I've updated the list on page one to my current list.
I've been told Meekstone, and I like the idea. I've not tested it myself, though. As far as Runed Halo, I've tried it, but it seems that while it takes care of one problem very well, it's a card slot that neglects others. I would oft much rather seeing a Suppression Field, Winter Orb, or Ghostly Prison, as they are global and [almost] always beneficial to your entire field base.
I've not considered Powder Keg myself, but as you appear to be raving about it, I'll have to look into it. Does it not end up destroying your field base as well or do you often have a small field? Also, having to pay additional mana for it off Suppression Field seems less than efficient.
That is an interesting board. I almost feel as though Defense Grid has a place in the main or not at all. It seems to always be good to force heavy control decks to stutter, which are the real killers of MWC like this. Truthfully, I should probably be running it in my main.
Additionally, kill Silence for Orim's Chant. I used to run them, but found better combo control in the form of Rule of Law, if you'd like to investigate yourself.
The color of Ravenous Trap dictates that you can never hard cast it, and the alternate cost can be a hindrance in itself. Sometimes all you need to do is kill that ONE Life From the Loam or that ONE dredge thing in their trash, and you're not able to because the alt cost criteria hasn't been met. I'd look into Tormod's Crypt or Relic of Progenitus. Relic can give you a little cantrip, which is nice, but I myself use the Crypt. I think Faerie Macabre is redundant as a form of grave control after this as well.
Activating Mindbreak Trap via alt cost dictates that the person is either on individual spell number three or is still on the stack comboing off. In either case, it wouldn't even be possible if you had Rule of Law, or you could [inefficiently] attempt to stop their combo with Chant, but they'd just respond to it and go around it anyway.
I think Oblivion Ring is a great idea, a way to handle things that's probably more direct than my version. I say bump Knight of the Holy Nimbus to four. Also, I do not run Jotun Grunt because my deck has almost nothing that feeds the graveyard by itself. If you are running Powder Keg and find it useful a lot of the time, that'd be a great feeder for Grunt's cumulative upkeep and he could be just the beater that your deck needs to get games.
I actually prefer runed halo over both canonist and rule of law. It helps in other matchups other than combo. Call bolt and you're safe. It really helps
@Powder Keg
It really is amazing and yes it blows up lots of your guys, but it still wipes zoos field and is great to have out after an armageddon.
@Oblivion Ring
This has helped me tons most notably hitting a marit lage that was going to kill me next turn.
@Grunt
Too conditional and graves usually don't fill up that fast. He is a good beat stick though and is built in grave hate...maybe sideboard?
@Knight
I have 6 other cards with the same effect so I don't feel I need the 4th. Serra Avenger is the one that beats for the win.
I'm actually pulling meekstone for Runed Halo as it is very versatile. I also put in a chalice in there for emergencies as it really hoses zoo and burn!
P.S. - I don't see your new list. It looks like the same 3/3/3/3/3 list as before.
I haven't changed any creatures yet. The list was merely updated with current sideboard [including True Believer moved to side] and the addition of Mana Tithes.
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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 haven't changed any creatures yet. The list was merely updated with current sideboard [including True Believer moved to side] and the addition of Mana Tithes.
You should also try a tool box. Enlightened tutor has won me many games. She fetches exactly what you need at the end of their turn.
Jotun Grunt is one of the best 2 drops in the game, especially vs anything that runs Goyf. Fetches, ponder, brainstorm, wasteland, all go straight to the grave and pump Goyf within the first 2-3 turns. Dropping a turn 3-4 Grunt not only gives you an attacker that can stay around for two or more turns, but by the end Goyf will be no more than a 1/2, optimally. When running Enlightened Tutor, any of the enchantments you need that go to the grave can be re-searched for. While it's a meta call, I'd definitely give Grunt a shot.
Suppression Field has me both excited and disappointed. I've always liked the idea of making Knight of the Holy Nimbus & folk invincible, but at the cost of no Aether Vial, no Wasteland, no equipment, it's pretty steep. Everything having 2 power or Vigilance means a MD Meekstone will almost always be an advantage-- which only gets better with pumps like exalted, or what seems to me like the most attractive option, Jitte. But Jitte isn't viable through Suppression Field, especially in multiple.
If I built this deck, I'd try to capitalize on the Nimbus effect even more and drop in Glittering Lynx. I'd drop Soltari Priest, or maybe move him to SB, because not being able to block when you need it sucks.
I think Kazandu Blademaster deserves more recognition, and only gets better as a 4 of; maybe that's why you found him underperforming. Serra Avenger is a 3 of, because you don't want them clogging your hand until turn 4, without Aether Vial. Wastelands because they help early game and still produce mana. Upped the land count from 15 to 18, to prevent getting hands without WW. Swords to Plowshares, because you should have all the time you need after a lockdown; life total becomes far less relevant. Meadowgrain and Paladin are in flex spots, I'm not sure I like either of them. I think I'd prefer a one drop like Clergy of the Holy Nimbus, or Burrenton Forge Tender in the right meta.
Jotun Grunt is one of the best 2 drops in the game, especially vs anything that runs Goyf. Fetches, ponder, brainstorm, wasteland, all go straight to the grave and pump Goyf within the first 2-3 turns. Dropping a turn 3-4 Grunt not only gives you an attacker that can stay around for two or more turns, but by the end Goyf will be no more than a 1/2, optimally. When running Enlightened Tutor, any of the enchantments you need that go to the grave can be re-searched for. While it's a meta call, I'd definitely give Grunt a shot.
Suppression Field has me both excited and disappointed. I've always liked the idea of making Knight of the Holy Nimbus & folk invincible, but at the cost of no Aether Vial, no Wasteland, no equipment, it's pretty steep. Everything having 2 power or Vigilance means a MD Meekstone will almost always be an advantage-- which only gets better with pumps like exalted, or what seems to me like the most attractive option, Jitte. But Jitte isn't viable through Suppression Field, especially in multiple.
If I built this deck, I'd try to capitalize on the Nimbus effect even more and drop in Glittering Lynx. I'd drop Soltari Priest, or maybe move him to SB, because not being able to block when you need it sucks.
I think Kandazu Blademaster deserves more recognition, and only gets better as a 4 of; maybe that's why you found him underperforming. Serra Avenger is a 3 of, because you don't want them clogging your hand until turn 4, without Aether Vial. Wastelands because they help early game and still produce mana. Upped the land count from 15 to 18, to prevent getting hands without WW. Swords to Plowshares, because you should have all the time you need after a lockdown; life total becomes far less relevant. Meadowgrain and Paladin are in flex spots, I'm not sure I like either of them. I think I'd prefer a one drop like Clergy of the Holy Nimbus, or Burrenton Forge Tender in the right meta.
I see what you mean about Grunt and I have to concede the point. Being able to re tutor for things is pretty good. Would you maindeck 2 for a large 50+ tournament?
This is the list I'm taking to the next big tournament:
Lands:
3 Flagstones of Trokair
14 Plains
Artifacts:
4 Chrome Mox
3 Powder Keg
1 Chalice of the Void
Enchantments:
4 Suppression Field
2 Ghostly Prison
1 Oblivion Ring
1 Runed Halo
Instants:
3 Enlightened Tutor
4 Swords to Plowshares
Sorceries:
4 Armageddon
Creatures:
3 Knight of the White Orchid
3 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
3 Glittering Lynx
4 Serra Avenger
I'm trying to balance anti-aggro and anti-combo maindeck hate and have a balance in the sideboard. Unfortunately I don't own Warmth or Wheel of Sun and Moon so I will have to settle for the typical artifact grave hate.
I also like to maximize the removal (4 swords, 3 kegs, and an o-ring) just in case I come up against huge goyfs and knights. Keg takes care of belcher's ETW and suppression hits the belcher fairly well.
Runed Halo takes out T.E.S. and chalice helps keep their answers away. (Chalice at 1 stops chain of vapor and mana ramp)
Keg hits Zoo, Merfolk, and Elves.
This deck's bad matchups are control and perhaps burn (improved with a great sideboard which I don't have).
@Defense Grid
I think it is fine in the side as it can be a really dead draw if you have it in the main...
Wheel is only a couple bucks, not too hard to pick up. Aura of Silence is a great sideboard card against a lot of control these days. If counterspells are your problem, Defense Grid in the side should work. Maybe Trinisphere, but that hurts you too.
I'd personally add one or two more lands (up to 18 or 19) and cut a Mox. I tested 8 or 9 games on MWS just now and had terrible mana problems, the least of which was Wasteland. Even with only three, the moxes seem to clog my hand. Wasteland should be an auto include, in my opinion.
If you're not running Meekstone, I would run *3 Grunts main, cutting anything. Drawing a Sigiled Paladin vs Meadowgrain vs Knight of the Holy Nimbus doesn't really matter that much, I've found. A Grunt mid-late game is almost strictly better.
I wouldn't be worried about your removal that much. Your creatures can block things without trample all day. And four Armageddons is overkill. Three, maybe, depending on your play style, but I never wanted to see a second one.
If you're worried about burn, run Knight of Meadowgrain. Lifelink = helps win.
Sideboard options:
Burrenton Forge-Tenders: Good vs Goblins, Burn, Dredge
Aura of Silence: Hoses pretty much any permanent based control
Runed Halo
Wheel of Sun and Moon
Defense Grid
Ethersworn Canonist
Chalice of the Void
Silence / Orim's Chant
Mana Tithe (I've never played with it, but it looks interesting to play g1, and then side them out for specific hate, watching them play around it none the less.)
True Believer: OP uses them, and I'm not quite sure why. They can be good vs combo, but Runed Halo is essentially the same thing, and can stop Progenitus. Vs burn, they nuke it with a Bolt and proceed.
*Maybe only 2 Grunts main, 1 Sideboard. Having Flickerwisp helps them a little in D&T, but they're still a beast without them.
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I thought about running a singleton Crucible with Mox Diamonds and utility lands like Horizon Canopy, Mishra's Factory, etc, but Suppression Field ruined my fun. =)
Diamonds and Canopy open up for green splash, too, giving Access to Goyf, Gaddock Teeg, Noble Hierarch, and Quasali Pridemage... All except for Pridemage still operate under Suppression Field.
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Wheel is only a couple bucks, not too hard to pick up. Aura of Silence is a great sideboard card against a lot of control these days. If counterspells are your problem, Defense Grid in the side should work. Maybe Trinisphere, but that hurts you too.
I'd personally add one or two more lands (up to 18 or 19) and cut a Mox. I tested 8 or 9 games on MWS just now and had terrible mana problems, the least of which was Wasteland. Even with only three, the moxes seem to clog my hand. Wasteland should be an auto include, in my opinion.
If you're not running Meekstone, I would run *3 Grunts main, cutting anything. Drawing a Sigiled Paladin vs Meadowgrain vs Knight of the Holy Nimbus doesn't really matter that much, I've found. A Grunt mid-late game is almost strictly better.
I wouldn't be worried about your removal that much. Your creatures can block things without trample all day. And four Armageddons is overkill. Three, maybe, depending on your play style, but I never wanted to see a second one.
If you're worried about burn, run Knight of Meadowgrain. Lifelink = helps win.
Sideboard options:
Burrenton Forge-Tenders: Good vs Goblins, Burn, Dredge
Aura of Silence: Hoses pretty much any permanent based control
Runed Halo
Wheel of Sun and Moon
Defense Grid
Ethersworn Canonist
Chalice of the Void
Silence / Orim's Chant
Mana Tithe (I've never played with it, but it looks interesting to play g1, and then side them out for specific hate, watching them play around it none the less.)
True Believer: OP uses them, and I'm not quite sure why. They can be good vs combo, but Runed Halo is essentially the same thing, and can stop Progenitus. Vs burn, they nuke it with a Bolt and proceed.
*Maybe only 2 Grunts main, 1 Sideboard. Having Flickerwisp helps them a little in D&T, but they're still a beast without them.
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I thought about running a singleton Crucible with Mox Diamonds and utility lands like Horizon Canopy, Mishra's Factory, etc, but Suppression Field ruined my fun. =)
Diamonds and Canopy open up for green splash, too, giving Access to Goyf, Gaddock Teeg, Noble Hierarch, and Quasali Pridemage... All except for Pridemage still operate under Suppression Field.
@Moxes
I can't cut the moxes. A turn 1 Suppression Field is a godly play as I want to deny them ALL lands.
@Armageddon
I run 4 because I always want to see one and I use them in multiples to make sure they have no lands. I don't have mana problems in the deck and Armageddon is amazing with the moxes, hence a 4 of each. Worst case scenario I pitch the 2nd to the chrome mox.
@Meekstone
I was running meekstone, but I felt like it didn't solve the problem like keg and runed halo do. A lone creature with a jitte on it (if I don't see a SF) can wreck even my indestructibles. It was great don't get me wrong, but I think runed halo can serve a more diverse function? If I can squeeze it back in I will, but as of now it is out. Another thing is I found I had to blow keg at 1 many times against zoo, gobs, and merfolk, so the meekstone just went out with the rest of them. It can also be played around.
@Burn/Gob MU
I've decided to side in 3 Kor Firewalker alongside 1-2 Warmth. This will improve those matches drastically.
@Grunt
I like the idea, but I know from experience he stays only temporarily. At best he usually lasts me 3 turns (in all of my play testing). Granted he does work well after a blown powder keg.... What would I pull out for him? I think I can run 2 of him in the main which gives me maindeck grave hate.
@Mana Tithe
It is a good idea, but I play merfolk and the reason I run daze over force spike is because it is free. If white had a free counter I'd be all for it, but the one mana really takes away from getting my control and creatures onto the board. Also the deck is way too tight to fit it in (no innuendo intended). Between the control and the threats there is just no room.
@Aura of Silence
I think my singleton O-ring is better, because it is much more versatile. I want to be more aggressive with the deck and not allow them time to stabilize.
@Crucible
Its awesome in the deck, but I think it is a bit winmore. Most of our cards are 1-2 mana so it really is not necessary. That is going more the way of stax.
What do you guys think of this theoretical sideboard?
3 Kor Firewalker
1 Wheel of Sun and Moon
1 Ravenous Trap
1 Tormod's Crypt
1 Relic of Progenitus
1 Faerie Macabre
2 Mindbreak Trap
2 Defense Grid
2 Chalice of the Void
1 Powder Keg
Like I said, anything can come out for Grunt. Knight of the White Orchid makes the most sense to me. You don't really want to "ramp up" to a Geddon, do you? Another cool thing is, the opponent KNOWS Grunt is going to leave. So they don't waste removal on it, and they don't block it unless they ABSOLUTELY have to.
I agree with you 100% on Meekstone. They still get through with one attack, and it leaves them with all the blockers in the world.
@ Mana Tithe: You're always leaving 1 mana open for Tutor/Swords anyway. It might as well be free. If you wanted to find room for it, you could. (I'm not saying I would, but you could.)
Aura of Silence deserves at least 1 slot in the SB, in my opinion. It's good against a lot of the field, and you can lay it down turn 2. If ANT were still around, that screws them pretty bad. It cripples Enchantress, it stops Stax, it slows down CB Top, and it gets even more powerful with Winter Orb. On top of that, it can shoot things down. It's a perfect side out option for Ghostly Prison against control. O ring serves a completely different purpose.
Does anyone know if Suppression Field adds 2 to Faerie Macabre? It is an activated ability...
Your sideboard looks ok. I can't think of when you would ever need 4 Powder Kegs... Especially when they're tutorable... Defense Grid could be a 1 of, to add something else against combo maybe; a 3rd Mindbreak?
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The green splash is sexy, by the way.
I feel guilty.
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Like I said, anything can come out for Grunt. Knight of the White Orchid makes the most sense to me. You don't really want to "ramp up" to a Geddon, do you? Another cool thing is, the opponent KNOWS Grunt is going to leave. So they don't waste removal on it, and they don't block it unless they ABSOLUTELY have to.
I agree with you 100% on Meekstone. They still get through with one attack, and it leaves them with all the blockers in the world.
@ Mana Tithe: You're always leaving 1 mana open for Tutor/Swords anyway. It might as well be free. If you wanted to find room for it, you could. (I'm not saying I would, but you could.)
Aura of Silence deserves at least 1 slot in the SB, in my opinion. It's good against a lot of the field, and you can lay it down turn 2. If ANT were still around, that screws them pretty bad. It cripples Enchantress, it stops Stax, it slows down CB Top, and it gets even more powerful with Winter Orb. On top of that, it can shoot things down. It's a perfect side out option for Ghostly Prison against control. O ring serves a completely different purpose.
Does anyone know if Suppression Field adds 2 to Faerie Macabre? It is an activated ability...
Your sideboard looks ok. I can't think of when you would ever need 4 Powder Kegs... Especially when they're tutorable... Defense Grid could be a 1 of, to add something else against combo maybe; a 3rd Mindbreak?
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The green splash is sexy, by the way.
I feel guilty.
I do want to ramp up to geddon actually. Especially after I've just hit one and they have stabilized more than me. And geddon is absolutely awesome with grunt as it puts tons of trash in the grave. I think I like it a lot. I also like the idea of retutoring for used kegs (gone down to two of) and destroyed enchantments.
I took out the chalice in the main and a keg for the 2 grunts.
Argh it does increase the cost of faerie macabra by 2, but I'll play it none-the-less as reanimator is a terrible match up.
Powder Kegs are godly removal against artifacts and creatures. That is why I don't need as many disenchants and such as you guys run. Granted it doesn't hit enchantments, but that is what O-ring is for if I need it.
There is one sideboard card that I forgot that I may want to run as a 3-4 of.
Karmic Justice
Any other sideboard cards you guys can recommend? I don't have much against enchantments myself...Patrician's Scorn?
So some tournament results today. My friend played the deck to the tune of 2-2-2. He actually beat solidarity and dredge, but lost hard to zoo. The games he drew he probably would have won EVENTUALLY, but the kill is far too slow. I think we need a bit more removal in the deck and perhaps a faster kill condition. Avengers and weenies just don't get there most of the time.
Any suggestions on speeding up the kill condition?
I think I've decided that I want to go more of a control route adding 3 paths and taking out all but one of the keg. I've also found a creature that could work well against removal. Here is my new list and sideboard. Tell me what you think.
Lands:
14 Plains
3 Flagstones of Trokair
Artifacts:
4 Chrome Mox
1 Powder Keg
1 Cursed Totem***
Enchantments:
1 Oblivion Ring
1 Runed Halo
4 Suppression Field
2 Ghostly Prison
Instants:
4 Swords to Plowshares
3 Path to Exile
3 Enlightened Tutor
Sorceries:
4 Armageddon
Creatures:
3 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
2 Glittering Lynx
3 Serra Avenger
2 Mystic Crusader***
2 Exalted Angel***
Sideboard:
1 Warmth
1 Chalice of the Void
1 Powder Keg
1 Pulse of the Fields
1 Faerie Macabre
1 Tormod's Crypt
1 Relic of Progenitus
1 Ravenous Trap
2 Defense Grid
1 Wheel of Sun and Moon
4 Mindbreak Trap
Noble Hierarch is the main reason for the splash. It gives you a better board post Geddon, it helps ALL of your creatures, and it gives you a 3 drop EE if you need it.
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Noble Hierarch is the main reason for the splash. It gives you a better board post Geddon, it helps ALL of your creatures, and it gives you a 3 drop EE if you need it.
You don't find the splash too difficult? Of course it speeds up the clock, but you risk a lot of mana issues including wasteland (something my build is immune to). If you're playing Horizon Canopy then why not just run 1 Crucible of Worlds in the toolbox?
And also don't you find it difficult using all of those abilities under suppression field? It is the whole point of the deck....
P.S. - I don't think a splash for a deck like this is necessary. It only opens you up to hate and the possibility of suppression field stopping your own abilities (knight, canopy, EE {I should add that your own EE will ruin your day many times over which is why I run Keg}).
I tried EE to get around the waiting part of Keg, but I think I'm going to switch back. The 4 cost activation is horrible.
Wasteland is more than worth the 2 under Suppression. Knight isn't used for its tutor ability; just drop a geddon and it's a 5/5 or better, especially if you popped a Canopy/Wasteland. Occasionally, paying 3 for a Canopy happens, but hopefully I won't need it.
The splash is 1/6 of the deck, and the mana base is roughly 40% green, it's not a problem. With free pseudo fetches in Knight of the White Orchid and Flagstones of Trokair, it's completely doable.
Wasteland is almost never a problem, with Moxes and Hierarchs. T1 will almost always be a Plains or Flagstones, unless I have a Hierarch in hand, which is almost always an advantage, unless they burn a Wasteland AND a removal spell on their turn 1-2.
The problem that pushed me in this direction is the abundance of Swords to Plowshares, and even Path to Exile. They eat through your Nimbus-effect creatures no matter what, so why not just run better things?
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I tried EE to get around the waiting part of Keg, but I think I'm going to switch back. The 4 cost activation is horrible.
Wasteland is more than worth the 2 under Suppression. Knight isn't used for its tutor ability; just drop a geddon and it's a 5/5 or better, especially if you popped a Canopy/Wasteland. Occasionally, paying 3 for a Canopy happens, but hopefully I won't need it.
The splash is 1/6 of the deck, and the mana base is roughly 40% green, it's not a problem. With free pseudo fetches in Knight of the White Orchid and Flagstones of Trokair, it's completely doable.
Wasteland is almost never a problem, with Moxes and Hierarchs. T1 will almost always be a Plains or Flagstones, unless I have a Hierarch in hand, which is almost always an advantage, unless they burn a Wasteland AND a removal spell on their turn 1-2.
The problem that pushed me in this direction is the abundance of Swords to Plowshares, and even Path to Exile. They eat through your Nimbus-effect creatures no matter what, so why not just run better things?
Fair enough. I'm just worried about consistency. Splashes are difficult without fetches and fetches are what this deck wants to hose.
@Keg
Another amazing thing about keg is that it doesn't hit your enchantments like EE would. Waiting usually isn't a problem as you can stall out with prison effects and removal. I run lots of removal in the main.
@Removal
Well is true that there is lots of removal around, but they won't have an answer to all of your dudes. Especially since zoo runs most of their removal in burn and usually only 4-6 white removal spells. Just run more evasive threats. I've recently tested exalted angel and mystic crusder and like both. Crusader is a beast after you armageddon.
Regarding Crusader, I'd run the 4th Avenger before I started putting him in.
Switched back to Kegs, and trying some new stuff. I haven't had as much time to test it, though. My MWS completely stopped working, so I had to delete everything and reinstall. (On a Mac, too, so there's two other applications I needed to reinstall as well. It was a pain), and I've been testing D&T more thoroughly as well.
Newest idea: Grafted Wargear. It has a 0 equip cost, so even with Suppression Field it's manageable.
EDIT: OMG!!! I love this deck! ;-;
It shuts down Thopters completelyyyyyyyyyyyy. Like bam! No more Top, no more Foundry, no more fetches, no more ANYTHING!
And KotR showed its stripes for me today. Even essentially paying 4 mana for a Wasteland is so worth it in the right circumstances.
Also, bump up to the 4th Enlightened Tutor. It really is worth it, in my opinion. Thopters dude countered two and removed one suppression Field, and I was able to get the last one through because I had more tutors than he had counters.
haha, Glad you guys are having fun with this. I really do like the green splash build, too. It may be just what we needed, though I was always too afraid of change to ever do it. Keep it up.
As far as your MWS build Tru3z3rox, to get back to you: There are a lot of choices I wouldn't personally make, such as the Clergy of the Holy Nimbus and the emphasis on Powder Keg, but I absolutely do not claim to be an innovator in any way. I almost never try new things, so your discoveries in the workings of your own build may well be the next step in efficiency for Suppression as a deck. I applaud the step out of the box. As long as the applied changes work for you, there's nothing to complain about, is there? lol.
I'm actually going to play a 1.5 today at around 7PM CT, so I'll post results for you later. My build is as posted on page 1.
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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
Regarding Crusader, I'd run the 4th Avenger before I started putting him in.
Switched back to Kegs, and trying some new stuff. I haven't had as much time to test it, though. My MWS completely stopped working, so I had to delete everything and reinstall. (On a Mac, too, so there's two other applications I needed to reinstall as well. It was a pain), and I've been testing D&T more thoroughly as well.
Newest idea: Grafted Wargear. It has a 0 equip cost, so even with Suppression Field it's manageable.
EDIT: OMG!!! I love this deck! ;-;
It shuts down Thopters completelyyyyyyyyyyyy. Like bam! No more Top, no more Foundry, no more fetches, no more ANYTHING!
And KotR showed its stripes for me today. Even essentially paying 4 mana for a Wasteland is so worth it in the right circumstances.
Also, bump up to the 4th Enlightened Tutor. It really is worth it, in my opinion. Thopters dude countered two and removed one suppression Field, and I was able to get the last one through because I had more tutors than he had counters.
@Avenger vs Crusader
The avenger is good, but it eats removal all day long and we have no way to cheat it into play before turn 4. The crusader is godly against removal and chumps tombstalkers and countryside crushers all day long. It really is a beast especially after an armageddon.
@Wasteland
That is an idea, but I prefer taking out all of their lands all at once. I like the wasteland idea, but in that case I'd run wasteland along with a singleton crucible in the toolbox to keep them in a wasteland lock. This could actually be what the deck needs.
@Wargear
I'm hesitant about equipment. Not only does it get hosed by our own suppression, but it sets up for 2 for 1s. If anything I'd run Sword of Fire and Ice or Sword of Light and Shadow over wargear. Try those out and let me know what you come up with.
@Enlightened Tutor
I wouldn't mind bumping it to 4 if I had a bigger toolbox that I needed to access. If I added the waste lock then I may bump the tutor to 4.
P.S. - I only run 1 keg so I don't heavily rely on it anymore. Instead I run 8 other removal maindeck (4 swords, 3 path, and 1 o-ring). I've really been liking crusader and exalted angel. She saved me so many times against burn and goblins.
P.P.S. - What do you guys think of planar collapse in the toolbox? Granted our regenerators cannot get around it, but I think against really aggressive decks like goblins and elves this could function really well. I've been toying with it, but the fact that it may be a turn too slow could be a deal breaker.
Also I don't think you've posted this on the source so I'll do it for you.
Eehhhhhh, Serra's Sanctum is a Legendary land and will most times only give you 1-3 mana, anyway. In the first few turns, it's WORSE than a Plains, and drawing them in multiples really sucks. Even Enchantress only runs two of them.
Cursed Totem works well in this build. Hosing KotR, Quasali Pridemage and such is really good.
I'm skeptical of Journey to Nowhere.
Planar Collapse: I think by the time you decide you need it, tutor it up, and play it, it'll be a turn too late, destroying the creatures.
Sword of FI/LS: I don't think they're worth the additional equip cost. On the otherhand, Wasteland is beneficial even paying double Suppression, so it might be worth a shot.
Eehhhhhh, Serra's Sanctum is a Legendary land and will most times only give you 1-3 mana, anyway. In the first few turns, it's WORSE than a Plains, and drawing them in multiples really sucks. Even Enchantress only runs two of them.
Cursed Totem works well in this build. Hosing KotR, Quasali Pridemage and such is really good.
I'm skeptical of Journey to Nowhere.
Planar Collapse: I think by the time you decide you need it, tutor it up, and play it, it'll be a turn to late, destroying the creatures.
Sword of FI/LS: I don't think they're worth the additional equip cost. On the otherhand, Wasteland is beneficial even paying double Suppression, so it might be worth a shot.
I agree with you on all of it except the lack of utility of serra's sanctum. I think it is a very useful card and helps accelerate the control in the deck. I'm still debating 2-3 though.
I agree with you on all of it except the lack of utility of serra's sanctum. I think it is a very useful card and helps accelerate the control in the deck. I'm still debating 2-3 though.
There have been times where it's screwed me early games with 'Chantress; I really don't think it belongs in the deck. Especially with playing Chrome Mox and a low curve. By the time you get any use for it, you'll have already played everything in your hand.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy:
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Results from my build at the 1.5 tonight: Disgraceful.
Lack of heavy hitters makes the process of building your lockdown all the more important, and is often hindered by blue/black control in the form of hand disruption/counters. The lack of draw or resilience to this type of control makes these seemingly small acts devastating and sometimes irreparable in a match. In the aggro matches where you do get a good setup, often times you've spent so long building a base for your enchantments and artifacts that they've developed a creature field and you're behind on that front.
The long and short of it is that I've decided to retire the original build and move on to new deck ideas. Still contemplating the ramifications of a green splash to it's gameplay, however.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Results from my build at the 1.5 tonight: Disgraceful.
Lack of heavy hitters makes the process of building your lockdown all the more important, and is often hindered by blue/black control in the form of hand disruption/counters. The lack of draw or resilience to this type of control makes these seemingly small acts devastating and sometimes irreparable in a match. In the aggro matches where you do get a good setup, often times you've spent so long building a base for your enchantments and artifacts that they've developed a creature field and you're behind on that front.
The long and short of it is that I've decided to retire the original build and move on to new deck ideas. Still contemplating the ramifications of a green splash to it's gameplay, however.
I've told you before.
Just try improving your beaters before you go for a splash. The splash is good, but doesn't improve the matchups much if they've got some heavy hitters on their side. The only reason I would want to splash green is for KOTR and Sylvan Library. Combine SL with lifelink and you've got an amazing draw engine.
What decks were giving you trouble? Look at my build for some ideas. I've been trying much more removal in my build to keep control until I set up and I've set up more land d with the wasteland/crucible lock.
I'll put this bluntly. If a really cool, unique guy went up to a normal girl, and is ugly, he's weird. if he goes up and is hot, then he's cool and unique.
Standard
It's like watching grass grow, except it's ridculously expensive.
No, I didn't play a splash yesterday, I played the original mono white. And it was awful. Maybe it was a bad night, but Suppression Field didn't do anything all night. I kept wishing I had a Winter Orb, and never saw any. True, I believe the Armageddon count needs to be moved up from 2 to 3 or 4, but I should have been able to do it at least once, which I didn't. The deck just didn't work. It was basically a sad excuse for a mono white homebrew yesterday.
Private Mod Note
():
Rollback Post to RevisionRollBack
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 actually prefer runed halo over both canonist and rule of law. It helps in other matchups other than combo. Call bolt and you're safe. It really helps
@Powder Keg
It really is amazing and yes it blows up lots of your guys, but it still wipes zoos field and is great to have out after an armageddon.
@Oblivion Ring
This has helped me tons most notably hitting a marit lage that was going to kill me next turn.
@Grunt
Too conditional and graves usually don't fill up that fast. He is a good beat stick though and is built in grave hate...maybe sideboard?
@Knight
I have 6 other cards with the same effect so I don't feel I need the 4th. Serra Avenger is the one that beats for the win.
I'm actually pulling meekstone for Runed Halo as it is very versatile. I also put in a chalice in there for emergencies as it really hoses zoo and burn!
P.S. - I don't see your new list. It looks like the same 3/3/3/3/3 list as before.
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
You should also try a tool box. Enlightened tutor has won me many games. She fetches exactly what you need at the end of their turn.
Suppression Field has me both excited and disappointed. I've always liked the idea of making Knight of the Holy Nimbus & folk invincible, but at the cost of no Aether Vial, no Wasteland, no equipment, it's pretty steep. Everything having 2 power or Vigilance means a MD Meekstone will almost always be an advantage-- which only gets better with pumps like exalted, or what seems to me like the most attractive option, Jitte. But Jitte isn't viable through Suppression Field, especially in multiple.
If I built this deck, I'd try to capitalize on the Nimbus effect even more and drop in Glittering Lynx. I'd drop Soltari Priest, or maybe move him to SB, because not being able to block when you need it sucks.
3 Serra Avenger
4 Knight of the Holy Nimbus
4 Kazandu Blademaster
4 Glittering Lynx
3 Knight of Meadowgrain
2 Sigiled Paladin
Instants/Sorceries
4 Swords to Plowshares
3 Enlightened Tutor
2 Armageddon
1 Meekstone
4 Suppression Field
2 Ghostly Prison
2 Winter Orb
1 Oblivion Ring
3 Chrome Mox
Lands
4 Flagstones of Trokair
3 Wasteland
1 Karakas
10 Plains
1 Wheel of Sun and Moon
2 Runed Halo
2 Ethersworn Canonist
1 Tormod's Crypt
3 Burrenton Forge-Tender
1 Powder Keg
2 Aura of Silence
1 Oblivion Ring
2 Orim's Chant
I think Kazandu Blademaster deserves more recognition, and only gets better as a 4 of; maybe that's why you found him underperforming. Serra Avenger is a 3 of, because you don't want them clogging your hand until turn 4, without Aether Vial. Wastelands because they help early game and still produce mana. Upped the land count from 15 to 18, to prevent getting hands without WW. Swords to Plowshares, because you should have all the time you need after a lockdown; life total becomes far less relevant. Meadowgrain and Paladin are in flex spots, I'm not sure I like either of them. I think I'd prefer a one drop like Clergy of the Holy Nimbus, or Burrenton Forge Tender in the right meta.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
I see what you mean about Grunt and I have to concede the point. Being able to re tutor for things is pretty good. Would you maindeck 2 for a large 50+ tournament?
This is the list I'm taking to the next big tournament:
Lands:
3 Flagstones of Trokair
14 Plains
Artifacts:
4 Chrome Mox
3 Powder Keg
1 Chalice of the Void
Enchantments:
4 Suppression Field
2 Ghostly Prison
1 Oblivion Ring
1 Runed Halo
Instants:
3 Enlightened Tutor
4 Swords to Plowshares
Sorceries:
4 Armageddon
Creatures:
3 Knight of the White Orchid
3 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
3 Glittering Lynx
4 Serra Avenger
I'm trying to balance anti-aggro and anti-combo maindeck hate and have a balance in the sideboard. Unfortunately I don't own Warmth or Wheel of Sun and Moon so I will have to settle for the typical artifact grave hate.
I also like to maximize the removal (4 swords, 3 kegs, and an o-ring) just in case I come up against huge goyfs and knights. Keg takes care of belcher's ETW and suppression hits the belcher fairly well.
Runed Halo takes out T.E.S. and chalice helps keep their answers away. (Chalice at 1 stops chain of vapor and mana ramp)
Keg hits Zoo, Merfolk, and Elves.
This deck's bad matchups are control and perhaps burn (improved with a great sideboard which I don't have).
@Defense Grid
I think it is fine in the side as it can be a really dead draw if you have it in the main...
Any ideas on what to improve?
I'd personally add one or two more lands (up to 18 or 19) and cut a Mox. I tested 8 or 9 games on MWS just now and had terrible mana problems, the least of which was Wasteland. Even with only three, the moxes seem to clog my hand. Wasteland should be an auto include, in my opinion.
If you're not running Meekstone, I would run *3 Grunts main, cutting anything. Drawing a Sigiled Paladin vs Meadowgrain vs Knight of the Holy Nimbus doesn't really matter that much, I've found. A Grunt mid-late game is almost strictly better.
I wouldn't be worried about your removal that much. Your creatures can block things without trample all day. And four Armageddons is overkill. Three, maybe, depending on your play style, but I never wanted to see a second one.
If you're worried about burn, run Knight of Meadowgrain. Lifelink = helps win.
Sideboard options:
Burrenton Forge-Tenders: Good vs Goblins, Burn, Dredge
Aura of Silence: Hoses pretty much any permanent based control
Runed Halo
Wheel of Sun and Moon
Defense Grid
Ethersworn Canonist
Chalice of the Void
Silence / Orim's Chant
Mana Tithe (I've never played with it, but it looks interesting to play g1, and then side them out for specific hate, watching them play around it none the less.)
True Believer: OP uses them, and I'm not quite sure why. They can be good vs combo, but Runed Halo is essentially the same thing, and can stop Progenitus. Vs burn, they nuke it with a Bolt and proceed.
*Maybe only 2 Grunts main, 1 Sideboard. Having Flickerwisp helps them a little in D&T, but they're still a beast without them.
---
I thought about running a singleton Crucible with Mox Diamonds and utility lands like Horizon Canopy, Mishra's Factory, etc, but Suppression Field ruined my fun. =)
Diamonds and Canopy open up for green splash, too, giving Access to Goyf, Gaddock Teeg, Noble Hierarch, and Quasali Pridemage... All except for Pridemage still operate under Suppression Field.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
@Moxes
I can't cut the moxes. A turn 1 Suppression Field is a godly play as I want to deny them ALL lands.
@Armageddon
I run 4 because I always want to see one and I use them in multiples to make sure they have no lands. I don't have mana problems in the deck and Armageddon is amazing with the moxes, hence a 4 of each. Worst case scenario I pitch the 2nd to the chrome mox.
@Meekstone
I was running meekstone, but I felt like it didn't solve the problem like keg and runed halo do. A lone creature with a jitte on it (if I don't see a SF) can wreck even my indestructibles. It was great don't get me wrong, but I think runed halo can serve a more diverse function? If I can squeeze it back in I will, but as of now it is out. Another thing is I found I had to blow keg at 1 many times against zoo, gobs, and merfolk, so the meekstone just went out with the rest of them. It can also be played around.
@Burn/Gob MU
I've decided to side in 3 Kor Firewalker alongside 1-2 Warmth. This will improve those matches drastically.
@Grunt
I like the idea, but I know from experience he stays only temporarily. At best he usually lasts me 3 turns (in all of my play testing). Granted he does work well after a blown powder keg.... What would I pull out for him? I think I can run 2 of him in the main which gives me maindeck grave hate.
@Mana Tithe
It is a good idea, but I play merfolk and the reason I run daze over force spike is because it is free. If white had a free counter I'd be all for it, but the one mana really takes away from getting my control and creatures onto the board. Also the deck is way too tight to fit it in (no innuendo intended). Between the control and the threats there is just no room.
@Aura of Silence
I think my singleton O-ring is better, because it is much more versatile. I want to be more aggressive with the deck and not allow them time to stabilize.
@Crucible
Its awesome in the deck, but I think it is a bit winmore. Most of our cards are 1-2 mana so it really is not necessary. That is going more the way of stax.
What do you guys think of this theoretical sideboard?
3 Kor Firewalker
1 Wheel of Sun and Moon
1 Ravenous Trap
1 Tormod's Crypt
1 Relic of Progenitus
1 Faerie Macabre
2 Mindbreak Trap
2 Defense Grid
2 Chalice of the Void
1 Powder Keg
I agree with you 100% on Meekstone. They still get through with one attack, and it leaves them with all the blockers in the world.
@ Mana Tithe: You're always leaving 1 mana open for Tutor/Swords anyway. It might as well be free. If you wanted to find room for it, you could. (I'm not saying I would, but you could.)
Aura of Silence deserves at least 1 slot in the SB, in my opinion. It's good against a lot of the field, and you can lay it down turn 2. If ANT were still around, that screws them pretty bad. It cripples Enchantress, it stops Stax, it slows down CB Top, and it gets even more powerful with Winter Orb. On top of that, it can shoot things down. It's a perfect side out option for Ghostly Prison against control. O ring serves a completely different purpose.
Does anyone know if Suppression Field adds 2 to Faerie Macabre? It is an activated ability...
Your sideboard looks ok. I can't think of when you would ever need 4 Powder Kegs... Especially when they're tutorable... Defense Grid could be a 1 of, to add something else against combo maybe; a 3rd Mindbreak?
---
The green splash is sexy, by the way.
I feel guilty.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
I do want to ramp up to geddon actually. Especially after I've just hit one and they have stabilized more than me. And geddon is absolutely awesome with grunt as it puts tons of trash in the grave. I think I like it a lot. I also like the idea of retutoring for used kegs (gone down to two of) and destroyed enchantments.
I took out the chalice in the main and a keg for the 2 grunts.
Argh it does increase the cost of faerie macabra by 2, but I'll play it none-the-less as reanimator is a terrible match up.
Powder Kegs are godly removal against artifacts and creatures. That is why I don't need as many disenchants and such as you guys run. Granted it doesn't hit enchantments, but that is what O-ring is for if I need it.
There is one sideboard card that I forgot that I may want to run as a 3-4 of.
Karmic Justice
Any other sideboard cards you guys can recommend? I don't have much against enchantments myself...Patrician's Scorn?
Any suggestions on speeding up the kill condition?
I think I've decided that I want to go more of a control route adding 3 paths and taking out all but one of the keg. I've also found a creature that could work well against removal. Here is my new list and sideboard. Tell me what you think.
Lands:
14 Plains
3 Flagstones of Trokair
Artifacts:
4 Chrome Mox
1 Powder Keg
1 Cursed Totem***
Enchantments:
1 Oblivion Ring
1 Runed Halo
4 Suppression Field
2 Ghostly Prison
Instants:
4 Swords to Plowshares
3 Path to Exile
3 Enlightened Tutor
Sorceries:
4 Armageddon
Creatures:
3 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
2 Glittering Lynx
3 Serra Avenger
2 Mystic Crusader***
2 Exalted Angel***
Sideboard:
1 Warmth
1 Chalice of the Void
1 Powder Keg
1 Pulse of the Fields
1 Faerie Macabre
1 Tormod's Crypt
1 Relic of Progenitus
1 Ravenous Trap
2 Defense Grid
1 Wheel of Sun and Moon
4 Mindbreak Trap
4 Noble Hierarch
3 Tarmogoyf
2 Knight of the Reliquary
4 Knight of the Holy Nimbus
2 Glittering Lynx
3 Serra Avenger
2 Knight of the White Orchid
4 Swords to Plowshares
3 Enlightened Tutor
4 Armageddon
ARTIFACTS/ENCHANTMENTS
3 Suppression Field
3 Chrome Mox
2 Ghostly Prison
1 Winter Orb
1 Oblivion Ring
1 Engineered Explosives
4 Savannah
3 Horizon Canopy
3 Flagstones of Trokair
4 Plains
1 Karakas
3 Wasteland
Noble Hierarch is the main reason for the splash. It gives you a better board post Geddon, it helps ALL of your creatures, and it gives you a 3 drop EE if you need it.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
You don't find the splash too difficult? Of course it speeds up the clock, but you risk a lot of mana issues including wasteland (something my build is immune to). If you're playing Horizon Canopy then why not just run 1 Crucible of Worlds in the toolbox?
And also don't you find it difficult using all of those abilities under suppression field? It is the whole point of the deck....
P.S. - I don't think a splash for a deck like this is necessary. It only opens you up to hate and the possibility of suppression field stopping your own abilities (knight, canopy, EE {I should add that your own EE will ruin your day many times over which is why I run Keg}).
Wasteland is more than worth the 2 under Suppression. Knight isn't used for its tutor ability; just drop a geddon and it's a 5/5 or better, especially if you popped a Canopy/Wasteland. Occasionally, paying 3 for a Canopy happens, but hopefully I won't need it.
The splash is 1/6 of the deck, and the mana base is roughly 40% green, it's not a problem. With free pseudo fetches in Knight of the White Orchid and Flagstones of Trokair, it's completely doable.
Wasteland is almost never a problem, with Moxes and Hierarchs. T1 will almost always be a Plains or Flagstones, unless I have a Hierarch in hand, which is almost always an advantage, unless they burn a Wasteland AND a removal spell on their turn 1-2.
The problem that pushed me in this direction is the abundance of Swords to Plowshares, and even Path to Exile. They eat through your Nimbus-effect creatures no matter what, so why not just run better things?
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Fair enough. I'm just worried about consistency. Splashes are difficult without fetches and fetches are what this deck wants to hose.
@Keg
Another amazing thing about keg is that it doesn't hit your enchantments like EE would. Waiting usually isn't a problem as you can stall out with prison effects and removal. I run lots of removal in the main.
@Removal
Well is true that there is lots of removal around, but they won't have an answer to all of your dudes. Especially since zoo runs most of their removal in burn and usually only 4-6 white removal spells. Just run more evasive threats. I've recently tested exalted angel and mystic crusder and like both. Crusader is a beast after you armageddon.
Switched back to Kegs, and trying some new stuff. I haven't had as much time to test it, though. My MWS completely stopped working, so I had to delete everything and reinstall. (On a Mac, too, so there's two other applications I needed to reinstall as well. It was a pain), and I've been testing D&T more thoroughly as well.
Newest idea: Grafted Wargear. It has a 0 equip cost, so even with Suppression Field it's manageable.
EDIT: OMG!!! I love this deck! ;-;
It shuts down Thopters completelyyyyyyyyyyyy. Like bam! No more Top, no more Foundry, no more fetches, no more ANYTHING!
And KotR showed its stripes for me today. Even essentially paying 4 mana for a Wasteland is so worth it in the right circumstances.
Also, bump up to the 4th Enlightened Tutor. It really is worth it, in my opinion. Thopters dude countered two and removed one suppression Field, and I was able to get the last one through because I had more tutors than he had counters.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
As far as your MWS build Tru3z3rox, to get back to you: There are a lot of choices I wouldn't personally make, such as the Clergy of the Holy Nimbus and the emphasis on Powder Keg, but I absolutely do not claim to be an innovator in any way. I almost never try new things, so your discoveries in the workings of your own build may well be the next step in efficiency for Suppression as a deck. I applaud the step out of the box. As long as the applied changes work for you, there's nothing to complain about, is there? lol.
I'm actually going to play a 1.5 today at around 7PM CT, so I'll post results for you later. My build is as posted on page 1.
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
@Avenger vs Crusader
The avenger is good, but it eats removal all day long and we have no way to cheat it into play before turn 4. The crusader is godly against removal and chumps tombstalkers and countryside crushers all day long. It really is a beast especially after an armageddon.
@Wasteland
That is an idea, but I prefer taking out all of their lands all at once. I like the wasteland idea, but in that case I'd run wasteland along with a singleton crucible in the toolbox to keep them in a wasteland lock. This could actually be what the deck needs.
@Wargear
I'm hesitant about equipment. Not only does it get hosed by our own suppression, but it sets up for 2 for 1s. If anything I'd run Sword of Fire and Ice or Sword of Light and Shadow over wargear. Try those out and let me know what you come up with.
@Enlightened Tutor
I wouldn't mind bumping it to 4 if I had a bigger toolbox that I needed to access. If I added the waste lock then I may bump the tutor to 4.
P.S. - I only run 1 keg so I don't heavily rely on it anymore. Instead I run 8 other removal maindeck (4 swords, 3 path, and 1 o-ring). I've really been liking crusader and exalted angel. She saved me so many times against burn and goblins.
P.P.S. - What do you guys think of planar collapse in the toolbox? Granted our regenerators cannot get around it, but I think against really aggressive decks like goblins and elves this could function really well. I've been toying with it, but the fact that it may be a turn too slow could be a deal breaker.
Also I don't think you've posted this on the source so I'll do it for you.
My list:
Lands:
8 Plains
3 Flagstones of Trokair
3 Serra's Sanctum
3 Wasteland
Artifacts:
4 Chrome Mox
1 Powder Keg
1 Cursed Totem
1 Crucible of Worlds
Enchantments:
1 Oblivion Ring
1 Runed Halo
4 Suppression Field
2 Ghostly Prison
4 Journey to Nowhere
Instants:
3 Swords to Plowshares
4 Enlightened Tutor
Sorceries:
3 Armageddon
Creatures:
4 Knight of the Holy Nimbus
3 Clergy of the Holy Nimbus
4 Serra Avenger
3 Exalted Angel
Cursed Totem works well in this build. Hosing KotR, Quasali Pridemage and such is really good.
I'm skeptical of Journey to Nowhere.
Planar Collapse: I think by the time you decide you need it, tutor it up, and play it, it'll be a turn too late, destroying the creatures.
Sword of FI/LS: I don't think they're worth the additional equip cost. On the otherhand, Wasteland is beneficial even paying double Suppression, so it might be worth a shot.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
I agree with you on all of it except the lack of utility of serra's sanctum. I think it is a very useful card and helps accelerate the control in the deck. I'm still debating 2-3 though.
There have been times where it's screwed me early games with 'Chantress; I really don't think it belongs in the deck. Especially with playing Chrome Mox and a low curve. By the time you get any use for it, you'll have already played everything in your hand.
:symg::symw::symr: Enchantress
:symw::symw: Death & Taxes
:symb::symu::xmana: Tezz Affinity
Lack of heavy hitters makes the process of building your lockdown all the more important, and is often hindered by blue/black control in the form of hand disruption/counters. The lack of draw or resilience to this type of control makes these seemingly small acts devastating and sometimes irreparable in a match. In the aggro matches where you do get a good setup, often times you've spent so long building a base for your enchantments and artifacts that they've developed a creature field and you're behind on that front.
The long and short of it is that I've decided to retire the original build and move on to new deck ideas. Still contemplating the ramifications of a green splash to it's gameplay, however.
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've told you before.
Just try improving your beaters before you go for a splash. The splash is good, but doesn't improve the matchups much if they've got some heavy hitters on their side. The only reason I would want to splash green is for KOTR and Sylvan Library. Combine SL with lifelink and you've got an amazing draw engine.
What decks were giving you trouble? Look at my build for some ideas. I've been trying much more removal in my build to keep control until I set up and I've set up more land d with the wasteland/crucible lock.
By the way...here is the link to the other thread:
http://www.mtgthesource.com/forums/showthread.php?18188-No-you-can-t-do-that-SUPPRESSION!
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