The cloudpost deck is better knows as turbo drazi. Land disrupt eats them and expect them to board in needles for wasteland/port g2 and g3. Honestly, i think mono w D&t is fairly prepared to combat them. Revoker is solid help too. Its also important to not over extend into all is dust. Eye of ugin enables some scary plays so beware of that card.
@_Erbs_, If you are running Natural Order, you really have no excuse not to run Progenitus or some other uber powerful and really big Green Creature (though Progenitus still seems to be the best option given its abilities).
That said, as far as green builds are going these days, I am not particularly thrilled with the idea of running Noble Hierarch. I really do not think the Green list needs that card to be effective.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
@_Erbs_, If you are running Natural Order, you really have no excuse not to run Progenitus or some other uber powerful and really big Green Creature (though Progenitus still seems to be the best option given its abilities).
That said, as far as green builds are going these days, I am not particularly thrilled with the idea of running Noble Hierarch. I really do not think the Green list needs that card to be effective.
Yeah, I did not even see that card when I originally saw the list. I think there is definitely tweaking to be had on the list I posted, but it is sure an interesting take on D&T that at least deserves some testing at some point. Would any of the GW players even consider playing NO/Prog in their list? I think that is the other question that needs to be asked.
@_Erbs_, If you are running Natural Order, you really have no excuse not to run Progenitus or some other uber powerful and really big Green Creature (though Progenitus still seems to be the best option given its abilities).
That said, as far as green builds are going these days, I am not particularly thrilled with the idea of running Noble Hierarch. I really do not think the Green list needs that card to be effective.
Lol i forgot to add progen hahaha..., -1 STF +1 progen, but another build running around my head is to add mana taxing effect to your opponent in the NO build. I know the build is kinda fragile but it seems nice to play hahaha. I run GW DT aswell but i don't use NO in my build.
Well here's my experience with running noble in a GT build. Mono W has a strong mana denial plan 4 waste + 3-4 ports as compared to 4 waste to GW builds. What G offers really are teeg, pridemage and KoTRs having that said all of them needs green mana early thus your key 1st turn drop is noble or vial not mother as mor becomes only a support as compared to what its use in a mono w shell. In a GT builds for me noble is a big part of the deck and as i playtest more and more GT plays more of a WG maverick over DT.
GT will never have a hard time following DTs roots in a mana denial gameplan and tricks but what it offers are muscle and some utility. GT will never be DT no matter how you push it to be bec on how they are built.
I am not familiar with this maverick deck you have mentioned. But in all my time playing GW Death and Taxes, as well as Mono-W Death and Taxes. Overall I have seen very little difference between the two. Of course that is probably because I spent most of my time Playing Mono-White Death and Taxes on MTGO and in other places where I don't have easy access to Rishadan Port and as such never really missed it when I moved over to GW Death and Taxes.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
I am not familiar with this maverick deck you have mentioned. But in all my time playing GW Death and Taxes, as well as Mono-W Death and Taxes. Overall I have seen very little difference between the two. Of course that is probably because I spent most of my time Playing Mono-White Death and Taxes on MTGO and in other places where I don't have easy access to Rishadan Port and as such never really missed it when I moved over to GW Death and Taxes.
@NO combo part of the GT shell..
It would be fun to play but i wouldn't use it on my deck. I would rather run Eslpeth Knight of Errant over the NO combo.
For reference here is my GT build, as you can see it doesn't feel like DT but more of WG maverick. At times i wish mangara was a different card at times his just perfect thats why i stick with this build.
Is that cloudpost deck really able to support Force of Will with so few blue cards? Anyways, I feel like Wastelands, Ports and Leonin Arbiters could keep him off of the right mana long enough for you to win. Seems like it could be problematic though, to be honest. Mangara will take out an Eldrazi though.
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Legacy Decks I'm Currently Running:
U Merfolk U UGW NO Bant UGW UGWRB Dredge! UGWRB
Other Legacy Decks I Own:
RGW Zoo! RGW BGW Junk BGW RGWB Aggro Loam RGWB BW Deadguy BW W Death & Taxes (almost!) W GW Green & Taxes GW BGW Junk & Taxes BGW
@NO combo part of the GT shell..
