a lot of the downside.
Anyways, these are just my observation. They are in no way to be considered expert, but they ARE based on experience and testing. Good luck brother, and be sure to post results. This threads been quiet for WAY too long.
after quite some silent reading and not being able to play I managed to join our local modern tuesday with my BUG list.
I did not play for like almost half a year and was suprised that I was finally able to win games. In the past my list did not perform that well or at least it felt that way.
I was playing the following list. Please feel free to comment on it as I am sure there is place for improvement.
22 Land Including
2 Lumbering falls
1 Ghost Quarter
06 Sept 2017: Modern Wednesday
Match 1: Mono Blue Taking Turns
G1: Opening discard reveals 3 land, howling mine, 2 time walks and a cryptic. Take cryptic. Decay mine after drawing off of it. Snap discard T3, t4 goyf with stubb back up takes it.
In: 2 x squall, 3 x Extraction
Out: 3 x Push, 2 x Cut
G2: No discard, but deprive, snap and a clock seems good enough. It's not. Opponent exhausts and gigadrowses his way to victory.
G3: Discard, Flayer, Extract Snap Extract. Also, Decay hitting Dictate of Kruphix was very helpful.
Match 2: Mono White D&T
G1: Discard his Arbiter, play Flayer, swing into blocking Thalia ans 2nd (drawn) Arbiter. Cycle Architects to 2 for 1 him. However double Tec Edge taking me off green gives him enough time to get me with Wisp and Resto.
In 2 x Damnation, 1 x Baloth, Lili
Out 2 x Cut, 2 x Deprive
G2: This game goes much longer, gain some life off of baloth, clear the board, fight through 2 (!) Relics. But... double Tec Edge gets me off Snap Damnation and he takes it.
Match 3: Esper Tap Out Control.
G1: Dicard on both sides, pushes my goyf, cut his Tas, double Tec Edges me off green (for f***s sake). Top deck forest, play Flayer, he has souls, opponent wins race by 3 life.
In: 1 x Golgari Charm, 1 x Lily, 1 x Baloth, 2 x Damnation
Out: 3 x IoK, 2 x Push
G2: Same dance (I love these games) trade resources into top deck war. Snap Golgari Charm clears overextended Souls, lone Goyf survives damnation via stub for win.
G3: Opponent has more respect for Charm now We both have field cleared by sweeper at one point or another, get into a race of manlands. Lumbering shows the value of hexproof, but only gets in twice before Tec Edged (at least it wasnt doulble this time) I have 2 Tarpits, can only activate 1 though, he has Tarpit and 2 Souls. I needed 2 more lands over 2 turns to activate both Tarpits and win race, or removal. Cant find it, he takes it by 1 life. Most fun of the night by far.
Takeaway: My rust was on full display, and more than 1 of those losses could have been prevented with better sequencing or prioritising. Having the full spectrum of disruption, however, did make some bad situations much more manageable. It should be noted that i have yet to pick up the Explosives, they were Spreading Seas this evening. Not sure how much difference that would have made, but I do plan on getting them sooner than later.
Hey, I currently play Jund/Abzan but I feel like Sultai could be a big deal in this current meta. Is there a particular reason why no one is playing this combinasion other than it has no Lingering souls? Anyways, here's the list I'm looking forward to build :
Since there are so many options and ways to build the deck, I've decided that Ancestral vision would be more effective than Opt or Serum vision. As for the mana base, I had no clue where to start, could someone help me out on this please?
Hey bud, welcome. A quick mana count tells me you're a base Black/Blue deck with Green splash, and the Lily's make Black dominant.
We'll begin with fetches, 4 polluted deltas is a gimme, and I would advise a 2/2 or 3/1 split of verdant catacombs and misty rainforests for the remaining fetches. 3 Shock lands and 3 basics for fetching brings our base to 14. Next, you need to decide on which manlands you're running, and how many. I never build a midrange without 4, but the case could be made for 3. Creeping tarpit is better against uninteractive linear decks, lumbering falls shines against removal packed control (beware blessed alliance) and hissing quagmire trades with anything not flying or first strike. I personally run a 2/2 split of tarpit and lumbering falls, but it's a meta call. Now we're up to 18.
Quick lands generally fill up the space leftover in a midrange mana base. The colors your deck needs earliest and most often dictate which quick go here,but it's also a good spot to add the color you're lacking in the rest of the base. Example, you're running 4 creeping tarpits along with the fetch/shock/basics I mentioned before, you'd be too low on green to reliable drop a goyf or decay turn 2. Blooming marshes and botanical sanctum, probably at 3/1, would work there. The tarpit/falls split I run would rather have darkslick shores and blooming marsh at 3/1. Now we're up to 22.
The last 1 to 2 lands will either be additional shocks (if you can afford the health), basics (hedges against that damned moon, also painless), and/or a utility land or two. While a few ghost quarters may sound like a great addition to any deck, tri color midrange is more vulnerable to color screw than most decks, so be careful.
Hopefully that helps, those guidelines have served me well for years. Keep it Sultai.
This is the Sultai build I've run out a handful of times at FNM. Its more of a BG deck splashing blue for Snapcaster, tar pit, and SB cards. I've found that being able to flashback a discard spell turn 3 is quite powerful, along with getting multiple uses out of removal spells. The one of Search for Azcanta is something I'm going to try out soon, but there might not be enough spells in the deck to support it. Scarab god in the board could also be anything else.
A lot of people have mentioned going more down the blue route for Ancestral and MD counters, but I'm really not interested in going that way. I could see maybe trying out Chart a Course for some card advantage and I'd cut Bob if I was going that way. I've found Tracker to be super strong, especially in multiples and can outclass Tasigur in a few turns.