17 lands actually work really good at the moment for me, I know with mox opal it is much more explosive, but unfortunately I don't have them at this point but I want to play the deck on the tournament.
For the sideboard choices:
Nature's claim helps against problem enchantments and artifacts, mostly stony silence, could also be used for lifegain in some situations.
Pithing needle to stop vials and plainswalkers
Hex Parasite us a thing I wanted to test, he eats anything with counters and can be a nice finisher, even using your own counters for +X/+0
Padeem is just a thought, he could protect nearly all my permanents, is bolt and decay safe and draws cards possibly.
Blood moon for tron and 3 color decks
Bridge for aggro as well as pyroclasm.
The 1 free spot could be Vandalblast against affinity
Also I have not much against storm atm except for the 1 maindeck orb of warding.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Red Baron, Ward of Bones is a very unique card choice I'm curious to know if you have any experience with it? I had no idea it existed and it's very nice, maybe we should try a denial plan?
@Heskatet
17 lands is probably fine if you are comfortable with it. You will need to mulligan aggressively to find the right openers and not be mana screwed. I happens sometimes even running the Opals and less often than the great openers.
Are you worried about needing UUU after a Wildfire Effect for Whir of Invention? Have you thought about Chromatic Lantern instead of Darksteel Ingot? It would help you get colored mana if you increased the whir count. Maybe Coalition Relic as it is similar to Pentad Prism but able to stick around without counters. If you are going to be hit with artifact destruction, they will pick something better than Mox Opal anyways every single time. I think this slot could be a different mana rock.
There seems to be a lot of toolbox type 1 of's in the list but no reliable way to tutor for them outside of two Whir and two Inventors' Fair. I've shut my own Fair down with Blood Moon times when I would have been better off using it to tutor. Our utility lands can be better than the tempo gained sometimes I am learning. Always great at slowing Tron to a crawl though letting us Wildfire reliably turn 4.
I think Titan Forge is worth consideration over Orochi Hatchery. Titan Forge is much more efficient creating 9 power for 12 mana or 5 potentially with a coretapper. That interaction is a one time thing but is powerful nonetheless. Hatchery can produce 4 power for 13 mana. It could be good against decks with larger non-trample threats. I guess its a toss up with hatchery being better with ensnaring bridge on the board.
Also without Ancient Stirrings the artifact ramp shell is much more vulnerable. It can be inconsistent at times and stirrings often allows the deck to keep otherwise questionable hands. It gets better with more colorless cards obviously but also allows us to fight through hate and disruption against discard, artifact destruction, and counterspells.
Sideboard is pretty straight forward
What matches would you want to bring Hex Parasite in for? It could help against Sun and Moon but that isn't a big deck currently. I don't think there are any other decks really that we care enough about to warrant this slot. Spellskite fits into a similar spot and helps the deck against targeted removal in addition to Padeem.
I'm not worried about the UUU for Whir of invention after a wildfire, because we have cornucopia and ingot in multiples, also glimmervoid and spire of industry. You just need to be careful when to drop which land.
Mostly when I play whir of invention I want a solution for anything, and I can plan that in the first 3rounds.
I will maybe replace Orbs of warding main and put in another land, you made me worry about my land count.
Htchery is the solution of choice her, because the tokens swing around bridge, so you can EoT of the opponent create the tokens, in your turn, draw a card, attack the play the card having zero cards in hand for the opponent turn.
The double X cost is not that important, then most of the time I search hatchery with X=0 so no counters on hatchery. They are put there with surge node or coretapper.
Ancient stirrings is a card I don't own yet and I didn't test it as well but I think it could be good. But for the tournament I don't have it.
Hex parasite comes in for every deck that plays with anything with counters, in tron the have Karn, vials are kept at 1 so merfolk and death and taxes can't put in creatures after wildfire. Counters from steel overseer can also be targeted. It's an addition to needle which I want to test. Also for Lightning Storm ;-)
Didn't think of Spellskite yet, thanks
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Not sure Lightning Storm can be stopped by Hex Parasite there since parasite reads target permanent. Ad Nauseum is currently a tough matchup I am working on so I hope I'm wrong!
@ Mizral
I saw Ward of Bones when I was looking for Silver Bullets. I think a prison/denial type of deck could be fun and the card works well with our Wildfire effects potentially locking the opponent down to 1 land. I am going to build some sort of list with it to test out. The card just looks like it could be a really fun and solid lock piece. Especially if you have Chalice of the Void on 1 counter.
I am pretty sure you are correct in that Hex Parasite does not help against Lightning Storm. Ad Nauseum is a pretty tough match-up just because they run artifact sources of mana as well. Wildfire doesn't hit them nearly as hard as any other deck in the format.
@Heskatet
That said, they don't run very many answers outside of the combo itself. I usually feel pretty on edge if I don't have a big advantage by turn 5. When they combo off they will potentially have up to 3 non-creature answers for our deck. Hurkyl's Recall, Echoing Truth, and Disenchant are in the sideboard usually as 1 of's. They usually have a couple creature answers as well like Fatal Push and Slaughter Pact somewhere in the 75. They are hard for us to interact with and we just need to be faster.
The good thing about Ad Naus is that it isn't very popular but recently took a SCG Open near me so it might pick up some steam locally. I think the best lines against them are to put on early pressure while gaining life to get out of Lightning Storm range. They can deal about 35 damage with a Lightning Storm though. Something like Trickbind, Memoricide, Thought Hemorrhageare possible options. I don't think combo is prevalent enough to warrant inclusions like these in the 75.
Yeah I see that hex parasite doesn't work on lightning storm.
Edit:I also see that grindclock could also be a good finisher. Maybe I will include that in the sideboard. Also I am considering Pyroclasm in the main and put some silverbullets to the sideboard for that. Edit end.
I will sort out and put together a final list, and I wanted to write a short summary how the deck went in the tournament and how the single matches were like. Maybe I'll get some new points how to improve with the deck.
I'm looking at other possible directions to take the deck. I am thinking a black variant for a Death Cloud type list. Death Cloud is pretty proven in what it can do and how it operates. The deck would need to be able to operate at the same level for it to be of consideration really.