It would be fun to play but i wouldn't use it on my deck. I would rather run Eslpeth Knight of Errant over the NO combo.
For reference here is my GT build, as you can see it doesn't feel like DT but more of WG maverick. At times i wish mangara was a different card at times his just perfect thats why i stick with this build.
**Snipping List**
Having looked at the source, here is the most recent two Maverick builds:
Just by giving these decks a quick overview, I can see that what they really are is just Zoo decks without the splash of red.
Now comparing that to your deck list, _erbs_, while your deck list is very similar to theirs in a lot of ways. It also has several key differences from their decks (most notably the exclusion of Elspeth). I would say your deck probably plays out a lot more similarly to any other normal GW Death and Taxes deck than it does to a Maverick Death and Taxes list. If you want I could private message you my Death and Taxes list. But I am not planning on posting it in the forums this close to a major tournament I plan on attending.
EDIT: Fixed, the first list is taken from the OP of the Maverick thread on the Source.
Just by giving these decks a quick overview, I can see that what they really are is just Zoo decks without the splash of red.
Now comparing that to your deck list, _erbs_, while your deck list is very similar to theirs in a lot of ways. It also has several key differences from their decks (most notably the exclusion of Elspeth). I would say your deck probably plays out a lot more similarly to any other normal GW Death and Taxes deck than it does to a Maverick Death and Taxes list. If you want I could private message you my Death and Taxes list. But I am not planning on posting it in the forums this close to a major tournament I plan on attending.
EDIT: Fixed, the first list is taken from the OP of the Maverick thread on the Source.
A pm of your list would be nice so we could compare notes and experiences.
Peacekeeper could work against both elf decks and turbodrazi/progenitus. Just put it down, then you can wait until you draw Flickerwisp (flick it, then attack), Sword of Light and Shadow (let it die, then attack and recur, replay peacekeeper), draw another Peacekeeper (let the first one die and attack), or just wait till you have lethal on board. The only flier is Emrakul, which can be bounced, so just amass flyers. These decks don't run creature removal so it's a good silver bullet.
Problem i see with peacekeeper is you can't tutor for it in monowhite, but if you're talking about in a gw shell with worldly tutor sb, it could work and it would be totally unexpected coming from this deck...
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Vintage Workshops
Legacy:
Death and Taxes
EDH: Arcum DagssonMake Paradox Engine Great Again!
Urza, Lord High Artificer
I'm stunned at the number of "spinoff" D+T versions! It's quite impressive actually. I never thought NO-Prog could adequately be fit within a D+T shell. I guess when the shell rocks, you can fit it with a few more "personal" choices and still have a solidly performing deck. (For "personal" choices, read "cards that you play because they're fun more than because they're optimal".)
In my view, any maindeck card at 4 CMC is an auto-exclude, with the marginal exceptions of Cataclysm and Elspeth, which I'd have to test further before I'd say anything about them. This deck is so oriented on optimal use of mana that to sink 4 into one card better be for a card that is 1) gamebreaking, and 2) useful on a wide number of fronts. Natural Order may be 1), but it is not 2). A more versatile (therefore more playable) tutor is the green Zenith.
Plus, I've grown accustomed to playing NO in the Bant Aggro package, ie. with FoW backup. Getting your NO countered without your having a say about it amounts to one of the biggest tempo losses you can get in Legacy.
Goyf gets pro red right? How was he blocking Goyf with apes?
You're totally right, that means SoFI-quip came right after the last Ape... but then why was he chumping a 3/4 Goyf with a 2/3 Ape if he's at 20+ life?... Ok I'm stumped, damn it's tough sometimes to piece together the game's storyline just from some sparse and meager notes.
I want to bring up a couple of topics.
1. Path to Exile. I have tried this and I did not like it, but I did not try it A LOT. Normally I would simply remember that a card is awful and move on. But there are quite a few people who disagree with me at The Source. And they are not quiet about it. The arguments being made are mostly poorly thought-out, but not all of them.
I really want to get to the bottom of this. Does anyone here have any opinion about this matter? Keep in mind that the typical stuff like "just don't use it early" and "the life gain is a problem' are certainly not going to fly. I think that we can all agree that STP is the better primary choice. I am more interested in if anyone has an opinion on it versus Oust. Or perhaps something else. Or (like most of you are currently doing) nothing at all. Furthermore, any opinions on how green splash versions differ on this matter. Thanks in advance for thoughtful input.
