Interesting thing about Progenitus (and any card with that kind of shuffle effect) : If you're milling yourself, the card in question doesn't wait until you're done milling to shuffle itself back into the deck. Progenitus shuffles itself back into the deck before the milling continues. I'm pretty sure what translates to for this deck is that as a fail safe, instead of a mulligan in the game, you can just throw the game as a draw with an infinite loop and try again next game.
That doesn't work. You reveal the cards, then place them into the graveyard. There is no iterative loop like Grindstone, only a 2 step process. This prevents using a Progenitus to draw the game, intentionally so I'm sure. A deck like this one would greatly benefit from having that capability, but it not a great thing to allow players to do with any degree of controllability.
Speaking of Progenitus, unless you keep it in hand or stick it under a Mox, it is at odds with the Maniac kill. You lose the removal resistance since you would have to spend both Azami draws to get to an empty library draw. It's fine if you use the Mimeoplasm kill. Any other 5 color creature (or 1 of the 4 BUG creatures) would serve the same purpose without getting in the way of the win. I understand you use it as a Force fodder and a rainbow mana source, but I don't think the extra turn it would provide by restocking your library would be really relevant, unless I'm missing something. Sliver Queen would be just as suitable to me.
I do feel that Bridge from Below should be in the deck as a 1-of since it allows you the Therapy and Dread Return too. Having said that, I think that there should still be 4 Narcomeoba. If you have 3 and get stuck with 1 in hand and combo out without Balustrade Spy, you cannot win. You would be ok with 2 Bridges, but it would basically be the same as Narco #4 (unless you run 2 Dread Return for some reason).
Speaking of Progenitus, unless you keep it in hand or stick it under a Mox, it is at odds with the Maniac kill. You lose the removal resistance since you would have to spend both Azami draws to get to an empty library draw. It's fine if you use the Mimeoplasm kill. Any other 5 color creature (or 1 of the 4 BUG creatures) would serve the same purpose without getting in the way of the win. I understand you use it as a Force fodder and a rainbow mana source, but I don't think the extra turn it would provide by restocking your library would be really relevant, unless I'm missing something. Sliver Queen would be just as suitable to me.
I tried to squeeze in a third combo piece for just this reason, probably a second Maniac. Might cut Memory's Journey for it.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I tried to squeeze in a third combo piece for just this reason, probably a second Maniac. Might cut Memory's Journey for it.
There's always Grand Abolisher. It turns off any shenanigans from the opponent, provided the Dread Return resolves. I'm not 100% it's necessary since it isn't useful Mox fodder, can't really be searched for and cast ahead of time, and doesn't protect the most important spell, but it does protect the actual win. The super glass cannon nature of the deck may require it, but further testing will show just how much.
What are your reasons for including Memory's Journey? How has it been in testing?
Honestly tenfingers, I dont see how you win with out the PERFECT hand or am I missing something? Also I think that this deck would be much more viable in modern so if anyone wants to help me start a thread there about it please PM me.
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If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
Honestly tenfingers, I dont see how you win with out the PERFECT hand or am I missing something? Also I think that this deck would be much more viable in modern so if anyone wants to help me start a thread there about it please PM me.
The thing is, there are many perfect hands.
All you need is a Balustrade Spy, or an Undercity Informer, or a way to get one, with 3B, and you win. Goldfishing this list and several others all show around a 50% turn 1 on the play go off rate. Going up around or above 70% on the draw, and way higher on turn 2. Some of those lists are even budget, you can get over 50% turn 1 with no Lion's Eye Diamond. The key is that there is just a critical mass of stuff that works. You can do this with Dark Ritual or without. With Chome Mox or without. With Simian Spirit Guide or without. Summoner's Pact with Wild Cantor can do mana fixing that sometimes you get from Chrome Mox or sometimes with Manamorphose. The point is there are so very many 'perfect' hands that it works out often enough.
Make no mistake, it's still a glass cannon. If your meta is really big on Force of Will with Mindbreak Trap in sideboards, I don't think you have much of a chance. Still, 50% turn 1 is incredibly fast and that's hard to ignore.
After fiddling with this deck for a little while, I personally think Spy is better than Undercity Informer, at least while Summoner's Pact is in the deck. If we keep a hand that can only cast Informer with Summoner's Pact to get ESG, we have to go off that turn anyway, or the upkeep cost will kill us. Having the body left behind by Balustrade Spy means we can keep more hands with Narcomoeba or other combo pieces.