I want to come up with some sort of Tezzeret, Agent of Bolas list to see how it would approach different things. So many ideas and so little time. I will get around to posting some lists a little later.
So today I played the deck in the tournament I mentioned but the list was far from what I wanted to play, because some cards weren't there in time to use them. I had no needle, lux cannon and witchbane orb. So my list looked like this.
I went 2-2 with that list and I am convinced that I have to play the deck either full toolbox or full Wildfire plan.
Round 1 - Eldrazi Tron(2:0)
Game 1
I begin with land surge node
He opens with Eldrazi Temple
I drop the second land chalice for 1 Cornucopia for 0 putting a counter on it with node. He drops land and casts matter reshaper.
I go on with land cornucopia for 1 tezzeret's gambit putting all rocks to 2 counters
He casts ballista and attacks with reshaper
I drop inventor's fair sac for bridge going to 1 hand card
He can't do anything, I wildfire matter reshaper puts a matter reshaper into play. I search for Hatchery and he scoops after i put more and more counters on hatchery with a coretapper.
Game 2
He keeps a greedy hand with expedition map and eldrazi temple but never finds another land and I play with 4 artifacts with aether grid and play wurmcoil and he scoops
Round 2 - bant Eldrazi(0:2)
Game 1
He begins with land noble hierarch
Drop a land a rock and node, he drops engineered explosives and kills my chalice 2 turns in a row
Puts in 2 eldrazi displacer and hits me to 4 life. I resolve a wildfire leaving him with nothing and i dont get anything and he recovers annd beats my face.
Game 2
The game is basically a copy of game 1 and i cast wildfire, he negates and kills me.
Round 3 - 3color homebrew(2:1)
I don't get a good start he helix bolts me and puts some thopters into play which kill me.
Game 2
I have a fast start dropping blood moon and I kill him with aether grid.
Game 3
I get a good start and he durdles around shooting helix at me and putting some thopters into play, he fetches his basic lands because he fears blood moon. I play Wildfire followed by bloodmoon into wurmcoil and he scoops.
Round 4 - Death's Shadow
I have a decent start with a mana rock and node. He thoughtseizes my bridge drops goyf and decays my rock in the following rounds.
Death's shadow kills me.
Game 2
He only has 1(!) decay in the deck and killing my rock again early and i don't hit anything and death's shadow with battle rage for the win in the following turns.
So I ended with 2-2
My conclusion for the matches is that the split between toolbox and wildfire is not good. Either full out wildfire or toolbox but not both.
I ALWAYS borded in Blood moon because it is so good. Even considering it in the mainboard.
Mox opal belongs in here for sure to be more explosive.
Whir of invention wasn't as good as i thought and except of bridge there was nothing I wanted to have most of the games.
Padeem is worth it in a blue toolbox build.
Tezzeret's Gambit is worth the spot.
Overall my toolbox felt pretty weak. Personally I would go with a mono red shell
But monoblue toolbox could also really be nice.
I will work on the deck and post a new list how i would play the deck in the future.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
This is my list thus far, my testing had been limited but I'm pleased with it. Thanks to you guys I decided on Ancient Stirrings + Glimmervoid as being the best plan to add consistency. Whir is still my gameplan, ideally I will take Paradox Engine or Otherworld Atlas to go off, however plan A is now an early game Bust. Trinisphere is my big addition, leveraging our mana advantage and land destruction to not let them come back. Kill is tying my opponents hands and playing two Golem, with no land and trinisphere out I do not anticipate it being possible to win.
This deck currently has not much in terms of answers to Stoney Silence however it's not a huge part of my local meta. Will update you all once I can report actual results beyond casual practice.
@Heskatet
Nice report. Thanks for taking time to write it.
It sucks to have gotten both Bant Eldrazi and Deaths Shadow in a smaller tourney. Both of those are in the opponents favor games 1 and 2 I think.
Death's Shadow and Tarmogoyf are usually too big for Wildfire to hit effectively also. The nice thing about DSJ over traditional Jund is that they run less maindeck interaction. They usually have 2-5 pieces of Artifact destruction in Kolaghan's Command and Abrubt Decay. This is in addition to 6-8 discard spells.
They are both very hard matches and will continue to be. We just aren't good against disruptive midrange decks. Don't let that be a deterrent though if it isn't a significant portion of your meta.
Padeem, Consul of Innovation is quite a good card for us. I am really enjoying it in the sideboard as a 1 of and am almost considering it as a two of. Drawing extra cards and hexproof on artifacts is great. We can still use Voltaic Key and Surge Node though the hexproof which is nice. The idea is to bring it in during the grindier matches assuming they side out removal for targeted artifact destruction. Having him maindeck makes him a lightning rod for whatever removal the opponent might have.
Blood Moon is just a good card in general. I ran 3 of them maindeck for awhile before eventually moving them to the sideboard. If your meta has no mono-colored decks or is light on them, it could easily see a maindeck slot. The reason I took it out was because I hated to see one any other time than in my opener. Losing to Elves or Merfolk and drawing a Blood Moon just isn't fun. The card is super swingy and when it works it works well. It is completely useless and actually hurts us when it is bad. I side them in almost exclusively on the play taking out a finisher, Ancient Stirrings, and whatever else is relevant. Those games, I plan for the turn 2-3 blood moon followed by a high impact spell.
@ Mizral
Nice list. I'm really curious to see how a toolbox version of the deck fares and can't wait for some reports.
The biggest thing that stands out to me is the 14 lands. I think this is pretty greedy and it will make you rely on Astral Cornucopia and Mox Opal. I would try to get this number up to 16-18. Only being able to cast Boom // Bust early with a Darksteel Citadel in play also seems worse than it could be.
I'm not sure Voltaic Key has a place in the toolbox. I just don't see any situation really where you want to tutor for it. I think it is a great card but requires you to play 3-4 or none. That is the only way to reliably use it to its full potential. Voltaic Key ramps your mana rocks early game, adds more counters to Titan Forge, Otherworld Atlas and Lux Cannon, untaps Wurmcoil for pseudo-vigilance, and can really be used to make some plays following a Tezzeret's Gambit. It just doesn't do most of those things for this list and therefore I think it should be replaced.
