Hello all. I'm here to attempt to receive feedback on a deck that I've been using casually [effectively] and competitively [with poor to very promising results] for the past two years. It is a mono white control/aggro build originally built by a friend of mine that I've been fine tuning, and I call it simply: Suppression.
The idea is to be a huge disruption via low costing creatures and board control, leading up to a well placed Armageddon for the sealed victory. Mainboard Suppression Field wrecks many decks not only game 1, but forces them to board for the enchantment hate, which they need. Because if it's not the S-Fields getting them, it's the Winter Orb. Neither of which are a problem to you, the player, as your mana curve gently rests around 2, which is made very easy to pull off [even turn one] with the Chrome Mox.
Creature base: Critters are there to protect you via First Strike and attack efficiently by gaining life [Knight of Meadowgrain], lending support [Sigiled Paladin], and even getting in for the attack when you've hit a wall [Soltari Priest].
Noncreature support: is Suppression Field, Winter Orb, Ghostly Prison, And a well placed Armageddon. 4 Mainboard spot removal along with your plethora of First Stike says that you contend well with other heavily aggro based decks, and you have control efficient enough to bog your opponent down, forcing them to play turns behind. Main artifact/enchantment control gives added stability.
Complaint #1: There is essentially no true "card advantage". I find myself top decking it a lot of the time and just hoping that I get what I need. Often times you can tell with your opening hand if it's going to be a good day or not. This is one of the reasons that the deck is filled with creatures that all have a catch with them to make them great on their own [Blademaster can swing and block, Meadowgrain gains life, Holy Nimbus comes back, etc.]
Complaint #2: Unrelated to actual play mechanics, the deck is SO packed with things that support each other, changing the build is incredibly difficult. The deck has had several builds, all wildly different from one another, though this has been shown to have been the most efficient.
Positive Aspect #1: You can be good for turns and turns on end with a mere Plains and Chrome Mox in the opening hand. By the time you play out the rest of your hand, from the critter threats to the SF/Winter Orb threats, you'll have grabbed another mana source.
Positive Aspect #2: PA#2 can be summed up by a list of all things that mainboard turn one Suppression Field hoses. These primarily include: FETCHLANDS, Vial, Top, Port, and more. All of these things being primary ways to gain advantage for the opponent, you're setting back a perfectly good looking strategy significantly.
And before you say it, I'll just address it now. Yes. I love my three-ofs. Empirically speaking, I find that as long as you get ONE of your control base permanents early, you can usually hold off your opponent long enough to rip your additional support. Suppression Field hoses fetches and Aether Vial, Winter Orb causes a general null, and Ghostly Prison fends off the onslaught. Except against combo, where your Ghostly Prison is useless, obviously. The sideboard is heavily hating on combo at the moment, but that's the part of the deck I find myself changing the most.
Any words of wisdom would be great. All comments welcome.
Interesting list, considering the concept. Have you thought about Ethersworn Canonist or Glowrider? I'm not even questioning your 3x mentality.
I would circle the Ghostly Prisons in the MD since hordes in legacy aren't as popular as you think. Even if they let 1 though, it's most likely a progenitus or tarmogoyf, who can kill your board position. Iona eats the mono-color -- but if Glowrider and Canonist make an appearance, this could change the tide somewhat. I like what's going on -- makes me think WW could have a chance. Very good OP my friend.
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That which nourishes me, destroys me
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I would increase Knight of the Holy Nimbus and Sigiled Paladin and probably try to fit some Knight of the white orchid. Beside of that I would try to include mox diamond (your mana base is too low, but with moxes you have not to be afraid of winter orb).