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After fiddling with this deck for a little while, I personally think Spy is better than Undercity Informer, at least while Summoner's Pact is in the deck. If we keep a hand that can only cast Informer with Summoner's Pact to get ESG, we have to go off that turn anyway, or the upkeep cost will kill us. Having the body left behind by Balustrade Spy means we can keep more hands with Narcomoeba or other combo pieces.
I like spy as well since a single swords to plowshares in repose to cabal therapy does not leave us dead in the water. BTW this deck is a blast to play against dredge. I have even milled a dredge player out before. Note that this was the mana less type.
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yeah it sucks to have to try and dig for it, I lack the money for LED though. I think I'm going to cut a red ritual for some swampcycling creatures or maybe Nature's Lore but I don't know if that will work vey well.
yeah it sucks to have to try and dig for it, I lack the money for LED though. I think I'm going to cut a red ritual for some swampcycling creatures or maybe Nature's Lore but I don't know if that will work vey well.
It won't! There are lots of directions your list can go to replace LED before Land Grant + Overgrown Tomb: Rite of Flame, Tinder Wall, the 4th Narc, Street Wraith, etc.
I'm sorry, but how would swords even impact the game whatsoever? You have priority during the whole process. If you play therapy, once you pass priority to your opponent, there isn't even a single creature in play... What am I missing here?
You sac a Narco to flash back Cabal Therapy. In response, your opponent guesses that you'll name Swords to Plowshares and boots a Narco with it. You now have only 2 Narcos: not enough to combo off with.
You can refuse to pass priority and cast Dread Return against Maverick, but you have to cast Therapy against UW/x Stoneblade and Miracles so they can't counter DR with FoW.
Use 1 Empty the Warrens and 1 Goblin charbelcher , just to have diversion.
The opponent might sideboard in graveyard hate, then you can still win with Empty the Warrens or Belcher.
Land Grant is problematic in this turn 1 focused deck, as it actual adds more vulnerablity then advantage.
A big problem is the turn 1 Deathrite from an opponent, as it forces you to combo away.
The probe helps you to see a Force, if they have nothing, go for the combo right away. Thats very important.
Keep the amount of cards you do not need to a minimum, even if they add a small amount flexiblity, that is less worth than the actual number of "turn 1" kills.
Play 100 hands to get a good idea, half starting half on the draw.
Cards you want to win against contain:
+ deathrite Shaman (so turn 1 kill is important)
+ Force of Will (means you have to be proofed against a counter to your manasource)
+ 1 mana removal ala Swords
Land grant is bad because you reveal your hand, multiples produce only storm and nothing else, not tutoring the land is critical miss too often. Do not play Land grant, its good in Belcher, but horrible in this deck.
Playing 3 Nacro has the problem that your opponent will see all of them trigger, then kill one with Swords or any other removal (Lightning Bolt etc.) so you can't flashback unless you have the 3B spy.
So playing 4 Nacro is actual needed to consistent win here.
Against stifle, you can't play around it unless you get it away with a Cabal Therapy , as you can't combo against it.
After sideboard it might be possible to use a Pact, but all that fizzles with your own LED. Stifle is a weakness and its probably wrong to try to work around it.
You sac a Narco to flash back Cabal Therapy. In response, your opponent guesses that you'll name Swords to Plowshares and boots a Narco with it. You now have only 2 Narcos: not enough to combo off with.
You can refuse to pass priority and cast Dread Return against Maverick, but you have to cast Therapy against UW/x Stoneblade and Miracles so they can't counter DR with FoW.
So yeah, this scenario can happen.
Cabal Therapy for Force of Will is not something that will likely happen. If they have the Force, they're going to counter the Spy/Informer before you ever have a chance to mill your library. Once you have the 3 creatures in play, it's very unlikely they held onto the force, so I think it's correct to just keep priority and Dread Return
This is the list I've been playing with, feels spot on.
Land Grant and LED are just bad, there's just no need for them. 8 Hermit Druids just feels right, you need one so why play less? Summoner's Pact is definitely impressing, lets you fix your mana and act as ESG 5-8.
A buddy of mine has been testing this deck quite a bit and to me it seems like it would benefit from a couple maindeck Unmask. Without it, this just seems too weak to blue decks.
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Isn't the Angel of Glory's rise, azami, and labratory manic more resiliant to hate than the mimeoplasm route? I personally love the Mimeoplasm redcap lord of extinction route, but the other way seems much less suceptable to hate.