Whir of Invention is a good card but you have 6 tutor effects in addition to Ancient Stirrings right now. This is the easiest card to cut from the list for an additional land.
I am considering Trinisphere for the mono-red version in conjunction with Ghirapur Æther Grid allowing us to cast our cheap artifacts. I think in a toolbox build, Trinisphere is pretty much win-more by the time you are able to cast it. Searching one up after Boom // Bust will likely buy you an additional two turns until something happens. I think if you are going for the lock plan, Lodestone Golem + Ward of Bones is a much better lock. I could be wrong but I think this slot should have a bigger impact on the game. The only thing I don't like about Ward is the cmc of 6. Maybe 2 turns is all you need to win after Boom/Bust with a Tezzy / Bridge in play.
Lodestone ideally comes down after a Bust effect to lock them out of the game. You aren't running him for tempo because he will just die to most every removal spell the format has to offer. Cutting one of these in favor of Phyrexian Metamorph could be pretty good. Instant speed clones with Whir of Invention seems nice on paper against things like Tarmogoyf, Primeval Titan, and even Emrakul, the Aeons Torn.
Academy Ruins could also be in here though it is hard to find without Expedition Map. It will be fine without them in most cases but it will make facing artifact destruction that much harder.
This deck looks fantastic! I'm thinking of trying out something similar to the Eldrazi version redbaron posted and I was wondering if this deck can cope with stony silence?
It depends on the version. Stony Silence is the single best card that can be played against us. The Eldrazi version is a little more resilient to it but it really comes down to having the Nature's Claim or something similar to deal with it. The best defense against Stony is to know which decks run it and sideboard against them accordingly. If it is resolved and we have no answers in the deck, it is just gg most of the time.
Great deck idea. What are your thoughts on Darksteel Reactor? I'm not sure if it fits into any of the current shells but with the help of Dismantle you'd only need 10 counters on it to win upon resolution. Will definitely keep following the deck. Always had a soft spot for any counter based shenanigans so this deck is right up my alley.
@ kavselj
Cool man. I have considered Darksteel Reactor in a Tezzeret, Agent of Bolas style Ensnaring Bridge deck. I ended up thinking that it was too slow of a concept and would require building a weaker or less consistent deck to make work. It seems to be a win-more card compared to what the deck could be doing but I have done no testing. I don't see reliably being able to put counters on it in a timely fashion as we would have already been using them on our mana rocks or Lux Cannon / Titan Forge / Otherworld Atlas. For casual playgroups, I think the card can work and would be fine. This deck is usually a little too aggressive for a casual or multiplayer type game and doesn't make a lot of friends.
So I would put something up like this in a nice mono red wildfire build.
I'm still not sure if Ancient Stirrings is a must have or not.
I think I need to test it out.
This is a more prison build with some early game disruption.
The deck consists of the basic rocks and charge counter Producer.
The win conditions are GAeG Engine and steel hellkite. He has some evasion and destroys problem permanents if needed or disrupts the opponent when needed.
Further disruption elements are Trinisphere, pyroclasm for fast aggro decks
Also Blood Moon is very good against most decks in modern.
Everything we do is at sorcery speed so Defense grid is very good here. Chandra torch of defiance is a kill condition or helps with casting spells. Maybe [cards]Chandra Pyrogenius[/card] could be used as a finisher. It is better than Koth of the hammer because wildfire kills our mountains. All in allthe deck has more win conditions because we have no toolbox and no "real" carddraw.
What do you think?
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
I think it would work out pretty well. I assume the only tutor you have for the single Ensnaring Bridge is Inventor's Fair. I don't think you would reliably be able to cast it when you wanted to see it. Without Ancient Stirrings, I would either run 3 Bridge or 3 Trinisphere. I would go with Trinisphere because you already have Wildfire and Chandra for the creatures.
For suggestions, I think the 2 Pyroclasm could be replaced by Slagstorm, Anger of the Gods, Lightning Bolt, or Galvanic Blast. I think Pyroclasm is only better if your meta has a lot of wide creature decks like Elves, Soul Sisters, Tokens, Affinity, G/W Taxes or Hatebears. Slagstorm is better against Planeswalkers, Anger is good against recursive creatures, Lightning Bolt is pretty versatile, and Galvanic Blast is a better bolt most of the time. If you ran Bolt or Galvanic Blast, I would increase the number to 3 with maybe 1 in the side. Slagstorm/Anger also work well with Trinisphere.
Chandra, Torch of Defiance is probably the best planeswalker fit for this build. Card advantage, ramp, removal, and a decent win-con. The only other Chandra I would consider is Chandra, the Firebrand. The Firebrand can remove things like Noble Hierarch, Dark Confidant, or Soul Warden. Without Ancient Stirrings though, her -2 isn't nearly as good. Chandra, Pyrogenius is a weaker Torch of Defiance. She costs 2 more and provides no card advantage. The only benefit is the extra starting loyalty but that is pretty negligible. Chandra Nalaar could also be used. You can ramp into her turn 3 to remove some creatures or slowly ping the opponent to death. Her ultimate is pretty decent and isn't terribly hard to get to with Tezzeret's Gambit.
I like Koth of the Hammer in a mono red build even if we are casting wildfire. I think he might be best in a mono red proliferate heavy build. His Ultimate is relatively easy to get to with Tezzeret's Gambit, maybe Volt Charge or Throne of Geth. Having multiple ways to ping or lock the game down sounds nice. It is probably really clunky in practice.
Let me know how this list plays for you. I might build it on mtgo and run a few games with something similar. How fancy were you going to get with the mana base? Would you still be running Naturalize in the side to deal with Stony Silence? I think if you didn't want green, you could splash white for Wear // Tear. Either way it could be hard to play against when you maindeck Blood Moon. You only have 7 sources of colored mana that are non-land currently.
If you want we could play some games on mtgo and chat a bit if you are interested, my name there is HeskatetAS. Just pm me for times when I play.