Probably I would try to fit Glittering Lynx too because suppresion field and perhaps an elspeth to fly away and combo with meadowgrain.
this looks really good. and really cheap for legacy.
i would probably have a little splash in a pseudo transformational sideboard to deal with iona
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~Wuliev~
EDH: WBGhost Council of OrzhovaBW WUBErtai, the CorruptedWUB
CONSTRUCTED: B Smallpox Control
Bloodbraid Elf Sligh RG UW Draw-Go Weenie Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
I would vary your creatures up a little more. At the moment, literally every win condition in your deck costs 2; if they counter your disruption long enough to land Counterbalance or Chalice at two you probably aren't winning. EE also eats you for lunch.
Path to Exile runs directly against your game plan. I would at the very least drop one for the fourth Swords, if not all of them.
Wasteland, however, complements your game plan nicely, even if you have to pay 2 to crack it. You could make the mana work by dropping some of the random bears for Jotun Grunt, Aven Mindcensor, Glowrider, etc.
I would vary your creatures up a little more. At the moment, literally every win condition in your deck costs 2; if they counter your disruption long enough to land Counterbalance or Chalice at two you probably aren't winning. EE also eats you for lunch.
Path to Exile runs directly against your game plan. I would at the very least drop one for the fourth Swords, if not all of them.
Wasteland, however, complements your game plan nicely, even if you have to pay 2 to crack it. You could make the mana work by dropping some of the random bears for Jotun Grunt, Aven Mindcensor, Glowrider, etc.
These are complaints that I've addressed in the past. With the mainboard Abolish, casting cost of three, I can eat a balance. It's more difficult to hit that than my other two drops. Though three costers are more prominent now than they were when I added that safeguard. Two regular Disenchant in the board as well to side in against it. With the varying CCs, idk. Thought it was a decent idea.
Path to Exile is oft debated by many as a slot in the deck. I'm currently unwavering in my choice to keep them and here's why: It counteracts the mechanic that I want to keep them bogged down, yes, but Winter Orb says that that tapped land isn't doing you as much good as you thought it was. Additionally, this deck is often loathe to Swords a huge dude, as most are, but with a deck of 2/2s, it's particularly bad.
Wasteland was run in a past version of the deck that didn't run Suppression Field, but instead ran Mom, Vial, higher Geddon count, Jitte, fetches, all the luxuries obviously not afforded to a deck monopolizing on Suppression Field. I found that I like this build a lot better. Many agreed.
I hate to add three costers to the deck as a new part because, and this is one of the things I love about this deck, it doesn't need to see any more than three mana to run well. Four is great and opens up your Geddon option, but as long as I can play a dude and leave one for the Daze, or my Swords/Path, I'm good to go. Obviously turn one land, Mox, X [SF, critter, whatever the matchup] is optimal, but it can't always be done. As for Jotun Grunt, I don't like it because I don't have a deck that feeds the trash. Quite honestly, if there's a lot of things in my trash, I'm losing. I don't have fetches, EE, Deeds, anything that would send itself to the trash to be able to feed the Grunt, causing me to have to rely heavily on opponent trash to keep him out more than one or two turns. Which is clearly suboptimal.
Essentially what this comes down to is yes, if I see a Counterbalance or a Chalice of the Void, I have to rely on my main, and then sided, artifact/enchantment hate and what I've already built field-wise. Other than that, it's a pretty bad matchup.
Thanks all for the feedback. Keep it coming, I'd love to hear more.
To help deal with dudes have you considered Stoneforge Mystic into a Collar? Only have to play the grievous amount to equip once. First strike plus deathtouch is just cheating. I do like the idea of Knight of the White Orchid because he can help you grab the land you need especially if you drop your land per turn after you play him. This guy alone could help your fix your mana screw problems. Give it a shot and see what ya think.
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"He stands alone,
All killed by his madness.
Voices incessantly yelling,
drowning out his sadness.
Of this land he is king,
he is the almighty Deathwing."
Interesting list, considering the concept. Have you thought about Ethersworn Canonist or Glowrider? I'm not even questioning your 3x mentality.