2. 12 Post Eldrazi against us.
That deck fascinates me. With about 14 blue cards for FoW and not enough blue or green mana to play its colored spells with regularity, I can't understand how any of that deck works with any real consistency. And yet it is doing fairly well. Something just does not add up. At any rate, you can Flickerwisp the Needles. Or Mangara, I suppose. And Revoker has a number of good targets. But this is yet another decks that I am uncomfortable fighting. I kinda like nwong's idea of Peacekeeper. It is not pretty, but there is something to be said for a catch-all like that. We have Moms and protection swords to help keep him from harm too. We don't even have to fail to pay the upkeep. You can just Flicker it out while you attack. The problem is, of course still that you are not going to be tutoring for them. And also, we just die to All is Dust unless we are using a Bridge.
Monowhite -- oust>path, no question for me... so many wins revolve around mana denying that giving them a land is counterproductive. But I don't even play oust, I play 3 arbiters in the main in place of 2 oust and 1 plains *sidenote, Finn I would like you to test these fellas some more as they have always been golden for me and also goes into the whole delaying your opponents and/or catching them with their pants down with a response of vialing arbiters to their fetches. Fry from thesource had an excellent experience with them in the Jupiter Tourney and dare I say, would have lost to turbodrazi in the finals without these angry looking cats*
I don't think we really need much more help against aggro decks anyway because we have favorable matchups (well maybe except zoo where we are almost even) that's why I'm content with my spot removal.
As for the splashed builds, I would think path>oust because 1. pte is an instant (or should i say because oust is a sorcery?) and 2. this is purely hypothetical but because most GnT builds use tarmogoyfs and kotrs (no evasion creatures), an ousted creature that comes back that can block is more of a hassle than a land...
Finn I would like you to test these fellas some more as they have always been golden for me and also goes into the whole delaying your opponents and/or catching them with their pants down with a response of vialing arbiters to their fetches.
Here's the thing about the Arbiters in mono-white. It's not even about the disruption. They are stp/bolt rods. Same with revoker. Your opponents are using all of their removal on your disruption and not saving it for your threats.
If you're running additional mainboard removal ala Oust-more power to you, it really does fit the taxes front of D&T. And as Finn's breakdown suggests-it's more tempo for you. Coupled with the mana denial, you can really slow them to a crawl.
Path is an exceptional removal spell in the board if you're routinely facing decks that are too fast for you to handle, Elves to name one. Against Elves, disabling a combo piece is much more important than the additional land they receive, Forest<Heritage Druid/Birchlore Rangers/Nettle Sentinel/Priest of Titania. Oust just lets them recast it and doesn't hurt them at all.
Against Goblins the extra land could be the difference between winning and losing. Been keeping them off 4 land (3 w/warchief) with denial and have reset/disabled their vial? Path ramps them right up to Ringleader mana. Oust against Goblins seems strictly better than PTE on paper because of the tempo loss. And if they're gripping Matron it's feasibly a 2-for-1.
Against lists relying on the minimalist view of creatures ala Tempo Thresh, or that simply don't play basic lands-Affinity PtE is much stronger here than oust. If you can RFB their important dork (Goyf, Ravager, Master of Etherium, and occasional Blinkmoths) and possibly not give them a land-kudos to you. PtE has officially no drawbacks against these lists.
Peacekeeper can buy you enough time to resolve a Gaddock Teeg, and after that they have no answers to it (green splash of course).
Although it can't be tutored (I've tried World Tutor and preferred Enlightened), I think it's worth it to run maybe 3 of them in the side. It solves 2 of the deck's biggest problems - Progenitus/Hardcast Emrakul and Elves.
I have to agree with Finn on the oust vs PtE debate. A big part of the mono white strategy is mana denial, a la goblins. Considering we run the same mana denial package as that deck, using oust as removal just makes so much more sense. PtE basically negates any advantage we have in the early game if we are going into mana denial mode. Not only that, I run 3 Wastelands and 3 Ports, so running oust becomes that much more valuable. The fact that oust is a sorcery is a non issue to me, as the majority of the time we are using the removal we have in our turn anyway. The wookie does make a really good point though, if you are against a lot of decks that don't play many if any basics in your meta, PtE is basically an instant speed oust without any drawback and should indeed be used.