Well I agree on the part with ancient stirrings, in the mono red build I need to increase the amount of lock pieces to disrupt the opponent hard, but maybe I will just try stirrings for me, this means I need to change the mana base a bit.
This also means I may have to drop blood moon from the mainboard
In the mono red build my mana base would look like this
Chandra, Torch of Defiance is the best planeswalker for this build but it is also the most expensive(I wanted to keep the deck a bit on a lower budget)
I considered slagstorm instead of Pyroclasm but maybe galvanic blast is just better and more flexible.
But what concerns me a bit in this build is the vulnerability to discard and decay.
These where the things which hurt me the most during the tournament I played.
I'm still not sure if I would prefere a blue toolbox build, but it lacks the Wildfire package and I love that.
You could play a list with cyclonic rift at the end of the turn to devastate their board and they may have to discard.
EDIT: In a blue toolbox build with a Cornucopia on 4 Charge counters you could go for a combo finish with Filigree Sages and Blue Sun's Zenith. Sages are also tutorable with Whir of Invention.
Also as a protection you could use Paradoxical Outcome which also draws you cards when you protect your artifacts.
@blba
Thanks for your opinion, I just wanted to emphasise that these 2 disruption elements are the worst for our deck, so I wanted to find some strategies to improve the games against this decks. Maybe stirrings is exactly what the deck needs, I just haven't tested it out for me yet.
EDIT:
If we are adding G for stirrings maybe arlinn kord could be an option.
When I was suggesting the cards I did, I wanted to do it with the cards I already own, additions can always be made, so I will try stirrings and see if it is the missing piece to make the deck more resilient.
I agree on chandra, torch of defiance being the best planeswalker here.
Also maybe I "misplayed" the deck by not mulliganing aggressive enough to have good starting hands.
Looks like my list above had 3 Darksteel Citadels hiding in the artifact list, sorry about that! I have edited them back, I found 17 land was the right amount to ensure I am getting playable opening hands. Bust without Citadel is usually still great, We have such an enormous mana advantage, plus we can Whir for Crucible. Losing Gemstone Mine is no big deal (wish it used charge counters!).
Voltaic I have gone back and forth on. It is good for building counters and ramp and has been a solid choice to Whir for. Some games it does just sit there though.
Trinisphere .. this is a test but I play against decks like Merfolk and Abzan and man do they hate this card. In tournament play, players must know how it works or can mess up easily. My deck doesn't have a combo wincon so dropping this after a bust gives me a turn or two to kill them before it is possible to come back.
Filigree Sages could be a potential alternate win-con. You would only want it in a tutor version and only run 1 of them. Instead of Blue Sun's Zenith, maybe Walking Ballista. You could tutor for it with Invntors' Fair or dig for it with Agent of Bolas, Stirrings, or Crane. It is a solid enough card to be a 3-4 of maindeck if you aren't running Wildfire. I think Sages/Blue Sun's is probably slower and more fragile than the Paradox Engine/Otherworld Atlas combo win. It isn't bad as an alternate win-con though for grindier matches.
Ancient Stirrings is such a good card for the deck. It increases the consistency of the deck more than any other card in Modern could. I like Stirrings over Glint-Nest Crane just because it gives us a lot more reach turn 1 with how we have to mulligan. It also helps dig late game for those finishers like Steel Hellkite. I like it over Glint-Nest because it digs one more and can grab a land if we whiff and don't see an artifact, however rare that may be. I have used it to grab Inventors' Fair to grab a Wurmcoil.
About the midrange match-up and what cards are good for it, how to play against it. Blba is pretty much spot on with what we need to help fight against hate cards. I am working on writing about the match-ups and will post something when I am finished.
I would say traditional Jund is probably 65% to 85% in their favor depending on what list we are running. They have so many ways to interact with us while putting on a decent clock of their own. Tarmogoyf is one of the harder creatures for us to deal with when it gets big. They have Inquisition of Kozilek, Thoughtseize, Abrupt Decay, Kolaghan's Command, Liliana of the Veil, and Maelstrom Pulse all main deck. Every one of these cards interacts with us on some level and they just destroy us if we don't do something very big in the first few turns. In the sideboard they don't have much more hate, maybe 1-2 Ancient Grudge, but it's not like they need any help.
Death's Shadow Jund is a little more winnable since they only run half of those interactive cards maindeck. The difference is that DSJ will just kill you turn 4-5 instead of grinding you to dust.
Jund is probably the worst match-up we have. Abzan and Grixis Delver at least feel winnable while still being pretty bad for other reasons. Bant Eldrazi is up there too but not near as bad as these 3.
I like to be on the draw against Jund. It is just safer to plan our first turn if we are reacting to what they do. If they don't use turn 1 discard, then we are sitting pretty good. If they do use it, ideally Stirrings or Crane can find the other piece of the puzzle.
@Mizral Tendo Ice Bridge uses charge counters and might fit better. Not sure how often you want to use it for colored mana but it does stay on the board longer.
I'm currently playing with metamorph in the Eldrazi version. I really really like him there and could see how casting him at instant speed could be quite fun. I will end up building the toolbox version I listed so I can playtest that on mtgo as well.
Currently I am playing the first 4 sample decks on the first page. Basic Ramp, Paradox Combo, Eldrazi, and Rock. I try to keep the lists updated as I do more testing. They each try to take it in a different direction to see which plans yield the best results. They handle different match-ups in different ways and I think each fits in differently with the meta while having most of the same weaknesses. I like the way each of these 4 have played so far and have had similar results overall. I have yet to test the toolbox build, a death cloud build, or a red/white build. Those are the 3 that I have the most interest in building/trying out later.
I recently discovered this thread and noticed some similarities to a deck that I had been working on... I have tried all sorts of fast-acceleration and think this is the most consistent for a Turn 1/2 Chandra, Torch of Defiance which essentially wins the game within 4 turns. Would love to hear your thoughts. This is what I am playtesting right now. Have consider a silver bullet/Alt-wincon Batterskull and Banefire but wanted to lock down the core concept first.
For the sideboard choices:
Nature's claim helps against problem enchantments and artifacts, mostly stony silence, could also be used for lifegain in some situations.