I would circle the Ghostly Prisons in the MD since hordes in legacy aren't as popular as you think. Even if they let 1 though, it's most likely a progenitus or tarmogoyf, who can kill your board position. Iona eats the mono-color -- but if Glowrider and Canonist make an appearance, this could change the tide somewhat. I like what's going on -- makes me think WW could have a chance. Very good OP my friend.
And yes, I was toying with the idea of Ethersworn Canonist in the board to replace Rule of Law. My internal debate hasn't ended in decision quite yet. I don't like that it's a critter or an artifact, as both are easier to shoot than an enchantment. However, Canonist is only a two coster, meaning I could easily see a turn one drop for it against combo. More situational theory on the Rule/Canonist slot would be great to help decide.
But the Ghostly Prisons STAY. I can't tell you how many times I've won games against a field of Goyf, Tombstalker, Dreadnought, you name it by dropping a Prison and then geddoning. It's one of the ways to gain serious advantage in the deck. Which is legit because there aren't many; a true complaint I have of it.
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
To help deal with dudes have you considered Stoneforge Mystic into a Collar? Only have to play the grievous amount to equip once. First strike plus deathtouch is just cheating. I do like the idea of Knight of the White Orchid because he can help you grab the land you need especially if you drop your land per turn after you play him. This guy alone could help your fix your mana screw problems. Give it a shot and see what ya think.
Truthfully, contrary to people's overwhelming assumption that it has mana problems, it really doesn't. However, the acceleration, I would call it, could be very helpful. I shall test it.
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Actually, if you're dealing with one big power creature, give Runed Halo a shot. It's better than Ghostly Prison in that scenario.
I have tried Runed Halo in the past, but wasn't truly satisfied by it. Seemed like I either dropped it before a threat, only to be challenged by a completely different card or I dropped it after the threat was already posed and it's either too late or they deal with it in some way, as it becomes target number one.
BEside of that collar could be a good adition. And if you play stoneforger it would be very easy.
I agree with both of you that the Collar is ridiculous. I'm only concerned that the four mana to get it equipped/shot into play would be too difficult to come by. Geddon is the only four coster in the deck and it's only a two of. Adding more cards that would be needed earlier on and require more mana to use would cause you to have to change the entire manabase to make it run more efficiently. In addition to there not being a lot of card advantage, my second complaint of the deck is that it's so packed that it's difficult to make changes without having to change other things to suit.
And I never thought about Karakas in that way. That's a really baller idea and requires testing. Thanks!
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
i think, at least where i play, tendrils is used moreso than brainfreeze, and because it's a storm spell, they can simply use the first copy to off the believers, then they'll just come on at you at full force.
without something like a mom to protect it, the true believers are really just a turn stall or two to combos, at least tendrils. but what other combo out there can't manage to get rid of an open true believer? i think moms are essential, and they even coincide with your jack-of-all-trades approach.
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~Wuliev~
EDH: WBGhost Council of OrzhovaBW WUBErtai, the CorruptedWUB
CONSTRUCTED: B Smallpox Control
Bloodbraid Elf Sligh RG UW Draw-Go Weenie Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
afraid not. all copies enter the stack at the same time, all copies choose targets at the same time. on top of that, tendrils causes loss of life, not damage, so it can't kill a mom without some serious shenanigans, and I'm not sure that's even possible. certainly not worth it if it is.
i think, at least where i play, tendrils is used moreso than brainfreeze, and because it's a storm spell, they can simply use the first copy to off the believers, then they'll just come on at you at full force.
without something like a mom to protect it, the true believers are really just a turn stall or two to combos, at least tendrils. but what other combo out there can't manage to get rid of an open true believer? i think moms are essential, and they even coincide with your jack-of-all-trades approach.
Also Glowrider may seem like a good idea and/or ethersworn canonist seem to be particularly better options. Question: why not just play Death and Taxes?