I only ask because the whole well they can stifle it argument is invalid since if they had stifle, its better to just stifle your creatures activation because then you have no way to combo, and even if they do have stifle and decide to use it then, you can still activate the other wizard you have in play to draw and win.
That seems like a ripoff. Why would anyone play that when the next spell you cast will make your opponents draw a bunch of cards? It does not even look good for mill decks.
Isn't the Angel of Glory's rise, azami, and labratory manic more resiliant to hate than the mimeoplasm route? I personally love the Mimeoplasm redcap lord of extinction route, but the other way seems much less suceptable to hate.
I only ask because the whole well they can stifle it argument is invalid since if they had stifle, its better to just stifle your creatures activation because then you have no way to combo, and even if they do have stifle and decide to use it then, you can still activate the other wizard you have in play to draw and win.
I apologize for my garbage spelling.
So there are four relevant forms of hate here:
1) Graveyard hate. Affects Mimeo slightly worse - if they Surgical Extraction or Deathrite Shaman your Dread Return target, you're boned. It is possible to get around this by running redundancy, but it requires you to invest an additional 2 cards - a Bridge from Below for more Zombies to sac, a second Dread Return. This allows you to reanimate your Laboratory Maniac to win on the next turn, but it is much more fragile as you give your opponent an opportunity to respond. This can also be done on Lord of Extinction, but it requires you to have Anger (with a Mountain in play) to swing with it right away.
2) Spot Removal. Affects Glory's Rise worse (slightly). Against the Glory's Rise combo, they can remove your Laboratory Maniac in response to the draw trigger, so that you lose instead of win. However, in order to accomplish this, you need either two pieces of removal (because they can respond to the first by tapping the other wizard to draw again) or a Split Second piece of removal like Sudden Shock, Wipe Away, or Sudden Death (or Stifle, but it's better to Stifle Glory's Rise).
3) Stifle. Affects Glory's Rise slightly worse. Against The Mimeoplasm, they can Stifle Muderous Redcap's ETB ability, which then *just* leaves you with a 50ish-power creature, similar to case 1. Against Glory's Rise, Stifling the Angel's trigger leaves them with a 4/6 flier and nothing else to show for it. Either way, you're losing on your next draw step, but with the Mimeo combo you can at least have Anger in your yard to kill them now. Alternatively, you could run Triskelion instead of the Redcap, which would give you as much damage but spread into 1-damage activations, which would dodge Stifle entirely.
4) Some form of prevention effect like Energy Field or player-shroud effect like Leyline of Sanctity. These effect Mimeo worse, as you won't be able to kill them with targeted damage. Anger can let you get past Leyline with damage, but you'll likely still be stuck against field - the good news is that Cabal Therapy can pop their Field if you can guess a card correctly, unless of course they have Rest in Peace, but if that were the case it's irrelevant as you're not comboing out anyways.
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Isn't the Angel of Glory's rise, azami, and labratory manic more resiliant to hate than the mimeoplasm route? I personally love the Mimeoplasm redcap lord of extinction route, but the other way seems much less suceptable to hate.
I only ask because the whole well they can stifle it argument is invalid since if they had stifle, its better to just stifle your creatures activation because then you have no way to combo, and even if they do have stifle and decide to use it then, you can still activate the other wizard you have in play to draw and win.
I apologize for my garbage spelling.
Generally speaking, of all the Dread Return kills, Angel/Maniac is the most "resilient". You do have to worry about Stifle, (neither of the places you mention are the correct place to use it), but you are able to work around more situations than the Mimeoplasm kill. Life total doesn't matter. You don't need to be able to target the opponent. You don't need to be able to deal damage. You don't need to use the combat step. Basically, you are trading Stifle resilience for more "I win" circumstances, or more ways to ignore what your opponent does.
With all that said, for a deck like this one, the line between which is better gets a bit fuzzy. Since this deck strives (at the moment) to go off really quickly, the life total argument becomes somewhat moot. Leyline of Sanctity isn't exactly a popular maindeck card, so targeting the opponent isn't a problem. In the game 1 turn 1 world, the kills are about equal, but as the game progresses, the Angel/Maniac kill gets better. That doesn't say anything about games 2 or 3, but that is something that still needs to be dealt with. At this point, it's mainly personal preference for which kill you would like to use.