Pithing needle to stop vials and plainswalkers
Hex Parasite us a thing I wanted to test, he eats anything with counters and can be a nice finisher, even using your own counters for +X/+0
Padeem is just a thought, he could protect nearly all my permanents, is bolt and decay safe and draws cards possibly.
Blood moon for tron and 3 color decks
Bridge for aggro as well as pyroclasm.
The 1 free spot could be Vandalblast against affinity
Also I have not much against storm atm except for the 1 maindeck orb of warding.
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
17 lands is probably fine if you are comfortable with it. You will need to mulligan aggressively to find the right openers and not be mana screwed. I happens sometimes even running the Opals and less often than the great openers.
Are you worried about needing UUU after a Wildfire Effect for Whir of Invention? Have you thought about Chromatic Lantern instead of Darksteel Ingot? It would help you get colored mana if you increased the whir count. Maybe Coalition Relic as it is similar to Pentad Prism but able to stick around without counters. If you are going to be hit with artifact destruction, they will pick something better than Mox Opal anyways every single time. I think this slot could be a different mana rock.
There seems to be a lot of toolbox type 1 of's in the list but no reliable way to tutor for them outside of two Whir and two Inventors' Fair. I've shut my own Fair down with Blood Moon times when I would have been better off using it to tutor. Our utility lands can be better than the tempo gained sometimes I am learning. Always great at slowing Tron to a crawl though letting us Wildfire reliably turn 4.
I think Titan Forge is worth consideration over Orochi Hatchery. Titan Forge is much more efficient creating 9 power for 12 mana or 5 potentially with a coretapper. That interaction is a one time thing but is powerful nonetheless. Hatchery can produce 4 power for 13 mana. It could be good against decks with larger non-trample threats. I guess its a toss up with hatchery being better with ensnaring bridge on the board.
Also without Ancient Stirrings the artifact ramp shell is much more vulnerable. It can be inconsistent at times and stirrings often allows the deck to keep otherwise questionable hands. It gets better with more colorless cards obviously but also allows us to fight through hate and disruption against discard, artifact destruction, and counterspells.
Sideboard is pretty straight forward
What matches would you want to bring Hex Parasite in for? It could help against Sun and Moon but that isn't a big deck currently. I don't think there are any other decks really that we care enough about to warrant this slot. Spellskite fits into a similar spot and helps the deck against targeted removal in addition to Padeem.
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Mostly when I play whir of invention I want a solution for anything, and I can plan that in the first 3rounds.
I will maybe replace Orbs of warding main and put in another land, you made me worry about my land count.
Htchery is the solution of choice her, because the tokens swing around bridge, so you can EoT of the opponent create the tokens, in your turn, draw a card, attack the play the card having zero cards in hand for the opponent turn.
The double X cost is not that important, then most of the time I search hatchery with X=0 so no counters on hatchery. They are put there with surge node or coretapper.
Ancient stirrings is a card I don't own yet and I didn't test it as well but I think it could be good. But for the tournament I don't have it.
Hex parasite comes in for every deck that plays with anything with counters, in tron the have Karn, vials are kept at 1 so merfolk and death and taxes can't put in creatures after wildfire. Counters from steel overseer can also be targeted. It's an addition to needle which I want to test. Also for Lightning Storm ;-)
Didn't think of Spellskite yet, thanks
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Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
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I saw Ward of Bones when I was looking for Silver Bullets. I think a prison/denial type of deck could be fun and the card works well with our Wildfire effects potentially locking the opponent down to 1 land. I am going to build some sort of list with it to test out. The card just looks like it could be a really fun and solid lock piece. Especially if you have Chalice of the Void on 1 counter.
I am pretty sure you are correct in that Hex Parasite does not help against Lightning Storm. Ad Nauseum is a pretty tough match-up just because they run artifact sources of mana as well. Wildfire doesn't hit them nearly as hard as any other deck in the format.
@Heskatet
That said, they don't run very many answers outside of the combo itself. I usually feel pretty on edge if I don't have a big advantage by turn 5. When they combo off they will potentially have up to 3 non-creature answers for our deck. Hurkyl's Recall, Echoing Truth, and Disenchant are in the sideboard usually as 1 of's. They usually have a couple creature answers as well like Fatal Push and Slaughter Pact somewhere in the 75. They are hard for us to interact with and we just need to be faster.
The good thing about Ad Naus is that it isn't very popular but recently took a SCG Open near me so it might pick up some steam locally. I think the best lines against them are to put on early pressure while gaining life to get out of Lightning Storm range. They can deal about 35 damage with a Lightning Storm though. Something like Trickbind, Memoricide, Thought Hemorrhageare possible options. I don't think combo is prevalent enough to warrant inclusions like these in the 75.
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Edit:I also see that grindclock could also be a good finisher. Maybe I will include that in the sideboard. Also I am considering Pyroclasm in the main and put some silverbullets to the sideboard for that. Edit end.
I will sort out and put together a final list, and I wanted to write a short summary how the deck went in the tournament and how the single matches were like. Maybe I'll get some new points how to improve with the deck.
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Another direction I am looking into is a mono-red build that is similar to Big Red or Machine Red. It would use Koth of the Hammer, Wurmcoil Engine, and Griaphur Aether Grid as the finishers.
I want to come up with some sort of Tezzeret, Agent of Bolas list to see how it would approach different things. So many ideas and so little time. I will get around to posting some lists a little later.
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4 Astral Cornucopia
4 Surge node
4 Coretapper
4 wildfire
4 Tezzeret's Gambit
4 Darksteel ingot
2 whir of invention
2 Ghirapur Aether Grid
2 Wurmcoil Engine
1 Destructive Force
1 Steel Hellkite
1 Ensnaring Bridge
1 Voltaic Key
1 All is Dust
1 Relic of Progenitus
1 Trading Post
1 Sun Droplet
1 Orochi Hatchery
12 Mountain
2 Inventor's Fair
2 Spire of Industry
1 Glimmervoid
1 Ghostquarter
Sideboard
I went 2-2 with that list and I am convinced that I have to play the deck either full toolbox or full Wildfire plan.