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Asking people to remove quotes in their signatures is tyranny! If I can't say something just because someone's feelings are hurt then no one would ever be able to say anything! Political correctness is stupid.
while I could have stated that, that is essentially what I said, though I gave other useful information besides. other than that, glowrider is an interesting idea, and I'd probably run one more true believer maindeck. they are really good.
Also Glowrider may seem like a good idea and/or ethersworn canonist seem to be particularly better options. Question: why not just play Death and Taxes?
Well, Glowrider costs three and causes my other noncreature spells to cost more. In two ways, that increases the cost of my deck and makes it so it's more difficult to play with less. Currently, you can work perfectly fine off of two mana, and should you be put into a position where you only have one, you can still sit on your six one costing removal until you rip another land.
As for Death and Taxes, you can find a few posts by myself on the D&T thread, I love the deck. I think it's nifty and I'd love to build it [but one project at a time...Working on Zoo atm]. A background for this deck might give some insight:
Years ago, I grabbed one of my friend's decks, started shuffling it and told him to teach me how to play. He agreed. What I had apparently picked up [without even looking at it or knowing anything about it] was a mono white aggro similar to the build you see today. I basically fell in love with the concept and began testing many different approaches to it. What's listed here is what I've found to be the most efficient version of them. Basically it holds sentimental value as the deck that I learned to play on.
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
while I could have stated that, that is essentially what I said, though I gave other useful information besides. other than that, glowrider is an interesting idea, and I'd probably run one more true believer maindeck. they are really good.
Truthfully, my build I have now actually does run 3 True Believer and 3 Kazandu Blademaster, meaning that every creature in the main is a three-of, XD. But I keep meaning to try out 2/4 of TB/KBM as I often rip useless TBs and wish I had BMs.
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
~Wuliev~
EDH: WBGhost Council of OrzhovaBW WUBErtai, the CorruptedWUB
CONSTRUCTED: B Smallpox Control
Bloodbraid Elf Sligh RG UW Draw-Go Weenie Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
Yes sir. Twice. First attempt at a tourney brought me 2-2-0.
M1: 0-2 Loss vs. Reanimator Iona. He said White. I QQ'd.
M2: Close 1-2 Loss vs. Zoo. At the time I was running 2 Ghostly Prisons instead of 3. Dunno if that would've helped at all.
M3: 2-1 Win vs. White Stax. Combination of fast aggro plays and his need to mull a few times.
M3: 2-0 Epic win vs. Goblins. Complete shutout.
Second attempt at tourney brought me 1-3.
M1: Close 1-2 Loss vs. Natural Order Progenitus.
M2: 1-2 Loss vs. Zur Control. Zur says I'm gonna fetch up O-Rings for your control and Threads for your dudes. While multiple Standstill said that he had ridic card advantage.
M3: 2-1 Win vs. Merfolk. His win was due to my inability to see a removal for any of the Lords that game. My two wins were shutout.
M4: 1-2 Loss vs. 43 Land. First game was a shutout, second and third I failed to see a single Suppression Field or Winter Orb.
It should also be noted that i do not currently own the playset of Chalice in the board myself. So they were not options to side in in either tourney even if I wanted to.
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I play:
Block Tiny Leaders:
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
so out of these tournaments how many times have suppression field been relevant?
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~Wuliev~
EDH: WBGhost Council of OrzhovaBW WUBErtai, the CorruptedWUB
CONSTRUCTED: B Smallpox Control
Bloodbraid Elf Sligh RG UW Draw-Go Weenie Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
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3 Sigiled Paladin
3 Knight of Meadowgrain
3 Knight of the Holy Nimbus
3 Soltari Priest
3 Serra Avenger
3 Kazandu Blademaster
Noncreature Spells
2 Disenchant
2 Swords to Plowshares
2 Path to Exile
3 Armageddon
3 Ghostly Prison
3 Winter Orb
4 Mana Tithe
4 Suppression Field
4 Chrome Mox
3 Flagstones of Trokair
12 Plains
3 True Believer
3 Warmth
3 Tormod's Crypt
3 Rule of Law
3 Chalice of the Void
The idea is to be a huge disruption via low costing creatures and board control, leading up to a well placed Armageddon for the sealed victory. Mainboard Suppression Field wrecks many decks not only game 1, but forces them to board for the enchantment hate, which they need. Because if it's not the S-Fields getting them, it's the Winter Orb. Neither of which are a problem to you, the player, as your mana curve gently rests around 2, which is made very easy to pull off [even turn one] with the Chrome Mox.