Edit: The Mimeoplasm kill should use Triskelion. It deals with Stifle since they cannot counter all 50-something damage activations.
Which kill condition you choose doesn't even matter at this point. The #1 objective for this deck at this point is to maximize the turn 1 or 2 win percentage in game ones (which apparently is around 55% right now, but I believe it can be higher), then determine how to combat Force of Will and GY hate in games two and three. Corner case hate like double Swords to Plowshares or Humility won't matter as much if we can find a way to win on turn 1 60-70% of the time.
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I do want to point out in case it's not obvious that Surgical Extraction on Narcomoeba can be utterly devastating. Narcomoeba has a triggered effect, not a replacement ability, so it does go to the graveyard and can be hit with Surgical Extraction or Extirpate with their triggers on the stack, which leaves you with an empty board and an empty library (i.e. a sitting duck).
I also want to point out that the BBB idea is a bad one. Once you've milled yourself, that's it. You have to win that turn, or you're dead to attempting to draw from an empty library the following turn. Unlike Belcher, you don't get a second chance if your opponent stops you the first time. I think that is this deck's biggest weakness - it has no anti-hate and no defense; this deck folds to a single Turn 1 Tormod's Crypt by the opponent.
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That doesn't work. You reveal the cards, then place them into the graveyard. There is no iterative loop like Grindstone, only a 2 step process. This prevents using a Progenitus to draw the game, intentionally so I'm sure. A deck like this one would greatly benefit from having that capability, but it not a great thing to allow players to do with any degree of controllability.
Speaking of Progenitus, unless you keep it in hand or stick it under a Mox, it is at odds with the Maniac kill. You lose the removal resistance since you would have to spend both Azami draws to get to an empty library draw. It's fine if you use the Mimeoplasm kill. Any other 5 color creature (or 1 of the 4 BUG creatures) would serve the same purpose without getting in the way of the win. I understand you use it as a Force fodder and a rainbow mana source, but I don't think the extra turn it would provide by restocking your library would be really relevant, unless I'm missing something. Sliver Queen would be just as suitable to me.
I do feel that Bridge from Below should be in the deck as a 1-of since it allows you the Therapy and Dread Return too. Having said that, I think that there should still be 4 Narcomeoba. If you have 3 and get stuck with 1 in hand and combo out without Balustrade Spy, you cannot win. You would be ok with 2 Bridges, but it would basically be the same as Narco #4 (unless you run 2 Dread Return for some reason).
I tried to squeeze in a third combo piece for just this reason, probably a second Maniac. Might cut Memory's Journey for it.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
There's always Grand Abolisher. It turns off any shenanigans from the opponent, provided the Dread Return resolves. I'm not 100% it's necessary since it isn't useful Mox fodder, can't really be searched for and cast ahead of time, and doesn't protect the most important spell, but it does protect the actual win. The super glass cannon nature of the deck may require it, but further testing will show just how much.
What are your reasons for including Memory's Journey? How has it been in testing?
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
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The thing is, there are many perfect hands.
All you need is a Balustrade Spy, or an Undercity Informer, or a way to get one, with 3B, and you win. Goldfishing this list and several others all show around a 50% turn 1 on the play go off rate. Going up around or above 70% on the draw, and way higher on turn 2. Some of those lists are even budget, you can get over 50% turn 1 with no Lion's Eye Diamond. The key is that there is just a critical mass of stuff that works. You can do this with Dark Ritual or without. With Chome Mox or without. With Simian Spirit Guide or without. Summoner's Pact with Wild Cantor can do mana fixing that sometimes you get from Chrome Mox or sometimes with Manamorphose. The point is there are so very many 'perfect' hands that it works out often enough.
Make no mistake, it's still a glass cannon. If your meta is really big on Force of Will with Mindbreak Trap in sideboards, I don't think you have much of a chance. Still, 50% turn 1 is incredibly fast and that's hard to ignore.
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I like spy as well since a single swords to plowshares in repose to cabal therapy does not leave us dead in the water. BTW this deck is a blast to play against dredge. I have even milled a dredge player out before. Note that this was the mana less type.
4x Desperate Ritual
3x Pyretic Ritual
4x Elvish Spirit Guide
4x Simian Spirit Guide
4x Manamorphose
4x Land Grant
4x Dark Ritual
1x The Mimeoplasm
1x Dread Return
1x Lord of Extinction
1x Deathbringer Thoctar
3x Lotus Petal
1x Overgrown Tomb
4x Brainstorm
4x Faithless Looting
4x Undercity informer
3x Narcomoeba
3x Gitaxian Probe
4x Cabal Therapy
updated my list, works so much better than DtE and is much more consistant.