Has nobody considered using Journey to Nowhere" target="blank"> Journey to Nowhere as the backup removal instead of oust or pte, etc. ? I feel its much better over oust bec you still get to kill a creature if your opponent will hit it with pridemage or spend another resource via disenchant, etc. as compared to oust which your opponent will surely re cast that threat again. Another reason my i picked journey as my backup removal it also doubles up against show and tell decks as compared to pte which can't deal with them. As for PTE in GT its not that bad bec GT doesn't have the mana denial strength as compared to mono w, but again pte is a very situational card when used properly is perfect aswell.
While Journey certainty has a use in this deck, and plays well with flickerwisp, I think the main reason Oust is better is because it is W as opposed to 1W. The fact that you not only have to keep 1 land up as oppsed to 2, but the fact that Oust can feed a Jotun Grunt makes it a better card than Journey. Not to say that Oust is the best either, it is just the best solution we have ATM.
While Journey certainty has a use in this deck, and plays well with flickerwisp, I think the main reason Oust is better is because it is W as opposed to 1W. The fact that you not only have to keep 1 land up as oppsed to 2, but the fact that Oust can feed a Jotun Grunt makes it a better card than Journey. Not to say that Oust is the best either, it is just the best solution we have ATM.
If you bring flickerwisp into the picture or mangara, journey would become a 2 for 1 card as compared to oust as 1 for lifegain to your opponent and a threat that will hit the board again. As for it being able to feed jotun grunts, i don't like jotun even in a mono white build. Im my mono w DT i don't even run him. What i use in favor of him is wall of omens
Goyf gets pro red right? How was he blocking Goyf with apes?
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
Interesting build... but i would build it something like this
Lands [21]
4 wasteland
4 windswept heath
1 flooded strand
2 horizon canopy
2 karakas
1 forest
1 gaeas cradle
4 savannah
2 plains
Creatures [25]
4 noble hierarch
3 mother of runes
4 qasali pridemage
4 tarmogoyf
3 knight of the reliquary
3 stoneforge mystic
2 scryb ranger
2 mangara
Spells [14]
4 stp
4 vial
3 natural order
1 jitte
1 sofi
1 sols
That said, as far as green builds are going these days, I am not particularly thrilled with the idea of running Noble Hierarch. I really do not think the Green list needs that card to be effective.
Yeah, I did not even see that card when I originally saw the list. I think there is definitely tweaking to be had on the list I posted, but it is sure an interesting take on D&T that at least deserves some testing at some point. Would any of the GW players even consider playing NO/Prog in their list? I think that is the other question that needs to be asked.
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Lol i forgot to add progen hahaha..., -1 STF +1 progen, but another build running around my head is to add mana taxing effect to your opponent in the NO build. I know the build is kinda fragile but it seems nice to play hahaha. I run GW DT aswell but i don't use NO in my build.
Well here's my experience with running noble in a GT build. Mono W has a strong mana denial plan 4 waste + 3-4 ports as compared to 4 waste to GW builds. What G offers really are teeg, pridemage and KoTRs having that said all of them needs green mana early thus your key 1st turn drop is noble or vial not mother as mor becomes only a support as compared to what its use in a mono w shell. In a GT builds for me noble is a big part of the deck and as i playtest more and more GT plays more of a WG maverick over DT.
GT will never have a hard time following DTs roots in a mana denial gameplan and tricks but what it offers are muscle and some utility. GT will never be DT no matter how you push it to be bec on how they are built.
@NO combo part of the GT shell..
It would be fun to play but i wouldn't use it on my deck. I would rather run Eslpeth Knight of Errant over the NO combo.
For reference here is my GT build, as you can see it doesn't feel like DT but more of WG maverick. At times i wish mangara was a different card at times his just perfect thats why i stick with this build.