Creature base: Critters are there to protect you via First Strike and attack efficiently by gaining life [Knight of Meadowgrain], lending support [Sigiled Paladin], and even getting in for the attack when you've hit a wall [Soltari Priest].
Noncreature support: is Suppression Field, Winter Orb, Ghostly Prison, And a well placed Armageddon. 4 Mainboard spot removal along with your plethora of First Stike says that you contend well with other heavily aggro based decks, and you have control efficient enough to bog your opponent down, forcing them to play turns behind. Main artifact/enchantment control gives added stability.
Complaint #1: There is essentially no true "card advantage". I find myself top decking it a lot of the time and just hoping that I get what I need. Often times you can tell with your opening hand if it's going to be a good day or not. This is one of the reasons that the deck is filled with creatures that all have a catch with them to make them great on their own [Blademaster can swing and block, Meadowgrain gains life, Holy Nimbus comes back, etc.]
Complaint #2: Unrelated to actual play mechanics, the deck is SO packed with things that support each other, changing the build is incredibly difficult. The deck has had several builds, all wildly different from one another, though this has been shown to have been the most efficient.
Positive Aspect #1: You can be good for turns and turns on end with a mere Plains and Chrome Mox in the opening hand. By the time you play out the rest of your hand, from the critter threats to the SF/Winter Orb threats, you'll have grabbed another mana source.
Positive Aspect #2: PA#2 can be summed up by a list of all things that mainboard turn one Suppression Field hoses. These primarily include: FETCHLANDS, Vial, Top, Port, and more. All of these things being primary ways to gain advantage for the opponent, you're setting back a perfectly good looking strategy significantly.
And before you say it, I'll just address it now. Yes. I love my three-ofs. Empirically speaking, I find that as long as you get ONE of your control base permanents early, you can usually hold off your opponent long enough to rip your additional support. Suppression Field hoses fetches and Aether Vial, Winter Orb causes a general null, and Ghostly Prison fends off the onslaught. Except against combo, where your Ghostly Prison is useless, obviously. The sideboard is heavily hating on combo at the moment, but that's the part of the deck I find myself changing the most.
Any words of wisdom would be great. All comments welcome.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
I would circle the Ghostly Prisons in the MD since hordes in legacy aren't as popular as you think. Even if they let 1 though, it's most likely a progenitus or tarmogoyf, who can kill your board position. Iona eats the mono-color -- but if Glowrider and Canonist make an appearance, this could change the tide somewhat. I like what's going on -- makes me think WW could have a chance. Very good OP my friend.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Probably I would try to fit Glittering Lynx too because suppresion field and perhaps an elspeth to fly away and combo with meadowgrain.
i would probably have a little splash in a pseudo transformational sideboard to deal with iona
EDH:
WBGhost Council of OrzhovaBW
WUBErtai, the CorruptedWUB
CONSTRUCTED:
B Smallpox Control
Bloodbraid Elf Sligh RG
UW Draw-Go Weenie
Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
Path to Exile runs directly against your game plan. I would at the very least drop one for the fourth Swords, if not all of them.
Wasteland, however, complements your game plan nicely, even if you have to pay 2 to crack it. You could make the mana work by dropping some of the random bears for Jotun Grunt, Aven Mindcensor, Glowrider, etc.