Round 1 - Eldrazi Tron(2:0)
Game 1
I begin with land surge node
He opens with Eldrazi Temple
I drop the second land chalice for 1 Cornucopia for 0 putting a counter on it with node. He drops land and casts matter reshaper.
I go on with land cornucopia for 1 tezzeret's gambit putting all rocks to 2 counters
He casts ballista and attacks with reshaper
I drop inventor's fair sac for bridge going to 1 hand card
He can't do anything, I wildfire matter reshaper puts a matter reshaper into play. I search for Hatchery and he scoops after i put more and more counters on hatchery with a coretapper.
Game 2
He keeps a greedy hand with expedition map and eldrazi temple but never finds another land and I play with 4 artifacts with aether grid and play wurmcoil and he scoops
Round 2 - bant Eldrazi(0:2)
Game 1
He begins with land noble hierarch
Drop a land a rock and node, he drops engineered explosives and kills my chalice 2 turns in a row
Puts in 2 eldrazi displacer and hits me to 4 life. I resolve a wildfire leaving him with nothing and i dont get anything and he recovers annd beats my face.
Game 2
The game is basically a copy of game 1 and i cast wildfire, he negates and kills me.
Round 3 - 3color homebrew(2:1)
I don't get a good start he helix bolts me and puts some thopters into play which kill me.
Game 2
I have a fast start dropping blood moon and I kill him with aether grid.
Game 3
I get a good start and he durdles around shooting helix at me and putting some thopters into play, he fetches his basic lands because he fears blood moon. I play Wildfire followed by bloodmoon into wurmcoil and he scoops.
Round 4 - Death's Shadow
I have a decent start with a mana rock and node. He thoughtseizes my bridge drops goyf and decays my rock in the following rounds.
Death's shadow kills me.
Game 2
He only has 1(!) decay in the deck and killing my rock again early and i don't hit anything and death's shadow with battle rage for the win in the following turns.
So I ended with 2-2
My conclusion for the matches is that the split between toolbox and wildfire is not good. Either full out wildfire or toolbox but not both.
I ALWAYS borded in Blood moon because it is so good. Even considering it in the mainboard.
Mox opal belongs in here for sure to be more explosive.
Whir of invention wasn't as good as i thought and except of bridge there was nothing I wanted to have most of the games.
Padeem is worth it in a blue toolbox build.
Tezzeret's Gambit is worth the spot.
Overall my toolbox felt pretty weak. Personally I would go with a mono red shell
But monoblue toolbox could also really be nice.
I will work on the deck and post a new list how i would play the deck in the future.
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Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
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3x Darksteel Citadel
4x Gemstone Mine
4x Glimmervoid
1x Inventors' Fair
5x Island
Artifacts
4x Astral Cornucopia
1x Crucible of Worlds
1x Ensnaring Bridge
4x Everflowing Chalice
4x Mox Opal
1x Otherworld Atlas
1x Paradox Engine
1x Pithing Needle
4x Surge Node
1x Trinisphere
1x Voltaic Key
4x Coretapper
2x Lodestone Golem
Planeswalkers
2x Tezzeret the Seeker
Spells
4x Ancient Stirrings
4x Boom/Bust
4x Whir of Invention
4x Battle at the Bridge
4x Chalice of the Void
1x Defense Grid
2x Engineered Explosives
1x Spellskite
2x Welding Jar
1x Witchbane Orb
This is my list thus far, my testing had been limited but I'm pleased with it. Thanks to you guys I decided on Ancient Stirrings + Glimmervoid as being the best plan to add consistency. Whir is still my gameplan, ideally I will take Paradox Engine or Otherworld Atlas to go off, however plan A is now an early game Bust. Trinisphere is my big addition, leveraging our mana advantage and land destruction to not let them come back. Kill is tying my opponents hands and playing two Golem, with no land and trinisphere out I do not anticipate it being possible to win.
This deck currently has not much in terms of answers to Stoney Silence however it's not a huge part of my local meta. Will update you all once I can report actual results beyond casual practice.
Nice report. Thanks for taking time to write it.
It sucks to have gotten both Bant Eldrazi and Deaths Shadow in a smaller tourney. Both of those are in the opponents favor games 1 and 2 I think.
I have found Wildfire to be pretty lackluster in these matches. It doesn't hit Drowner of Hope or Reality Smasher. Not only that, but Bant Eldrazi maindecks 6-7 pieces of interaction maindeck in Engineered Explosives and Thought-Knot Seer. Path to Exile hits Wurmcoil pretty hard as well.
Death's Shadow and Tarmogoyf are usually too big for Wildfire to hit effectively also. The nice thing about DSJ over traditional Jund is that they run less maindeck interaction. They usually have 2-5 pieces of Artifact destruction in Kolaghan's Command and Abrubt Decay. This is in addition to 6-8 discard spells.
They are both very hard matches and will continue to be. We just aren't good against disruptive midrange decks. Don't let that be a deterrent though if it isn't a significant portion of your meta.
Padeem, Consul of Innovation is quite a good card for us. I am really enjoying it in the sideboard as a 1 of and am almost considering it as a two of. Drawing extra cards and hexproof on artifacts is great. We can still use Voltaic Key and Surge Node though the hexproof which is nice. The idea is to bring it in during the grindier matches assuming they side out removal for targeted artifact destruction. Having him maindeck makes him a lightning rod for whatever removal the opponent might have.
Blood Moon is just a good card in general. I ran 3 of them maindeck for awhile before eventually moving them to the sideboard. If your meta has no mono-colored decks or is light on them, it could easily see a maindeck slot. The reason I took it out was because I hated to see one any other time than in my opener. Losing to Elves or Merfolk and drawing a Blood Moon just isn't fun. The card is super swingy and when it works it works well. It is completely useless and actually hurts us when it is bad. I side them in almost exclusively on the play taking out a finisher, Ancient Stirrings, and whatever else is relevant. Those games, I plan for the turn 2-3 blood moon followed by a high impact spell.
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Nice list. I'm really curious to see how a toolbox version of the deck fares and can't wait for some reports.