Lands [21]
1 Forest
1 Gaea's Cradle
2 Plains
2 Karakas
4 Savannah
4 Windswept Heath
1 Flooded Strand
4 Wasteland
2 Horizon Canopy
Creatures [28]
3 Mother of Runes
3 Noble Hierarch
3 Stoneforge Mystic
4 Serra Avenger
4 Qasali Pridemage
4 Tarmogoyf
2 Mangara of Corondor
2 Mirran Crusader
3 Knight of the Reliquary
Spells [11]
4 AEther Vial
4 Swords to Plowshares
1 Umezawa's Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow
U G W NO Bant U G W
U G W R B Dredge! U G W R B
B G W Junk B G W
R G W B Aggro Loam R G W B
B W Deadguy B W
W Death & Taxes (almost!) W
G W Green & Taxes G W
B G W Junk & Taxes B G W
Momir Vig
Brion Stoutarm
Drana, Kalastria Bloodchief
Arcum Daggson
Having looked at the source, here is the most recent two Maverick builds:
4 Noble Hierarch
4 Mother of Runes
3 Weathered Wayfarer
3 Tarmogoyf
4 Qasali Pridemage
2 Scryb Ranger
2 Stoneforge Mystic
3 Knight of the Reliquary
2 Eternal Witness
SPELLS:
4 Swords to Plowshares
2 Sylvan Library
4 Aether Vial
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Umezawa's Jitte
4 Windswept Heath
4 Savannah
4 Horizon Canopy
4 Wasteland
1 Forest
1 Plains
1 Gaea's Cradle
1 Treetop Village
3 Gaddock Teeg
2 Krosan Grip
3 Enlightened Tutor
1 ghostly prison
1 runed halo
1 Choke
2 Relic of Progentious
1 Tormod's Crypt
1 Ethersworn Canonist
and:
4 Wasteland
3 Horizon Canopy
2 Plains
2 Forest
4 Windswept Heath
2 Verdant Catacombs
1 Marsh Flats
4 Savannah
1 Treetop Village
Creatures
3 Stoneforge Mystic
4 Knight of the Reliquary
4 Noble Hierarch
4 Tarmogoyf
4 Qasali Pridemage
2 Wickerbough Elder
4 Loam Lion
2 Weathered Wayfarer
2 Path to Exile
1 Umezawa's Jitte
1 Sword of Light and Shadow
4 Swords to Plowshares
Walkers:
2 Elspeth, Knight-Errant
1 Path to Exile
3 Kitchen Finks
2 Gaddock Teeg
3 Krosan Grip
2 Choke
4 Ethersworn Canonist
Just by giving these decks a quick overview, I can see that what they really are is just Zoo decks without the splash of red.
Now comparing that to your deck list, _erbs_, while your deck list is very similar to theirs in a lot of ways. It also has several key differences from their decks (most notably the exclusion of Elspeth). I would say your deck probably plays out a lot more similarly to any other normal GW Death and Taxes deck than it does to a Maverick Death and Taxes list. If you want I could private message you my Death and Taxes list. But I am not planning on posting it in the forums this close to a major tournament I plan on attending.
EDIT: Fixed, the first list is taken from the OP of the Maverick thread on the Source.
A pm of your list would be nice so we could compare notes and experiences.
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
In my view, any maindeck card at 4 CMC is an auto-exclude, with the marginal exceptions of Cataclysm and Elspeth, which I'd have to test further before I'd say anything about them. This deck is so oriented on optimal use of mana that to sink 4 into one card better be for a card that is 1) gamebreaking, and 2) useful on a wide number of fronts. Natural Order may be 1), but it is not 2). A more versatile (therefore more playable) tutor is the green Zenith.
Plus, I've grown accustomed to playing NO in the Bant Aggro package, ie. with FoW backup. Getting your NO countered without your having a say about it amounts to one of the biggest tempo losses you can get in Legacy.
You're totally right, that means SoFI-quip came right after the last Ape... but then why was he chumping a 3/4 Goyf with a 2/3 Ape if he's at 20+ life?... Ok I'm stumped, damn it's tough sometimes to piece together the game's storyline just from some sparse and meager notes.
U G W NO Bant U G W
U G W R B Dredge! U G W R B
B G W Junk B G W
R G W B Aggro Loam R G W B
B W Deadguy B W
W Death & Taxes (almost!) W
G W Green & Taxes G W
B G W Junk & Taxes B G W
Momir Vig
Brion Stoutarm
Drana, Kalastria Bloodchief
Arcum Daggson
I want to bring up a couple of topics.