These are complaints that I've addressed in the past. With the mainboard Abolish, casting cost of three, I can eat a balance. It's more difficult to hit that than my other two drops. Though three costers are more prominent now than they were when I added that safeguard. Two regular Disenchant in the board as well to side in against it. With the varying CCs, idk. Thought it was a decent idea.
Path to Exile is oft debated by many as a slot in the deck. I'm currently unwavering in my choice to keep them and here's why: It counteracts the mechanic that I want to keep them bogged down, yes, but Winter Orb says that that tapped land isn't doing you as much good as you thought it was. Additionally, this deck is often loathe to Swords a huge dude, as most are, but with a deck of 2/2s, it's particularly bad.
Wasteland was run in a past version of the deck that didn't run Suppression Field, but instead ran Mom, Vial, higher Geddon count, Jitte, fetches, all the luxuries obviously not afforded to a deck monopolizing on Suppression Field. I found that I like this build a lot better. Many agreed.
I hate to add three costers to the deck as a new part because, and this is one of the things I love about this deck, it doesn't need to see any more than three mana to run well. Four is great and opens up your Geddon option, but as long as I can play a dude and leave one for the Daze, or my Swords/Path, I'm good to go. Obviously turn one land, Mox, X [SF, critter, whatever the matchup] is optimal, but it can't always be done. As for Jotun Grunt, I don't like it because I don't have a deck that feeds the trash. Quite honestly, if there's a lot of things in my trash, I'm losing. I don't have fetches, EE, Deeds, anything that would send itself to the trash to be able to feed the Grunt, causing me to have to rely heavily on opponent trash to keep him out more than one or two turns. Which is clearly suboptimal.
Essentially what this comes down to is yes, if I see a Counterbalance or a Chalice of the Void, I have to rely on my main, and then sided, artifact/enchantment hate and what I've already built field-wise. Other than that, it's a pretty bad matchup.
Thanks all for the feedback. Keep it coming, I'd love to hear more.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
All killed by his madness.
Voices incessantly yelling,
drowning out his sadness.
Of this land he is king,
he is the almighty Deathwing."
And yes, I was toying with the idea of Ethersworn Canonist in the board to replace Rule of Law. My internal debate hasn't ended in decision quite yet. I don't like that it's a critter or an artifact, as both are easier to shoot than an enchantment. However, Canonist is only a two coster, meaning I could easily see a turn one drop for it against combo. More situational theory on the Rule/Canonist slot would be great to help decide.
But the Ghostly Prisons STAY. I can't tell you how many times I've won games against a field of Goyf, Tombstalker, Dreadnought, you name it by dropping a Prison and then geddoning. It's one of the ways to gain serious advantage in the deck. Which is legit because there aren't many; a true complaint I have of it.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
Truthfully, contrary to people's overwhelming assumption that it has mana problems, it really doesn't. However, the acceleration, I would call it, could be very helpful. I shall test it.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
Catch ShadowSketched Magic the Gathering Deck and Card Reviews here.
I have tried Runed Halo in the past, but wasn't truly satisfied by it. Seemed like I either dropped it before a threat, only to be challenged by a completely different card or I dropped it after the threat was already posed and it's either too late or they deal with it in some way, as it becomes target number one.
Over the Ghostly Prison though, that's a no in general. As I said, Ghostly Prison-->Geddon is cheating in too many matchups.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
BEside of that collar could be a good adition. And if you play stoneforger it would be very easy.
I agree with both of you that the Collar is ridiculous. I'm only concerned that the four mana to get it equipped/shot into play would be too difficult to come by. Geddon is the only four coster in the deck and it's only a two of. Adding more cards that would be needed earlier on and require more mana to use would cause you to have to change the entire manabase to make it run more efficiently. In addition to there not being a lot of card advantage, my second complaint of the deck is that it's so packed that it's difficult to make changes without having to change other things to suit.
And I never thought about Karakas in that way. That's a really baller idea and requires testing. Thanks!