The biggest thing that stands out to me is the 14 lands. I think this is pretty greedy and it will make you rely on Astral Cornucopia and Mox Opal. I would try to get this number up to 16-18. Only being able to cast Boom // Bust early with a Darksteel Citadel in play also seems worse than it could be.
If it were to suggest some changes, it would look like this:
-1 Voltaic Key
-1 Whir of Invention
-1 Trinisphere
-1 Lodestone Golem
+2 Lands (maybe Botanical Sanctum, Spire of Industry)
+1 Phyrexian Metamorph
+1 Ward of Bones
I'm not sure Voltaic Key has a place in the toolbox. I just don't see any situation really where you want to tutor for it. I think it is a great card but requires you to play 3-4 or none. That is the only way to reliably use it to its full potential. Voltaic Key ramps your mana rocks early game, adds more counters to Titan Forge, Otherworld Atlas and Lux Cannon, untaps Wurmcoil for pseudo-vigilance, and can really be used to make some plays following a Tezzeret's Gambit. It just doesn't do most of those things for this list and therefore I think it should be replaced.
Whir of Invention is a good card but you have 6 tutor effects in addition to Ancient Stirrings right now. This is the easiest card to cut from the list for an additional land.
I am considering Trinisphere for the mono-red version in conjunction with Ghirapur Æther Grid allowing us to cast our cheap artifacts. I think in a toolbox build, Trinisphere is pretty much win-more by the time you are able to cast it. Searching one up after Boom // Bust will likely buy you an additional two turns until something happens. I think if you are going for the lock plan, Lodestone Golem + Ward of Bones is a much better lock. I could be wrong but I think this slot should have a bigger impact on the game. The only thing I don't like about Ward is the cmc of 6. Maybe 2 turns is all you need to win after Boom/Bust with a Tezzy / Bridge in play.
Lodestone ideally comes down after a Bust effect to lock them out of the game. You aren't running him for tempo because he will just die to most every removal spell the format has to offer. Cutting one of these in favor of Phyrexian Metamorph could be pretty good. Instant speed clones with Whir of Invention seems nice on paper against things like Tarmogoyf, Primeval Titan, and even Emrakul, the Aeons Torn.
Academy Ruins could also be in here though it is hard to find without Expedition Map. It will be fine without them in most cases but it will make facing artifact destruction that much harder.
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Ghirapur Æther Grid is another possible option to combat the card.
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Cool man. I have considered Darksteel Reactor in a Tezzeret, Agent of Bolas style Ensnaring Bridge deck. I ended up thinking that it was too slow of a concept and would require building a weaker or less consistent deck to make work. It seems to be a win-more card compared to what the deck could be doing but I have done no testing. I don't see reliably being able to put counters on it in a timely fashion as we would have already been using them on our mana rocks or Lux Cannon / Titan Forge / Otherworld Atlas. For casual playgroups, I think the card can work and would be fine. This deck is usually a little too aggressive for a casual or multiplayer type game and doesn't make a lot of friends.
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I'm still not sure if Ancient Stirrings is a must have or not.
I think I need to test it out.
This is a more prison build with some early game disruption.
4 Everflowing Chalice
4 Surge node
4 Wildfire
4 Coretapper
3 Tezzeret's Gambit
3 Blood Moon
3 Defense Grid
3 Mox opal
2 Trinisphere
2 Pyroclasm
2 Ghirapur Aether Grid
2 Chandra, Torch of Defiance
1 Wurmcoil Engine
1 Steel Hellkite
1 Ensnaring Bridge
The deck consists of the basic rocks and charge counter Producer.
The win conditions are GAeG Engine and steel hellkite. He has some evasion and destroys problem permanents if needed or disrupts the opponent when needed.
Further disruption elements are Trinisphere, pyroclasm for fast aggro decks
Also Blood Moon is very good against most decks in modern.
Everything we do is at sorcery speed so Defense grid is very good here.
Chandra torch of defiance is a kill condition or helps with casting spells. Maybe [cards]Chandra Pyrogenius[/card] could be used as a finisher. It is better than Koth of the hammer because wildfire kills our mountains. All in allthe deck has more win conditions because we have no toolbox and no "real" carddraw.
What do you think?
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Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
For suggestions, I think the 2 Pyroclasm could be replaced by Slagstorm, Anger of the Gods, Lightning Bolt, or Galvanic Blast. I think Pyroclasm is only better if your meta has a lot of wide creature decks like Elves, Soul Sisters, Tokens, Affinity, G/W Taxes or Hatebears. Slagstorm is better against Planeswalkers, Anger is good against recursive creatures, Lightning Bolt is pretty versatile, and Galvanic Blast is a better bolt most of the time. If you ran Bolt or Galvanic Blast, I would increase the number to 3 with maybe 1 in the side. Slagstorm/Anger also work well with Trinisphere.
Chandra, Torch of Defiance is probably the best planeswalker fit for this build. Card advantage, ramp, removal, and a decent win-con. The only other Chandra I would consider is Chandra, the Firebrand. The Firebrand can remove things like Noble Hierarch, Dark Confidant, or Soul Warden. Without Ancient Stirrings though, her -2 isn't nearly as good. Chandra, Pyrogenius is a weaker Torch of Defiance. She costs 2 more and provides no card advantage. The only benefit is the extra starting loyalty but that is pretty negligible. Chandra Nalaar could also be used. You can ramp into her turn 3 to remove some creatures or slowly ping the opponent to death. Her ultimate is pretty decent and isn't terribly hard to get to with Tezzeret's Gambit.
I like Koth of the Hammer in a mono red build even if we are casting wildfire. I think he might be best in a mono red proliferate heavy build. His Ultimate is relatively easy to get to with Tezzeret's Gambit, maybe Volt Charge or Throne of Geth. Having multiple ways to ping or lock the game down sounds nice. It is probably really clunky in practice.
Let me know how this list plays for you. I might build it on mtgo and run a few games with something similar. How fancy were you going to get with the mana base? Would you still be running Naturalize in the side to deal with Stony Silence? I think if you didn't want green, you could splash white for Wear // Tear. Either way it could be hard to play against when you maindeck Blood Moon. You only have 7 sources of colored mana that are non-land currently.