Using Land grant is a problem. If you don't draw the land or a land grant you just lose.
http://deckstats.net/deck-1880702-6f857369d5850e03d4d0efd37fce8c8b.html
It won't! There are lots of directions your list can go to replace LED before Land Grant + Overgrown Tomb: Rite of Flame, Tinder Wall, the 4th Narc, Street Wraith, etc.
http://forums.mtgsalvation.com/showthread.php?t=496372
Let's say you play and sac Undercity Informer, then mill 4 Narcos.
You sac a Narco to flash back Cabal Therapy. In response, your opponent guesses that you'll name Swords to Plowshares and boots a Narco with it. You now have only 2 Narcos: not enough to combo off with.
You can refuse to pass priority and cast Dread Return against Maverick, but you have to cast Therapy against UW/x Stoneblade and Miracles so they can't counter DR with FoW.
So yeah, this scenario can happen.
Use 1 Empty the Warrens and 1 Goblin charbelcher , just to have diversion.
The opponent might sideboard in graveyard hate, then you can still win with Empty the Warrens or Belcher.
Land Grant is problematic in this turn 1 focused deck, as it actual adds more vulnerablity then advantage.
A big problem is the turn 1 Deathrite from an opponent, as it forces you to combo away.
The probe helps you to see a Force, if they have nothing, go for the combo right away. Thats very important.
Keep the amount of cards you do not need to a minimum, even if they add a small amount flexiblity, that is less worth than the actual number of "turn 1" kills.
Play 100 hands to get a good idea, half starting half on the draw.
Cards you want to win against contain:
+ deathrite Shaman (so turn 1 kill is important)
+ Force of Will (means you have to be proofed against a counter to your manasource)
+ 1 mana removal ala Swords
Land grant is bad because you reveal your hand, multiples produce only storm and nothing else, not tutoring the land is critical miss too often. Do not play Land grant, its good in Belcher, but horrible in this deck.
Playing 3 Nacro has the problem that your opponent will see all of them trigger, then kill one with Swords or any other removal (Lightning Bolt etc.) so you can't flashback unless you have the 3B spy.
So playing 4 Nacro is actual needed to consistent win here.
Against stifle, you can't play around it unless you get it away with a Cabal Therapy , as you can't combo against it.
After sideboard it might be possible to use a Pact, but all that fizzles with your own LED. Stifle is a weakness and its probably wrong to try to work around it.
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Cabal Therapy for Force of Will is not something that will likely happen. If they have the Force, they're going to counter the Spy/Informer before you ever have a chance to mill your library. Once you have the 3 creatures in play, it's very unlikely they held onto the force, so I think it's correct to just keep priority and Dread Return
This is the list I've been playing with, feels spot on.
Land Grant and LED are just bad, there's just no need for them. 8 Hermit Druids just feels right, you need one so why play less? Summoner's Pact is definitely impressing, lets you fix your mana and act as ESG 5-8.
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List:
4 Dark Confidant
3 Siege Rhino
1 Thrun, The Last Troll
Spells - 20
4 Inquisition of Kozilek
3 Thoughtseize
4 abrupt decay
2 maelstrom pulse
1 slaughter pact
1 path to exile
1 Disfigure
1 damnation
3 lingering souls
NCP - 4
3 Liliana of the Veil
1 Bow of Nylea
4 verdant Catacombs
2 marsh flats
2 windswept heath
2 Swamp
1 Forest
1 Plains
2 Urborg, Tomb of Yawgmoth
3 overgrown tomb
1 godless shrine
1 temple garden
1 Treetop Village
2 stirring wildwood
2 Tectonic Edge
4 Leyline of Sanctity
1 Thrun, the last troll
2 Duress
1 Creeping Corrosion
2 Stony Silence
2 Nihil Spellbomb
1 Back to nature
1 Utter End
1 Golgari Charm
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I only ask because the whole well they can stifle it argument is invalid since if they had stifle, its better to just stifle your creatures activation because then you have no way to combo, and even if they do have stifle and decide to use it then, you can still activate the other wizard you have in play to draw and win.
I apologize for my garbage spelling.