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
without something like a mom to protect it, the true believers are really just a turn stall or two to combos, at least tendrils. but what other combo out there can't manage to get rid of an open true believer? i think moms are essential, and they even coincide with your jack-of-all-trades approach.
EDH:
WBGhost Council of OrzhovaBW
WUBErtai, the CorruptedWUB
CONSTRUCTED:
B Smallpox Control
Bloodbraid Elf Sligh RG
UW Draw-Go Weenie
Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
--welt
Credit to DolZero for this awesome sig!
Tendrils of Agony hits players, not creatures.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
while I could have stated that, that is essentially what I said, though I gave other useful information besides. other than that, glowrider is an interesting idea, and I'd probably run one more true believer maindeck. they are really good.
Credit to DolZero for this awesome sig!
Well, Glowrider costs three and causes my other noncreature spells to cost more. In two ways, that increases the cost of my deck and makes it so it's more difficult to play with less. Currently, you can work perfectly fine off of two mana, and should you be put into a position where you only have one, you can still sit on your six one costing removal until you rip another land.
As for Death and Taxes, you can find a few posts by myself on the D&T thread, I love the deck. I think it's nifty and I'd love to build it [but one project at a time...Working on Zoo atm]. A background for this deck might give some insight:
Years ago, I grabbed one of my friend's decks, started shuffling it and told him to teach me how to play. He agreed. What I had apparently picked up [without even looking at it or knowing anything about it] was a mono white aggro similar to the build you see today. I basically fell in love with the concept and began testing many different approaches to it. What's listed here is what I've found to be the most efficient version of them. Basically it holds sentimental value as the deck that I learned to play on.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
Truthfully, my build I have now actually does run 3 True Believer and 3 Kazandu Blademaster, meaning that every creature in the main is a three-of, XD. But I keep meaning to try out 2/4 of TB/KBM as I often rip useless TBs and wish I had BMs.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
so have you played this in any tournaments yet?
EDH:
WBGhost Council of OrzhovaBW
WUBErtai, the CorruptedWUB
CONSTRUCTED:
B Smallpox Control
Bloodbraid Elf Sligh RG
UW Draw-Go Weenie
Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."
Yes sir. Twice. First attempt at a tourney brought me 2-2-0.
M1: 0-2 Loss vs. Reanimator Iona. He said White. I QQ'd.
M2: Close 1-2 Loss vs. Zoo. At the time I was running 2 Ghostly Prisons instead of 3. Dunno if that would've helped at all.
M3: 2-1 Win vs. White Stax. Combination of fast aggro plays and his need to mull a few times.
M3: 2-0 Epic win vs. Goblins. Complete shutout.
Second attempt at tourney brought me 1-3.
M1: Close 1-2 Loss vs. Natural Order Progenitus.
M2: 1-2 Loss vs. Zur Control. Zur says I'm gonna fetch up O-Rings for your control and Threads for your dudes. While multiple Standstill said that he had ridic card advantage.
M3: 2-1 Win vs. Merfolk. His win was due to my inability to see a removal for any of the Lords that game. My two wins were shutout.
M4: 1-2 Loss vs. 43 Land. First game was a shutout, second and third I failed to see a single Suppression Field or Winter Orb.
It should also be noted that i do not currently own the playset of Chalice in the board myself. So they were not options to side in in either tourney even if I wanted to.
Theros Block / Anax & Cymede
Return to Ravnica Block / Vorel of the Hull Clade
Khans of Tarkir Block / Shu Yun, the Silent Tempest
Peasant:
Kuldotha Red
Commander:
Maga, Traitor to Mortals
EDH:
WBGhost Council of OrzhovaBW
WUBErtai, the CorruptedWUB
CONSTRUCTED:
B Smallpox Control
Bloodbraid Elf Sligh RG
UW Draw-Go Weenie
Hosea 13:14
"I will ransom them from the power of the grave; I will redeem them from death: O death, I will be thy plagues; O grave, I will be thy destruction: repentance shall be hid from mine eyes."