I understand, I am testing with a U/W version because my meta has switched to a heavy control format, and this is what has been able to punch through that meta.
Why does U/W allow you to punch through the control meta? I am wondering what sort of list you may be running. You lose Gladecover Scout for Invisible Stalker which is fair. Do you run Unstable Mutation? Post your decklist. I am very interested in seeing it.
Have picked up the deck very recently and have abandoned Noble Hierarch very quickly.
Hierarch is kinda off-place here in my opinion.
You will allways mull until having either a Bogle or a Scout in your starting hand. You will always want to play one of them turn 1 right away fearing discard or counterspells. So technically turn 2 is the first turn you can be playing hierarch. but turn 2 i most likely want to attach as much aura to a hexproof guy as i can, so i can hit my opponent as hard and fast as possible.
Could you please fill me in why many people tend to play hierarch? I have not yet have any problems manawise (playing 19 lands at the moment), and just for exalted this seems not good enough.
On another note, i found 4 Sprit Mantle a bit much so far. Is there a good reason not to go down to 3?
Cmc2 +1/+1 and evasion is somewhat not that good, and i was thinking there might be a cheaper / better evasion aura than this. I rarely profit from beeing able to "free block" since i am playing aggro. "Unblockable" is nice and all, but let's say flying or something would cut the same deal. Too bad i could not find something better so far. But this is allways a bad point, when you "cant find anything better" and play the other card.
Would be happy to get some input from people that have played this deck longer than i have.
BTW: So far the deck is doing awesome, it is fast and brutal. Mull's have to be done very aggressive, but aside from that the deck runs really smooth for me. Only problems i had so far were fast pyroclasms when opponent is on the play and some tricking by removing auras with abrupt decays. I guess there is not much that can be done here, no deck is perfect.
Sith: In a place with a lot of heavy control, any version of the deck should do well as long as it has umbras. When I was playing the deck, I was very happy to see a celestial collonade come into play on my opponent's t1. The uw version you're piloting gives up the extremely explosive draws for some counters which aren't necessary against control. The only things I think I'd want to counter are...engineered explosives, oblivion stone, tempest of light et. al, karn, and combo pieces (pod, scapeshift, etc). However because you're giving up speed and tapping out for the first 2-4 turns, the counter-magic doesn't do much.
Against a control deck, one of the best ways to win was to drop a t1 hexproof guy. The games I lost to control decks were usually when I kept a silhana ledgewalker hand and got it countered by spell snare on the play or mana leak on the draw. You almost never lose with a t1 guy as it goes under counter-magic.
If you want to beat control, go lower on the curve, not higher. If you want to cast st. Traft, hierarch is probably in order to dodge more counters + snare on t2.
Spore: That is the reason the lists online don't have hierarch. Haven't seen one in a deck in ages.
3 spirit mantle is a good number. It's one of your better cards to draw in a large number of matchups to get through chump blockers but the +1 isn't worth it all the time.
At this point i am playing just 2, the card seems really nice but also conditional. It does not pump and grants no evasion. I am unsure though, if this card fits in here at all, because it just is not aggressive.
I am traditionally seeing decks very narrow on what they should do, and so far Bogle seems like a hyper-aggressive deck to me, and Keen Sense somewhat fails on that.
Should be versatile enough to enable some non-green/white enchantments? Madcap Skills seems like just a nice card to me. Actually on paper it looks superiour to Spirit Mantle. Opinions?
I've run Keen sense before...it's good against control decks which you should already beat. Cut mine for spirit links to make sure that aggro is unlikely to win.
That mana-base could work, but I'm not sure you want to cut mantle. Pro creatures gives double duty with holding back on defense or with vigilance from a coronet. The games you really want mantle are the ones where you're getting through a clogged board (2+ usually) or on defense where madcap doesn't do much.
You might be right about the clogged board. Mantle guarantees the damage in every situation.
Will cut them down to 3 nevertheless, since i most likely don't want to have multiples of it and don't need it on my starting hand.
Spirit Links are more like a sideboard card to me... any other cards one could fill the 2 slots of keening sense with? Something more aggressive?
On a sidenote: Why is Bogle not in the "proven" section? Looking at mtgtop8 and some other tournament tracker sites, it has pretty good results overall. Just wondering....
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The great Eldrazi Overlords will return to the Modern World.
On a sidenote: Why is Bogle not in the "proven" section? Looking at mtgtop8 and some other tournament tracker sites, it has pretty good results overall. Just wondering....
