Quote from herfs »
I've noticed and uptick in Blood moon myself as well as skred decks. Celestial purge is a great sideboard card now.
Quote from grimbledorn »I've only been playing this deck casually but really like some of the new suggestions on the past couple of pages (Lili, Endless One).
New Lili feels much better than Sorin. After playing Sorin I always feel like I need to leave something back to protect him, which conflicts with what you want to do for maximum lifegain. Lili can either protect herself or replace herself. Her ultimate is also much closer to a free win than Sorin's.
It's maybe kind of loose but I've been playing around with a one-of Whip of Erebos. Same CMC as Sorin, same lifelink anthem (that doesn't die on the crack-back) and the buyback ability is not irrelevant.
Quote from deaddrift »
Sorry Tituba9, didn't mean to overlook your post earlier. Your list there is almost identical to what I came up with, and like you I wish I had more room for Stony and Surgical in the side. I am very concerned about Tron and Valakut, and would rather have a better plan that just "hope to dodge." I can definitely see running two Caverns in a counter-heavy meta, and I think since the second one helps strengthen those matches, losing a Relic is less of an issue when facing off against Snapcaster and company. However we might also see Living End and Abzan Company come back to some extent, if Dredge takes a significant hit.
I'm interested in your Burn match; are 2x Brutality and 2x Alliance (plus Vent, Vault, and Sorin) enough? I am keeping Timely Reinforcements in my board for now.
Quote from Pariah »
I like this. I feel like that EE in the SB should be another Ratchet bomb, simply because our EE is maxed at two and is less versatile than the bomb for games vs Sun and Moon and other grindier matchups. I think I might also suggest cutting Fetid Heath and Running a Wastes in the main (Or the other Ghost Quarter), simply because there is no card in your maindeck that has double white or double black. I understand it can be nice to not have to ping yourself off of your land, but I dont think this outweighs the ability to play around Blood Moon and kill manlands in Game 1. I agree with 2 Caverns, I feel that that number is the sweet spot for caverns, especially with 4 Flats in the Main now, since we can fetch the colors we need relatively painlessly. I myself think having two mind Stones isn't a terrible idea, but I wonder how it will pan out on paper; sometimes we do durdle, and even the cantripping doesn't help that much.
3 Push in the main/side is the perfect number. I think this card slots out easily in the tron matchup for the necessary Exile removal and Pithing needles. Also, I understand our need to defend against blood moon, but I wonder if we aren't taking too many precautions. Usually ratchet bomb and Anguished are good enough for me to deal with Blood Moon, my real issue is dealing with Stormbreath Dragon out of those lists lol.
TL:DR; I think this shell is a good starting point, but I would try and put one of your lands from the Side into the Main to make room for more sideboard options
Quote from deaddrift »
Tituba9, I am wary of three and four drops that have two colored mana requirements in this deck. I think either Lili could be quite good, but I can also see them being dead-in-hand more often than I'd like, without a restructured mana base. Still, I haven't tried out either so I'm just theory crafting here. Also, I don't know what I would cut for a Lili.