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Well I agree on the part with ancient stirrings, in the mono red build I need to increase the amount of lock pieces to disrupt the opponent hard, but maybe I will just try stirrings for me, this means I need to change the mana base a bit.
This also means I may have to drop blood moon from the mainboard
In the mono red build my mana base would look like this
Chandra, Torch of Defiance is the best planeswalker for this build but it is also the most expensive(I wanted to keep the deck a bit on a lower budget)
I considered slagstorm instead of Pyroclasm but maybe galvanic blast is just better and more flexible.
But what concerns me a bit in this build is the vulnerability to discard and decay.
These where the things which hurt me the most during the tournament I played.
I'm still not sure if I would prefere a blue toolbox build, but it lacks the Wildfire package and I love that.
You could play a list with cyclonic rift at the end of the turn to devastate their board and they may have to discard.
EDIT: In a blue toolbox build with a Cornucopia on 4 Charge counters you could go for a combo finish with Filigree Sages and Blue Sun's Zenith. Sages are also tutorable with Whir of Invention.
Also as a protection you could use Paradoxical Outcome which also draws you cards when you protect your artifacts.
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Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
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Thanks for your opinion, I just wanted to emphasise that these 2 disruption elements are the worst for our deck, so I wanted to find some strategies to improve the games against this decks. Maybe stirrings is exactly what the deck needs, I just haven't tested it out for me yet.
EDIT:
If we are adding G for stirrings maybe arlinn kord could be an option.
When I was suggesting the cards I did, I wanted to do it with the cards I already own, additions can always be made, so I will try stirrings and see if it is the missing piece to make the deck more resilient.
I agree on chandra, torch of defiance being the best planeswalker here.
Also maybe I "misplayed" the deck by not mulliganing aggressive enough to have good starting hands.
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Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Voltaic I have gone back and forth on. It is good for building counters and ramp and has been a solid choice to Whir for. Some games it does just sit there though.
Trinisphere .. this is a test but I play against decks like Merfolk and Abzan and man do they hate this card. In tournament play, players must know how it works or can mess up easily. My deck doesn't have a combo wincon so dropping this after a bust gives me a turn or two to kill them before it is possible to come back.
Metamorph tech sounds fun I'll give it a shot!
I'm not sold on the idea of Arlinn Kord. There are better 4cmc walkers to fill this spot like Chandra, Torch of Defiance, Tezzeret, Agent of Bolas, Ajani Vengeant, Nahiri, the Harbinger and Chandra, the Firebrand.
Ancient Stirrings is such a good card for the deck. It increases the consistency of the deck more than any other card in Modern could. I like Stirrings over Glint-Nest Crane just because it gives us a lot more reach turn 1 with how we have to mulligan. It also helps dig late game for those finishers like Steel Hellkite. I like it over Glint-Nest because it digs one more and can grab a land if we whiff and don't see an artifact, however rare that may be. I have used it to grab Inventors' Fair to grab a Wurmcoil.
About the midrange match-up and what cards are good for it, how to play against it. Blba is pretty much spot on with what we need to help fight against hate cards. I am working on writing about the match-ups and will post something when I am finished.
I would say traditional Jund is probably 65% to 85% in their favor depending on what list we are running. They have so many ways to interact with us while putting on a decent clock of their own. Tarmogoyf is one of the harder creatures for us to deal with when it gets big. They have Inquisition of Kozilek, Thoughtseize, Abrupt Decay, Kolaghan's Command, Liliana of the Veil, and Maelstrom Pulse all main deck. Every one of these cards interacts with us on some level and they just destroy us if we don't do something very big in the first few turns. In the sideboard they don't have much more hate, maybe 1-2 Ancient Grudge, but it's not like they need any help.
Death's Shadow Jund is a little more winnable since they only run half of those interactive cards maindeck. The difference is that DSJ will just kill you turn 4-5 instead of grinding you to dust.
Jund is probably the worst match-up we have. Abzan and Grixis Delver at least feel winnable while still being pretty bad for other reasons. Bant Eldrazi is up there too but not near as bad as these 3.
Against all of these midrange decks, I think the best cards we have at our disposal are grindy cards that are also good if the ramp shell falls through. Cards like Padeem, Consul of Innovation, Tezzeret, Agent of Bolas, Ancient Stirrings, Glint-Nest Crane, Tezzeret's Gambit Otherworld Atlas, Lux Cannon, Glissa, the Traitor, Dodecapod, Obstinate Baloth, or even Loxodon Smiter.
I like to be on the draw against Jund. It is just safer to plan our first turn if we are reacting to what they do. If they don't use turn 1 discard, then we are sitting pretty good. If they do use it, ideally Stirrings or Crane can find the other piece of the puzzle.
@Mizral
Tendo Ice Bridge uses charge counters and might fit better. Not sure how often you want to use it for colored mana but it does stay on the board longer.
I'm currently playing with metamorph in the Eldrazi version. I really really like him there and could see how casting him at instant speed could be quite fun. I will end up building the toolbox version I listed so I can playtest that on mtgo as well.
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Currently I am playing the first 4 sample decks on the first page. Basic Ramp, Paradox Combo, Eldrazi, and Rock. I try to keep the lists updated as I do more testing. They each try to take it in a different direction to see which plans yield the best results. They handle different match-ups in different ways and I think each fits in differently with the meta while having most of the same weaknesses. I like the way each of these 4 have played so far and have had similar results overall. I have yet to test the toolbox build, a death cloud build, or a red/white build. Those are the 3 that I have the most interest in building/trying out later.
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4 Gemstone Caverns
3 Inventors' Fair
6 Mountain
4 Shivan Reef
//Spells
4 Astral Cornucopia
4 Chandra, Torch of Defiance
3 Desperate Ritual
4 Everflowing Chalice
4 Faithless Looting
3 Pyretic Ritual
4 Reforge the Soul
2 Saheeli Rai
4 Surge Node
3 Tezzeret's Gambit
4 Coretapper
4 Simian Spirit Guide