Bogles is not considered a "proven" deck because it really hasn't earned it in paper. It's played heavily online, but during last PTQ season, there were usually about 1-2 Bogle decks in the PTQ's I attended, with one of them being me.
The only way I see Bogles getting respect in the Modern format is if 3 copies or something absurd Top 8's the next GP, or it wins a high number of PTQ during the season.
It doesn't help that everytime a pro player writes about Modern they throw in "that terrible Slippery Bogle deck" somewhere in the article.
So I feel like the deck is very weak to Thoughtseize and Inquisition of Kozilek. If we're not on the play and they get the T1 discard for the creature, the game can practically be over. Even if we side in a playset of leyline of sanctity, it doesn't always seem like enough.
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22nd Place at Pro Tour Gatecrash....Well Fantasy Pro Tour Gatecrash
Legacy: Death and Taxes
Modern: RG Tron
EDH: Oona, Queen of the Fae
Its true that discard can be game right way. Mulling To leylines is no Option IMO...because then you try to Mull to having a line and a creature and a Land.... THat is a bit much.
Maybe sideboarding more creatures in.....like ledgewalker or so could help.
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Yep, the deck is very weak to discard and that's something we just have to accept. Because of that + Lilly, casting auras in a jund-saturated environment is suicide.
There's not much we can do about it other than hope for a leyline and play a couple extra creatures. I personally run 4 each of the 1-drops, 3-4 spirit dancers, and 1-2 ledge walkers which has been a good balance for resiliency to discard creature-wise and keeping the deck filled with action.
Forgive me for asking if this has has already been addressed - but may I ask if it would be possible to use a critter suite with the 8 x 1 drops, 4 of the kor wizards as draw engines and run a couple or three of burrenton forgetenders or spellskites main deck?
From what I see there are issues surrounding the number of critters and the need for a man g1 and the vulnerability to discard and lilly. People are running extra hexproof guys with cmc 2 to hedge bets vs the jund style decks.
The forgetender is almost hexproof vs red, can block red things on its own and could serve double duty vs pyroclasm. The skite is an answer to twin, and other opposing g2 skites and could keep a draw engine guy alive. If the worst happens and the hexproof guy dies or is discarded an umbra + FT is hard to kill, even vs maelstrom pulse/decay.
I am assuming the basic suite of ethereals, rancors, coronets, mantles and umbras is untouchable. Running 15 men (inc 4 guides) seems to be a lot safer than 12.
If the worst happens I would rather have a rancored FT or skite until a draw engine comes along to get me going again.
I am also wondering why the deck runs path main- blockers are unlikely to be a worry with 4 mantle, and few men survive an encounter with those first strikers.
The deck sometimes seems to own aggro if coronet hits, but on the draw v grull it seems harder. Is this other people's experience?
Forgive me for asking if this has has already been addressed - but may I ask if it would be possible to use a critter suite with the 8 x 1 drops, 4 of the kor wizards as draw engines and run a couple or three of burrenton forgetenders or spellskites main deck?
From what I see there are issues surrounding the number of critters and the need for a man g1 and the vulnerability to discard and lilly. People are running extra hexproof guys with cmc 2 to hedge bets vs the jund style decks.
The forgetender is almost hexproof vs red, can block red things on its own and could serve double duty vs pyroclasm. The skite is an answer to twin, and other opposing g2 skites and could keep a draw engine guy alive. If the worst happens and the hexproof guy dies or is discarded an umbra + FT is hard to kill, even vs maelstrom pulse/decay.
I am assuming the basic suite of ethereals, rancors, coronets, mantles and umbras is untouchable. Running 15 men (inc 4 guides) seems to be a lot safer than 12.
If the worst happens I would rather have a rancored FT or skite until a draw engine comes along to get me going again.
I am also wondering why the deck runs path main- blockers are unlikely to be a worry with 4 mantle, and few men survive an encounter with those first strikers.
The deck sometimes seems to own aggro if coronet hits, but on the draw v grull it seems harder. Is this other people's experience?
I've only been getting into the format over the last couple of months, but I find that having too many creatures main deck severely hurts the ramp that this deck has. In my meta there are a few Jund players, but I have yet to really have any problems against them. They might be running main deck Lilly, but that's the reason why we have Dryad Arbor in the deck. They drop a liliana T3 and try to get us to sac? I sac a fetch land, pull out the arbor and it dies instead, then kill liliana on the backswing (if it looks like she might be an issue). After G1? Side in your Leyline of Sanctity and she gets shut off fast and hard.