1. Path to Exile. I have tried this and I did not like it, but I did not try it A LOT. Normally I would simply remember that a card is awful and move on. But there are quite a few people who disagree with me at The Source. And they are not quiet about it. The arguments being made are mostly poorly thought-out, but not all of them.
I really want to get to the bottom of this. Does anyone here have any opinion about this matter? Keep in mind that the typical stuff like "just don't use it early" and "the life gain is a problem' are certainly not going to fly. I think that we can all agree that STP is the better primary choice. I am more interested in if anyone has an opinion on it versus Oust. Or perhaps something else. Or (like most of you are currently doing) nothing at all. Furthermore, any opinions on how green splash versions differ on this matter. Thanks in advance for thoughtful input.
2. 12 Post Eldrazi against us.
That deck fascinates me. With about 14 blue cards for FoW and not enough blue or green mana to play its colored spells with regularity, I can't understand how any of that deck works with any real consistency. And yet it is doing fairly well. Something just does not add up. At any rate, you can Flickerwisp the Needles. Or Mangara, I suppose. And Revoker has a number of good targets. But this is yet another decks that I am uncomfortable fighting. I kinda like nwong's idea of Peacekeeper. It is not pretty, but there is something to be said for a catch-all like that. We have Moms and protection swords to help keep him from harm too. We don't even have to fail to pay the upkeep. You can just Flicker it out while you attack. The problem is, of course still that you are not going to be tutoring for them. And also, we just die to All is Dust unless we are using a Bridge.
I don't think we really need much more help against aggro decks anyway because we have favorable matchups (well maybe except zoo where we are almost even) that's why I'm content with my spot removal.
As for the splashed builds, I would think path>oust because 1. pte is an instant (or should i say because oust is a sorcery?) and 2. this is purely hypothetical but because most GnT builds use tarmogoyfs and kotrs (no evasion creatures), an ousted creature that comes back that can block is more of a hassle than a land...
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
Here's the thing about the Arbiters in mono-white. It's not even about the disruption. They are stp/bolt rods. Same with revoker. Your opponents are using all of their removal on your disruption and not saving it for your threats.
If you're running additional mainboard removal ala Oust-more power to you, it really does fit the taxes front of D&T. And as Finn's breakdown suggests-it's more tempo for you. Coupled with the mana denial, you can really slow them to a crawl.
Path is an exceptional removal spell in the board if you're routinely facing decks that are too fast for you to handle, Elves to name one. Against Elves, disabling a combo piece is much more important than the additional land they receive, Forest<Heritage Druid/Birchlore Rangers/Nettle Sentinel/Priest of Titania. Oust just lets them recast it and doesn't hurt them at all.
Against Goblins the extra land could be the difference between winning and losing. Been keeping them off 4 land (3 w/warchief) with denial and have reset/disabled their vial? Path ramps them right up to Ringleader mana. Oust against Goblins seems strictly better than PTE on paper because of the tempo loss. And if they're gripping Matron it's feasibly a 2-for-1.
Against lists relying on the minimalist view of creatures ala Tempo Thresh, or that simply don't play basic lands-Affinity PtE is much stronger here than oust. If you can RFB their important dork (Goyf, Ravager, Master of Etherium, and occasional Blinkmoths) and possibly not give them a land-kudos to you. PtE has officially no drawbacks against these lists.
WW Death & Taxes
GG Control
RR Skred Red
Although it can't be tutored (I've tried World Tutor and preferred Enlightened), I think it's worth it to run maybe 3 of them in the side. It solves 2 of the deck's biggest problems - Progenitus/Hardcast Emrakul and Elves.
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
If you bring flickerwisp into the picture or mangara, journey would become a 2 for 1 card as compared to oust as 1 for lifegain to your opponent and a threat that will hit the board again. As for it being able to feed jotun grunts, i don't like jotun even in a mono white build. Im my mono w DT i don't even run him. What i use in favor of him is wall of omens
U Merfolk
UGW Bant
BGW Rock
WUB Stoneblade
RGW Zoo