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So there are four relevant forms of hate here:
1) Graveyard hate. Affects Mimeo slightly worse - if they Surgical Extraction or Deathrite Shaman your Dread Return target, you're boned. It is possible to get around this by running redundancy, but it requires you to invest an additional 2 cards - a Bridge from Below for more Zombies to sac, a second Dread Return. This allows you to reanimate your Laboratory Maniac to win on the next turn, but it is much more fragile as you give your opponent an opportunity to respond. This can also be done on Lord of Extinction, but it requires you to have Anger (with a Mountain in play) to swing with it right away.
2) Spot Removal. Affects Glory's Rise worse (slightly). Against the Glory's Rise combo, they can remove your Laboratory Maniac in response to the draw trigger, so that you lose instead of win. However, in order to accomplish this, you need either two pieces of removal (because they can respond to the first by tapping the other wizard to draw again) or a Split Second piece of removal like Sudden Shock, Wipe Away, or Sudden Death (or Stifle, but it's better to Stifle Glory's Rise).
3) Stifle. Affects Glory's Rise slightly worse. Against The Mimeoplasm, they can Stifle Muderous Redcap's ETB ability, which then *just* leaves you with a 50ish-power creature, similar to case 1. Against Glory's Rise, Stifling the Angel's trigger leaves them with a 4/6 flier and nothing else to show for it. Either way, you're losing on your next draw step, but with the Mimeo combo you can at least have Anger in your yard to kill them now. Alternatively, you could run Triskelion instead of the Redcap, which would give you as much damage but spread into 1-damage activations, which would dodge Stifle entirely.
4) Some form of prevention effect like Energy Field or player-shroud effect like Leyline of Sanctity. These effect Mimeo worse, as you won't be able to kill them with targeted damage. Anger can let you get past Leyline with damage, but you'll likely still be stuck against field - the good news is that Cabal Therapy can pop their Field if you can guess a card correctly, unless of course they have Rest in Peace, but if that were the case it's irrelevant as you're not comboing out anyways.
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Generally speaking, of all the Dread Return kills, Angel/Maniac is the most "resilient". You do have to worry about Stifle, (neither of the places you mention are the correct place to use it), but you are able to work around more situations than the Mimeoplasm kill. Life total doesn't matter. You don't need to be able to target the opponent. You don't need to be able to deal damage. You don't need to use the combat step. Basically, you are trading Stifle resilience for more "I win" circumstances, or more ways to ignore what your opponent does.
With all that said, for a deck like this one, the line between which is better gets a bit fuzzy. Since this deck strives (at the moment) to go off really quickly, the life total argument becomes somewhat moot. Leyline of Sanctity isn't exactly a popular maindeck card, so targeting the opponent isn't a problem. In the game 1 turn 1 world, the kills are about equal, but as the game progresses, the Angel/Maniac kill gets better. That doesn't say anything about games 2 or 3, but that is something that still needs to be dealt with. At this point, it's mainly personal preference for which kill you would like to use.
Edit: The Mimeoplasm kill should use Triskelion. It deals with Stifle since they cannot counter all 50-something damage activations.
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Legacy:
combo elves
Modern:
White Rock (41-24-4 in matches. Beginning 10/14/14. Last updated 1/2/15)
List:
4 Dark Confidant
3 Siege Rhino
1 Thrun, The Last Troll
Spells - 20
4 Inquisition of Kozilek
3 Thoughtseize
4 abrupt decay
2 maelstrom pulse
1 slaughter pact
1 path to exile
1 Disfigure
1 damnation
3 lingering souls
NCP - 4
3 Liliana of the Veil
1 Bow of Nylea
4 verdant Catacombs
2 marsh flats
2 windswept heath
2 Swamp
1 Forest
1 Plains
2 Urborg, Tomb of Yawgmoth
3 overgrown tomb
1 godless shrine
1 temple garden
1 Treetop Village
2 stirring wildwood
2 Tectonic Edge
4 Leyline of Sanctity
1 Thrun, the last troll
2 Duress
1 Creeping Corrosion
2 Stony Silence
2 Nihil Spellbomb
1 Back to nature
1 Utter End
1 Golgari Charm
I also want to point out that the BBB idea is a bad one. Once you've milled yourself, that's it. You have to win that turn, or you're dead to attempting to draw from an empty library the following turn. Unlike Belcher, you don't get a second chance if your opponent stops you the first time. I think that is this deck's biggest weakness - it has no anti-hate and no defense; this deck folds to a single Turn 1 Tormod's Crypt by the opponent.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver