Standard showdown. Okay I am willing to give soul-scar mage a try.
Match 1: vs Mardu Vechicals
Game 1
evo wilds slows my first land drop they drop heart of kiran which I can't deal with game 1.
I manage to kill off all of his creatures and play my own threats but he had an answer for all my threats :s. Unlienced disintigration is brutal dropping me to 5 as I just try to hold on with my very large Drakes. I swing in to half his life total play another drake. He flips Hazoret he scryed to the top with Veteran Motorist crews Heart and kills me.
Game 2 Abrade was excellent agianst his heart but his Toolcraft Exemplars lived and that was followed by two bomat couriers and another exemplar. The soul-scar mage slowly picked the bromats off. while he struggled with mana eventually sacing discarding glorybringers and hazorets he couldn't cast. I was struggling to find removal and creatures just can tripping into more can trips :s. the game starts to bog down again I attack with a large drake to try to end the game.. it achieves that by allowing him to use Pia Naalar and a drawn artifact to remove my remaining blockers and kill me.
0-1 0-2. not a good start.
Match 2 vs BW vampires.
Game 1.
opponent starts with legions landing followed by Adanto Vanguard. Which is a pain. i play riddleform and I am able to censor two Mavren Fein, Dusk Apostle whille taking hits from the vanguard. I play the soul scour mage which trades for 4 of his life. then i slam a bunch of cryptic serpents and his attacks stop. He is able to flip legions landing by attacking with vanguard and Yahenni for 4 damage to himself. This gives me the opening I need for a big swing I kill his blockers and don't allow him to recover. 3x serpent
Game 2.
He starts slowly with double black but which stage I am set up.. i kill off his creatures one at a time and played serpents. He is able to resolve Sanctum Seeker but the serpents are too big. Riddleform and scrying each turn easily favor me in the long game whille the serpents hold the ground.
match 3 vs Temur energy.
Game 1 Opponent plays two spirebluff canal and scoops to my drake. i am unsure what deck he is.
Game 2 Longtusk cub longtusk cub Hydra... I don't have any removal... he is easily able to pick off what defence I can muster.
Game 3 resideboard. I strike the first cub and play Search for azcanta but I am stuck on 2 lands, thankfully I am quickly able to flip it for my third. He is able to do a bunch of damage with wirler virtueso and a rogue refiner getting me to 1 before I can stabilise. My opponent floods out whille I draw riddleform after riddleform. And another search for azcanta. He isn't able to make any thopters to block them. I activate Azcanta every turn.. finding a shock... then another shock. Shock the thopter end of turn.. untap shock his face attack for 9. kill him.
Match 4 Temur energy.
Game 1 his lands enter tapped. Soul-scar mage... strike you attack for 5. Strike the cub attack for 2. a good start to game 1. he manages to stablise but cannot get past my Seperent. I start swinging in with a riddleform and scrying end of turn. Draw another and Burn and two riddleforms kill him before he can kill me with his hydra.
Game 2 He mulls to 5.. but I have a cantrip into cantrip hand :s.. he gets a huge long tusk cub that I have to block with cryptic serpent and strike. to get rid of. a hydra remains. I play another serpent.. Glorybringer, followed by a glorybringer dead.
game 3 Another Azcanta game for me, although I am not able to activated it regularly. I get two serpents two match his two longtusk cubs.. two strikes later and I am swinging for 12. He runs out of cards and is in chump block mode. I start activating Azcanta insearch of a shock (3 strikes already used). eventually he is forced to leave Glorybringer on defence and I find a chandra's defeat to defeat him.
3-1.. positive :).
Perhaps I am just bias against the soul-scar mage but I am still not convinced.. Riddleform however was amazing. Search out of the sideboard really sealed Temur matches if they didn't run away with the game early. Perhaps there is a version with Search and Riddleform in the main. However I struggled against mardu vechicals perhaps it is a case of forgetting your artifact removal or not quite used to this version of the deck... i really forgot how easy it was for that deck to just deal a lot of damage out of no where.
I did kind of miss my insult into fling kills but also not drawing them at bad times was nice, The fling kills are really strong against aggro. I am still working out exactly what speed I want to be opperating at.
The store had the missing two chart a course and I can now play them in my deck :).
You could try 4 Riddleform and 2 Soul-scar if you aren't sold on Soul-scar. As long as you can get consistent activations on Riddleform, it's often the strongest threat in the deck because of how fast it does it's thing plus evasion. Having more instants with Opt also helps it be good on defense. Search just seems like straight gas here, fills the yard, ramps and consistently draws more gas, and it can even get Riddleform for a threat!
Why are you guys running evolving wilds over highland lake? Highland lake was printed in one of those preconstructed decks and thus is still standard playable. Having the actual dual has to be better then the slight benefit of thinning.
Those are the only reasons I can think of, but probably still not worth it. I really wish they would print a basic only land fetch that would put the land in untapped, I don't feel like that is game breaking.
Anyway, has anyone tried Repeating Barrage, maybe as a 1 of? It's an ok removal spell, but it should shine against control giving some inevitability, those games are often long and grindy so the Mana for getting it back isn't an issue, and eventually you can get it back and cast it in the same turn. Search helps since it ramps, and it's not a big deal to bin it earlier in the game.
Match 1 vs Temur midrange 2-0
Game 1 Was super close but I had Search of azcanta. I used an unsummon on a glorybringer to by a turn I needed to win.
Game 2 Not as close, I drew a timely Chandra's defeat on his glorybringer and he never recovered.
Match 2 vs Temur midrange 2-1
Game 1 Three whirler virtueso no lightning strikes
Game 2 This time I have all the lightning strikes clear his board and get swinging.
Game 3 Search for azcanta powers the game away for me. opponent knows I have essence scatters in hand.. baits with wirlir virtueo then uses gearhulk, tapped out I find the burn I need to win from Azcanta.
Match 3 vs UW monument.
Game 1 nothing nothing monument.. everything D:. i forgot the mass pump desert.
Game 2 mull to 5.. opponent never draws a white mana kill him with my drakes and serpents.
Game 3 keep one land with shocks and strikes and riddleforms.. don't draw another... then I finially draw another... get riddleforms into play slowly manage to clear his board but not fast enough to stop legions landing.. then draw my third land on turn a million. somehow still alive... but just can't beat landing with three land.
Match 4 vs BW vamps
Game 1 Opponent gets a big board with scantim seeker and two Vanquisher's Banner.. but my engima drake is a 13/4, lightning stike off the top kills him.
Game 2 Draw all slow cards die to double Adanto Vanguard
Game 3 Riddleform gets in early damage, serpent holds the ground then another huge drake wins the game despite my opponents life gain.
3-1.. again... that lost was some terrible mana screw.
I don't think I need the fling in the side but I didn't have time to think about it. Perhaps I return the glorybringer to the side or go up to 4 abrade as an anti aggro choice.
I disscussed the Repeating barrage when I was trying to find win cons search for azcanta can find. I am just not comfortable with all the parts of the card sorcery, three mana need a raid trigger then 5 mana to return. nergh I'd rather just find more riddleforms.
I am wondering if I should try Perilous Voyage over unsummon scry 2 when you bounce is a big deal. can also hit more than creatures.
I am wondering if I should try Perilous Voyage over unsummon scry 2 when you bounce is a big deal. can also hit more than creatures.
I feel like there's a huge difference between 2CMC and 1CMC when it comes to an aggro-approach and needing to get in some damage. Unsummon will play more consistently.
I tried 2 Unsummon and 1 Perilous Voyage, and it worked great. I got to bounce a Longtusk in response to them burning energy and scry two useless lands away and in another game bounce a Chandra, I want to be greedy and run more, but I think 1 is probably the right amount, at least in the main deck.
I'm running the Temur version and let me tell you, I love it. Attune and Blossoming Defense make that version turbo charged. Attune is basically a cantriping tap land that is also a spell... and Blossoming is basically a counter/combat trick/burn spell all rolled into 1. I flooded with only 18 land in the deck, but had a 12/12 Deeproot Champion and a 16/4 Enigma Drake. Killing an Exerted Glorybringer trying to kill my Drake with Blossoming is just the best feeling lol. The second best was saving my 7/4 Drake from Chandra's deal 4 with Blossoming. It is just stupid strong in this shell.
Red is still a very difficult match up, but I've felt like I was very close to being able to get the match in my favor. Chandra's Defeat in the side, Essence Scatter and bounce for Hazoret and I'm going to try a Life Goes On as a huge life gain they won't expect.
hows adding 2 or 3 Firebrand Archer? Too much win more? But I always like how it can give some reach. I also like Deeproot Champion. But I don't know how to build the mana base for it.
He's great if you can keep him alive, that's a tall order for a 2/1 unfortunately.
The Temur Mana base is 4 botanical sanctum, 4 spirebluff canal, 4 aether hubs, some basics and 4 Attune with Aether. I ran 18 land and had no issues, in fact flooding a time or two, but I don't feel like going lower is worth it.
That's the list I started with. It's a budget brew but I'll only worry about what I can actually get for this week. It'll be something between that list and this one:
I'm brewing something similar to the Riddleform version off Goldfish. Why not include Heroic Intervention? Seems perfect to hang onto all game to get that last turn in for the win. Speaking of getting in that extra swing, does Glorious End finally have a home in a deck like this? I'd imagine you'd pick one of the other, but 2 copies of one of those cards could be a game changer.
Insult/Injury gives you a similar end result without having the chance to just loose. I would love to counter their turn and then just blow them out though lol.
Heroic Intervention seems good.
Insult/Injury gives you a similar end result without having the chance to just loose. I would love to counter their turn and then just blow them out though lol.
Heroic Intervention seems good.
God I know, I want Glorious End to be as epic as it's name but other cards kinda do the same thing without the glitz and glamor unfortunately.
Insult/Injury is nice, especially since it's two spells in on. Maybe Heroic in the SB, Insult in the main?
Insult is occasionally bad so no more than 2 main and side. Like when you are behind or don't have the right threat, like 1 Soul-scar mage or something like that, it will be underwhelming, but wow, when it's good it is so good lol. It's amazing if you hit 6 six mana and can do both in the same turn: pump a flyer or two, shoot them for 4 and pull a surprise win.
I would think Heroic in the side for wrath effects in addition to negate. It can also throw combat in your favor and maybe kill some stuff.
Edit: I want to try Nissa, Steward of Elements. She seems so good for Scrying, cheating stuff out and a finisher.
Well i lost all my matches today at standard show down with very little changes to my deck.. apperently cutting fling is a bad thing... perhaps I'll go back to the Insult//injury + fling version.
1-2 Sultai energy
0-2 Mardu vechicals <--- bad match up
Bye
1-2 Temur energy.
Longtusk cub, the bane of my existance. So strange, I crushed the energy decks last week, bad luck?
So more unsummons or back to trying to 1 shot people with insult and fling hmm.
Is cryptic serpent worth the spot or too slow?
How about wings of rebuke?
How big is deeproot getting in an average game? He seems good on curve and a bad top deck
Probably bad luck, sometimes we hit the wrong answers and they get the nuts. Longtusk is bad, but Bristling Hydra is my big nightmare, I just feel like I can only race it and hope for the best.
Cryptic isn't really slow, it's usually a turn 4 play. At 3 instants and sorceries it's a good 4 drop, at 4 it's a great 3 drop and at 5 he is Tarmogoyf lol. He can just get clogged down on the ground
No, it is just so expensive it will doubtfully ever do the final 6. Glorybringer would be better for speeding up a race in your favor.
Flame Lash and Fateful Showdown are the most expensive burn spells that are still good, and they can go towards creatures and players and are instants. Fateful Showdown is really interesting as it gets extra power from instant speed draw spells, if you can get cards at their eot, untap and dome them for 8 or more, Drake will be gigantic and you will probably win.
Very true, but given all the cantrips and Chart a Course you can hit for 4 or more fairly easy, Flinging a Drake is probably still the best option. Take 13? Ok GG
Okay so with riddleform it makes it hard to keep up the censor turn three, which leads me back to trying soul-scar mage. I want the fling to be able to just win any races, but I need soul-scour mage to start the race.
FNM
2-0 ruinap red
2-0 UW approach
2-1 UW momnument.
Never faced any of the energy mid range decks, so I am not sure how good I ran here.
I smashed Runinap red wasn't close, my sideboard is brutal and I won game 1. They can't handle the drake.
UW approach died fast game 1 then I managed to hold on at 5 life (against 34) and use Azacanta and eventually Chandra to draw my way out of it.
Again monument gave me the most trouble.. but I had a fast start game one with soul-scour mages, game two I mulled to 4 and game three was a slog but I drew sweltering suns to reset and all 4 riddleforms I really struggled on getting instants and sourcies all 3 games though riddleforms carrying most of the damage.
How's the Rivers Rebuke? I know it's good, but the cost is way high for most builds.
I'm thinking of trying a Grixis build with fairly heavy discard. Discard is more proactive and gives me a lot of information on what they have going on. Harsh scrutiny and Lay Bare the Heart are really good for an answer to our most troublesome problems: Bristling Hydra, Glorybringer, Gearhulk and all the Goods. Unsummon kinda combos with the discard, putting stuff back in their hand so you know you will have a target to hit. Still trying to figure out the numbers and Mana base, but it seems promising. I need some Fatal Push, but I think I have everything else needed. It also let's you have Bontus last reckoning in the side as a true wrath effect that we can recover from and still function the turn after better than almost any other deck in the format. Getting the opponent into topdeck mode and resolving a Drake should be incredibly punishing, I'm really excited for it.
Well I got crushed by UB control and RB control. They had more removal than I had creatures. I apperently made my sideboard too anti creature.
There is definately at least 2 distinct versions of the deck. Aggro - Tempo and Combo - Tempo. The aggro plays soul-scar mage and a lot of burn and combo plays all the counter spells and cyclers trying to turbo a big drake and everything in between.
I still not sure which version I want to play, the decks are often better against different decks.
4x Soul-Scar Mage
4x Enigma Drake
4x Cryptic Serpent
Enchantment (4)
4x Riddleform
Instant (18)
4x Opt
4x Censor
4x Shock
4x Lightning Strike
2x Hieroglyphic illumination
4x Strategic Planning
2x Chart a Course
Land (20)
4x Spirebluff Canal
4x Evolving Wilds
2x Ramunap Ruins
6x Island
4x Mountain
2x Abrade
2x Spell piece
2x Negate
2x Essence scatter
2x Search for azcanta
2x Chandra's defeat
1x Sweltering Suns
2x Chandra, Torch of Defiance
Standard showdown. Okay I am willing to give soul-scar mage a try.
Match 1: vs Mardu Vechicals
Game 1
evo wilds slows my first land drop they drop heart of kiran which I can't deal with game 1.
I manage to kill off all of his creatures and play my own threats but he had an answer for all my threats :s. Unlienced disintigration is brutal dropping me to 5 as I just try to hold on with my very large Drakes. I swing in to half his life total play another drake. He flips Hazoret he scryed to the top with Veteran Motorist crews Heart and kills me.
Game 2
Abrade was excellent agianst his heart but his Toolcraft Exemplars lived and that was followed by two bomat couriers and another exemplar. The soul-scar mage slowly picked the bromats off. while he struggled with mana eventually sacing discarding glorybringers and hazorets he couldn't cast. I was struggling to find removal and creatures just can tripping into more can trips :s. the game starts to bog down again I attack with a large drake to try to end the game.. it achieves that by allowing him to use Pia Naalar and a drawn artifact to remove my remaining blockers and kill me.
0-1 0-2. not a good start.
Match 2 vs BW vampires.
Game 1.
opponent starts with legions landing followed by Adanto Vanguard. Which is a pain. i play riddleform and I am able to censor two Mavren Fein, Dusk Apostle whille taking hits from the vanguard. I play the soul scour mage which trades for 4 of his life. then i slam a bunch of cryptic serpents and his attacks stop. He is able to flip legions landing by attacking with vanguard and Yahenni for 4 damage to himself. This gives me the opening I need for a big swing I kill his blockers and don't allow him to recover. 3x serpent
Game 2.
He starts slowly with double black but which stage I am set up.. i kill off his creatures one at a time and played serpents. He is able to resolve Sanctum Seeker but the serpents are too big. Riddleform and scrying each turn easily favor me in the long game whille the serpents hold the ground.
match 3 vs Temur energy.
Game 1 Opponent plays two spirebluff canal and scoops to my drake. i am unsure what deck he is.
Game 2 Longtusk cub longtusk cub Hydra... I don't have any removal... he is easily able to pick off what defence I can muster.
Game 3 resideboard. I strike the first cub and play Search for azcanta but I am stuck on 2 lands, thankfully I am quickly able to flip it for my third. He is able to do a bunch of damage with wirler virtueso and a rogue refiner getting me to 1 before I can stabilise. My opponent floods out whille I draw riddleform after riddleform. And another search for azcanta. He isn't able to make any thopters to block them. I activate Azcanta every turn.. finding a shock... then another shock. Shock the thopter end of turn.. untap shock his face attack for 9. kill him.
Match 4 Temur energy.
Game 1 his lands enter tapped. Soul-scar mage... strike you attack for 5. Strike the cub attack for 2. a good start to game 1. he manages to stablise but cannot get past my Seperent. I start swinging in with a riddleform and scrying end of turn. Draw another and Burn and two riddleforms kill him before he can kill me with his hydra.
Game 2 He mulls to 5.. but I have a cantrip into cantrip hand :s.. he gets a huge long tusk cub that I have to block with cryptic serpent and strike. to get rid of. a hydra remains. I play another serpent.. Glorybringer, followed by a glorybringer dead.
game 3 Another Azcanta game for me, although I am not able to activated it regularly. I get two serpents two match his two longtusk cubs.. two strikes later and I am swinging for 12. He runs out of cards and is in chump block mode. I start activating Azcanta insearch of a shock (3 strikes already used). eventually he is forced to leave Glorybringer on defence and I find a chandra's defeat to defeat him.
3-1.. positive :).
Perhaps I am just bias against the soul-scar mage but I am still not convinced.. Riddleform however was amazing. Search out of the sideboard really sealed Temur matches if they didn't run away with the game early. Perhaps there is a version with Search and Riddleform in the main. However I struggled against mardu vechicals perhaps it is a case of forgetting your artifact removal or not quite used to this version of the deck... i really forgot how easy it was for that deck to just deal a lot of damage out of no where.
I did kind of miss my insult into fling kills but also not drawing them at bad times was nice, The fling kills are really strong against aggro. I am still working out exactly what speed I want to be opperating at.
The store had the missing two chart a course and I can now play them in my deck :).
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Needs moar Delver.
Search for Azcanta
Hostile Desert
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Anyway, has anyone tried Repeating Barrage, maybe as a 1 of? It's an ok removal spell, but it should shine against control giving some inevitability, those games are often long and grindy so the Mana for getting it back isn't an issue, and eventually you can get it back and cast it in the same turn. Search helps since it ramps, and it's not a big deal to bin it earlier in the game.
Needs moar Delver.
4x Enigma Drake
4x Cryptic Serpent
Enchantment (6)
4x Riddleform
2x Search for azcanta
Instant (18)
4x Opt
4x Censor
4x Shock
4x Lightning Strike
2x Unsummon
4x Strategic Planning
4x Chart a Course
Land (20)
4x Spirebluff Canal
4x Evolving Wilds
2x Ramunap Ruins
6x Island
4x Mountain
2x Abrade
2x Spell piece
2x Negate
2x Essence scatter
2x Fling
2x Chandra's defeat
1x Sweltering Suns
2x Chandra, Torch of Defiance
Fnm
Game 1 Was super close but I had Search of azcanta. I used an unsummon on a glorybringer to by a turn I needed to win.
Game 2 Not as close, I drew a timely Chandra's defeat on his glorybringer and he never recovered.
Match 2 vs Temur midrange 2-1
Game 1 Three whirler virtueso no lightning strikes
Game 2 This time I have all the lightning strikes clear his board and get swinging.
Game 3 Search for azcanta powers the game away for me. opponent knows I have essence scatters in hand.. baits with wirlir virtueo then uses gearhulk, tapped out I find the burn I need to win from Azcanta.
Match 3 vs UW monument.
Game 1 nothing nothing monument.. everything D:. i forgot the mass pump desert.
Game 2 mull to 5.. opponent never draws a white mana kill him with my drakes and serpents.
Game 3 keep one land with shocks and strikes and riddleforms.. don't draw another... then I finially draw another... get riddleforms into play slowly manage to clear his board but not fast enough to stop legions landing.. then draw my third land on turn a million. somehow still alive... but just can't beat landing with three land.
Match 4 vs BW vamps
Game 1 Opponent gets a big board with scantim seeker and two Vanquisher's Banner.. but my engima drake is a 13/4, lightning stike off the top kills him.
Game 2 Draw all slow cards die to double Adanto Vanguard
Game 3 Riddleform gets in early damage, serpent holds the ground then another huge drake wins the game despite my opponents life gain.
3-1.. again... that lost was some terrible mana screw.
I don't think I need the fling in the side but I didn't have time to think about it. Perhaps I return the glorybringer to the side or go up to 4 abrade as an anti aggro choice.
I disscussed the Repeating barrage when I was trying to find win cons search for azcanta can find. I am just not comfortable with all the parts of the card sorcery, three mana need a raid trigger then 5 mana to return. nergh I'd rather just find more riddleforms.
I am wondering if I should try Perilous Voyage over unsummon scry 2 when you bounce is a big deal. can also hit more than creatures.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I feel like there's a huge difference between 2CMC and 1CMC when it comes to an aggro-approach and needing to get in some damage. Unsummon will play more consistently.
I'm running the Temur version and let me tell you, I love it. Attune and Blossoming Defense make that version turbo charged. Attune is basically a cantriping tap land that is also a spell... and Blossoming is basically a counter/combat trick/burn spell all rolled into 1. I flooded with only 18 land in the deck, but had a 12/12 Deeproot Champion and a 16/4 Enigma Drake. Killing an Exerted Glorybringer trying to kill my Drake with Blossoming is just the best feeling lol. The second best was saving my 7/4 Drake from Chandra's deal 4 with Blossoming. It is just stupid strong in this shell.
Red is still a very difficult match up, but I've felt like I was very close to being able to get the match in my favor. Chandra's Defeat in the side, Essence Scatter and bounce for Hazoret and I'm going to try a Life Goes On as a huge life gain they won't expect.
Needs moar Delver.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
The Temur Mana base is 4 botanical sanctum, 4 spirebluff canal, 4 aether hubs, some basics and 4 Attune with Aether. I ran 18 land and had no issues, in fact flooding a time or two, but I don't feel like going lower is worth it.
Needs moar Delver.
That's the list I started with. It's a budget brew but I'll only worry about what I can actually get for this week. It'll be something between that list and this one:
https://www.mtggoldfish.com/deck/visual/789189
Heroic Intervention seems good.
Needs moar Delver.
God I know, I want Glorious End to be as epic as it's name but other cards kinda do the same thing without the glitz and glamor unfortunately.
Insult/Injury is nice, especially since it's two spells in on. Maybe Heroic in the SB, Insult in the main?
I would think Heroic in the side for wrath effects in addition to negate. It can also throw combat in your favor and maybe kill some stuff.
Edit: I want to try Nissa, Steward of Elements. She seems so good for Scrying, cheating stuff out and a finisher.
Needs moar Delver.
1-2 Sultai energy
0-2 Mardu vechicals <--- bad match up
Bye
1-2 Temur energy.
Longtusk cub, the bane of my existance. So strange, I crushed the energy decks last week, bad luck?
So more unsummons or back to trying to 1 shot people with insult and fling hmm.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
How about wings of rebuke?
How big is deeproot getting in an average game? He seems good on curve and a bad top deck
Cryptic isn't really slow, it's usually a turn 4 play. At 3 instants and sorceries it's a good 4 drop, at 4 it's a great 3 drop and at 5 he is Tarmogoyf lol. He can just get clogged down on the ground
Needs moar Delver.
Flame Lash and Fateful Showdown are the most expensive burn spells that are still good, and they can go towards creatures and players and are instants. Fateful Showdown is really interesting as it gets extra power from instant speed draw spells, if you can get cards at their eot, untap and dome them for 8 or more, Drake will be gigantic and you will probably win.
Needs moar Delver.
Typically by the time you have 4 mana Fateful showdown isn't going to deal enough damage or put enough cards in the bin.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Needs moar Delver.
4x Soul-scar mage
4x Enigma Drake
3x Cryptic Serpent
Enchantment (6)
4x Riddleform
2x Search for azcanta
Instant (15)
4x Opt
3x Shock
4x Lightning Strike
2x Unsummon
2x Fling
4x Strategic Planning
4x Chart a Course
Land (20)
4x Spirebluff Canal
3x Highland lake
1x Evolving Wilds
2x Ramunap Ruins
6x Island
4x Mountain
4x Abrade
2x Negate
2x Essence scatter
2x Chandra's defeat
1x Search for azcanta
2x Sweltering Suns
2x Chandra, Torch of Defiance
Okay so with riddleform it makes it hard to keep up the censor turn three, which leads me back to trying soul-scar mage. I want the fling to be able to just win any races, but I need soul-scour mage to start the race.
FNM
2-0 ruinap red
2-0 UW approach
2-1 UW momnument.
Never faced any of the energy mid range decks, so I am not sure how good I ran here.
I smashed Runinap red wasn't close, my sideboard is brutal and I won game 1. They can't handle the drake.
UW approach died fast game 1 then I managed to hold on at 5 life (against 34) and use Azacanta and eventually Chandra to draw my way out of it.
Again monument gave me the most trouble.. but I had a fast start game one with soul-scour mages, game two I mulled to 4 and game three was a slog but I drew sweltering suns to reset and all 4 riddleforms I really struggled on getting instants and sourcies all 3 games though riddleforms carrying most of the damage.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I'm thinking of trying a Grixis build with fairly heavy discard. Discard is more proactive and gives me a lot of information on what they have going on. Harsh scrutiny and Lay Bare the Heart are really good for an answer to our most troublesome problems: Bristling Hydra, Glorybringer, Gearhulk and all the Goods. Unsummon kinda combos with the discard, putting stuff back in their hand so you know you will have a target to hit. Still trying to figure out the numbers and Mana base, but it seems promising. I need some Fatal Push, but I think I have everything else needed. It also let's you have Bontus last reckoning in the side as a true wrath effect that we can recover from and still function the turn after better than almost any other deck in the format. Getting the opponent into topdeck mode and resolving a Drake should be incredibly punishing, I'm really excited for it.
Needs moar Delver.
There is definately at least 2 distinct versions of the deck. Aggro - Tempo and Combo - Tempo. The aggro plays soul-scar mage and a lot of burn and combo plays all the counter spells and cyclers trying to turbo a big drake and everything in between.
I still not sure which version I want to play, the decks are often better against different decks.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own