As far as the main deck Path's there are a number of creatures that they work great against in G1 that you mentioned. It's the first round so we don't have our full set of artifact removal in, so they take out the Spellskite's that they opponents are playing.
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
At this point i am playing just 2, the card seems really nice but also conditional. It does not pump and grants no evasion. I am unsure though, if this card fits in here at all, because it just is not aggressive.
I am traditionally seeing decks very narrow on what they should do, and so far Bogle seems like a hyper-aggressive deck to me, and Keen Sense somewhat fails on that.
Opinions and experiences appreciated
Keen Sense is by no means a corner stone to the deck. I've been running zero with great success. It is, however, important to realize that while it doesn't provide a P/T boost, it will draw you into more aggressive enchantments that will boost the Bogle. The one mana CMC is also sweet and unlike Spiritdancer it won't eat a PtE.
Quote from sporenfrosch »
Hierarch is kinda off-place here in my opinion.
You will allways mull until having either a Bogle or a Scout in your starting hand. You will always want to play one of them turn 1 right away fearing discard or counterspells. So technically turn 2 is the first turn you can be playing hierarch. but turn 2 i most likely want to attach as much aura to a hexproof guy as i can, so i can hit my opponent as hard and fast as possible.
Could you please fill me in why many people tend to play hierarch? I have not yet have any problems manawise (playing 19 lands at the moment), and just for exalted this seems not good enough.
I play 3 Nobles. While it's true the Noble usually comes down on turn 2 she doesn't slow the deck down at all. Assuming you have a second land drop, best you can make a turn one Bogle is a 5/X. Noble drops that to a best case 4/X. So you are only losing 1 to 2 points of power on turn 2. On turn 3, she enables you to drop more auras and ends up compensating that turn 2 loss of power. All while still providing a bonus of her own, effectively making the Bogle more powerful on turn 3 than you ever could with out her.
In a 19 land deck, keeping one landers is common, Noble makes for less mulls and ensures you can cast your Coronets on time and empty your hand faster than builds with out her.
Also, against certain decks that don't pack targeted removal (such as Pod) she lets you keep Bogleless 7's.
She's optional, but she doesn't hold back the deck any and should not be discounted as a card choice.
Quote from Valanarch »
I'd say that Damping Matrix belongs in the sideboard. It is better than Stony Silence and is often better than Suppression Field. I'd also replace Nature's Claim with Seal of Primordium. Even though it costs one more, it boosts Ethereal Armor until you have to use it.
As BbearZ said, 3 mana is a lot. Also you've kinda put your foot in your mouth in you last sentence... You'll remove enchantments in favor of an expensive artifact, but a 19 land deck should remove one of the best 1 CMC Disenchants in favor of a 2 CMC enchantment to help boost Ethereal Armor?
Quote from BSent »
So I feel like the deck is very weak to Thoughtseize and Inquisition of Kozilek. If we're not on the play and they get the T1 discard for the creature, the game can practically be over. Even if we side in a playset of leyline of sanctity, it doesn't always seem like enough.
It's just one aspect of the deck that you either have to learn to play around or you need to play another deck if your meta is flooded with discard. Winning the die roll helps and they won't always have the turn 1 discard, but there is little to nothing the deck can do about it.
Quote from drmarkb »
The forgetender is almost hexproof vs red, can block red things on its own and could serve double duty vs pyroclasm. The skite is an answer to twin, and other opposing g2 skites and could keep a draw engine guy alive. If the worst happens and the hexproof guy dies or is discarded an umbra + FT is hard to kill, even vs maelstrom pulse/decay.
I am assuming the basic suite of ethereals, rancors, coronets, mantles and umbras is untouchable. Running 15 men (inc 4 guides) seems to be a lot safer than 12.
The problem with upping your creature count is you rob from the explosiveness of the deck. Bogle is an all in deck, you load up a Bogle and hope it gets there. When you start planning and building the deck for anything but that purpose, you are diluting what makes the deck work. You'll end up with awkward lines that involve dropping multiple creatures over the course of the first 3 turns when you should be overloading a turn 1 Bogle.
Skite is a great SB choice for certain match ups. I like the thought of BTE, but more as a SB choice for a specific meta. More testing and results would be required.
Another reason for main paths is to stop twin game one if they tap out turn three you respond with a path before they untap or when they play their twin. Its just an extra failsafe against some creatures you really dont want to see on the board.
Another reason for main paths is to stop twin game one if they tap out turn three you respond with a path before they untap or when they play their twin. Its just an extra failsafe against some creatures you really dont want to see on the board.
Mana Tithe works wonders for this. The second game I side in ptes and the twin player is playing around pte leaving a mana up and I just pte end of turn. Works on more then twin also.
mana tithe isn't good if the game goes on longer than 4-5 turns. I'd rather have removal for that one creature that's going to kill me now, than the counter for the one that'll kill me next turn. Especially when that counters is easily paid for.
- Did okay for me, but i felt 19 Lands to be too much. I did not have the 3rd and 4th Horizon Canopy, but i will have to make them fit in somehow. They are okay when drawn extra, since you rarely want ever to go above 3 Lands in play.
- That extra Ledgewalker was not needed at any point, that will be cut too. Currently brainstorming about what to replace it with. Suggestions welcome
-Keen Sense did a superb job. Still i think 2 might be the right amount.
- I often sided out the 3rd Spirit Mantle
- When your opponent is on the play, a pyroclasm will be a huge deal.
- Pithing Needles in the sideboard are essential, will go from 3 to 4. Every opponent WILL side in Spellskites. Any opponent having Liliana needles do their job too, versus Tron you can shut down Karn and or O-Stone. Some opponents will try it with Engineered Explosives.... well needles just handle all this.
- I am very unsure whethere i need the 4th Spiritdancer or not. Actually you don't want him in your starting hand many times, since you will most likely not play him Turn2. Then again he can be very brutal in card advantage.
- I feel like i need more auras, but don't know which to play.
PS: placed 5th or so. Got some crappy DragonsMaze Boosters.
They may not be common at the moment, but I'm trying to think of how to deal with the potential threat, since I've been seeing more Bogles popping up lately.
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Why does U/W allow you to punch through the control meta? I am wondering what sort of list you may be running. You lose Gladecover Scout for Invisible Stalker which is fair. Do you run Unstable Mutation? Post your decklist. I am very interested in seeing it.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Hierarch is kinda off-place here in my opinion.
You will allways mull until having either a Bogle or a Scout in your starting hand. You will always want to play one of them turn 1 right away fearing discard or counterspells. So technically turn 2 is the first turn you can be playing hierarch. but turn 2 i most likely want to attach as much aura to a hexproof guy as i can, so i can hit my opponent as hard and fast as possible.
Could you please fill me in why many people tend to play hierarch? I have not yet have any problems manawise (playing 19 lands at the moment), and just for exalted this seems not good enough.
On another note, i found 4 Sprit Mantle a bit much so far. Is there a good reason not to go down to 3?
Cmc2 +1/+1 and evasion is somewhat not that good, and i was thinking there might be a cheaper / better evasion aura than this. I rarely profit from beeing able to "free block" since i am playing aggro. "Unblockable" is nice and all, but let's say flying or something would cut the same deal. Too bad i could not find something better so far. But this is allways a bad point, when you "cant find anything better" and play the other card.
Would be happy to get some input from people that have played this deck longer than i have.
BTW: So far the deck is doing awesome, it is fast and brutal. Mull's have to be done very aggressive, but aside from that the deck runs really smooth for me. Only problems i had so far were fast pyroclasms when opponent is on the play and some tricking by removing auras with abrupt decays. I guess there is not much that can be done here, no deck is perfect.
Against a control deck, one of the best ways to win was to drop a t1 hexproof guy. The games I lost to control decks were usually when I kept a silhana ledgewalker hand and got it countered by spell snare on the play or mana leak on the draw. You almost never lose with a t1 guy as it goes under counter-magic.
If you want to beat control, go lower on the curve, not higher. If you want to cast st. Traft, hierarch is probably in order to dodge more counters + snare on t2.
Spore: That is the reason the lists online don't have hierarch. Haven't seen one in a deck in ages.
3 spirit mantle is a good number. It's one of your better cards to draw in a large number of matchups to get through chump blockers but the +1 isn't worth it all the time.
At this point i am playing just 2, the card seems really nice but also conditional. It does not pump and grants no evasion. I am unsure though, if this card fits in here at all, because it just is not aggressive.
I am traditionally seeing decks very narrow on what they should do, and so far Bogle seems like a hyper-aggressive deck to me, and Keen Sense somewhat fails on that.
Opinions and experiences appreciated
On a sidenote brainstorming:
A manabase consisting
Should be versatile enough to enable some non-green/white enchantments? Madcap Skills seems like just a nice card to me. Actually on paper it looks superiour to Spirit Mantle. Opinions?
That mana-base could work, but I'm not sure you want to cut mantle. Pro creatures gives double duty with holding back on defense or with vigilance from a coronet. The games you really want mantle are the ones where you're getting through a clogged board (2+ usually) or on defense where madcap doesn't do much.
Will cut them down to 3 nevertheless, since i most likely don't want to have multiples of it and don't need it on my starting hand.
Spirit Links are more like a sideboard card to me... any other cards one could fill the 2 slots of keening sense with? Something more aggressive?
On a sidenote: Why is Bogle not in the "proven" section? Looking at mtgtop8 and some other tournament tracker sites, it has pretty good results overall. Just wondering....
Bogles is not considered a "proven" deck because it really hasn't earned it in paper. It's played heavily online, but during last PTQ season, there were usually about 1-2 Bogle decks in the PTQ's I attended, with one of them being me.
The only way I see Bogles getting respect in the Modern format is if 3 copies or something absurd Top 8's the next GP, or it wins a high number of PTQ during the season.
It doesn't help that everytime a pro player writes about Modern they throw in "that terrible Slippery Bogle deck" somewhere in the article.
Legacy: Death and Taxes
Modern: RG Tron
EDH: Oona, Queen of the Fae
Maybe sideboarding more creatures in.....like ledgewalker or so could help.
There's not much we can do about it other than hope for a leyline and play a couple extra creatures. I personally run 4 each of the 1-drops, 3-4 spirit dancers, and 1-2 ledge walkers which has been a good balance for resiliency to discard creature-wise and keeping the deck filled with action.
Storm Crow is strictly worse than Seacoast Drake.
3 mana is a lot in this deck if you don't run the Noble Hierarchs. I like Stony Silence and Suppression Field.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
From what I see there are issues surrounding the number of critters and the need for a man g1 and the vulnerability to discard and lilly. People are running extra hexproof guys with cmc 2 to hedge bets vs the jund style decks.
The forgetender is almost hexproof vs red, can block red things on its own and could serve double duty vs pyroclasm. The skite is an answer to twin, and other opposing g2 skites and could keep a draw engine guy alive. If the worst happens and the hexproof guy dies or is discarded an umbra + FT is hard to kill, even vs maelstrom pulse/decay.
I am assuming the basic suite of ethereals, rancors, coronets, mantles and umbras is untouchable. Running 15 men (inc 4 guides) seems to be a lot safer than 12.
If the worst happens I would rather have a rancored FT or skite until a draw engine comes along to get me going again.
I am also wondering why the deck runs path main- blockers are unlikely to be a worry with 4 mantle, and few men survive an encounter with those first strikers.
The deck sometimes seems to own aggro if coronet hits, but on the draw v grull it seems harder. Is this other people's experience?
I've only been getting into the format over the last couple of months, but I find that having too many creatures main deck severely hurts the ramp that this deck has. In my meta there are a few Jund players, but I have yet to really have any problems against them. They might be running main deck Lilly, but that's the reason why we have Dryad Arbor in the deck. They drop a liliana T3 and try to get us to sac? I sac a fetch land, pull out the arbor and it dies instead, then kill liliana on the backswing (if it looks like she might be an issue). After G1? Side in your Leyline of Sanctity and she gets shut off fast and hard.
As far as the main deck Path's there are a number of creatures that they work great against in G1 that you mentioned. It's the first round so we don't have our full set of artifact removal in, so they take out the Spellskite's that they opponents are playing.
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
Keen Sense is by no means a corner stone to the deck. I've been running zero with great success. It is, however, important to realize that while it doesn't provide a P/T boost, it will draw you into more aggressive enchantments that will boost the Bogle. The one mana CMC is also sweet and unlike Spiritdancer it won't eat a PtE.
I play 3 Nobles. While it's true the Noble usually comes down on turn 2 she doesn't slow the deck down at all. Assuming you have a second land drop, best you can make a turn one Bogle is a 5/X. Noble drops that to a best case 4/X. So you are only losing 1 to 2 points of power on turn 2. On turn 3, she enables you to drop more auras and ends up compensating that turn 2 loss of power. All while still providing a bonus of her own, effectively making the Bogle more powerful on turn 3 than you ever could with out her.
In a 19 land deck, keeping one landers is common, Noble makes for less mulls and ensures you can cast your Coronets on time and empty your hand faster than builds with out her.
Also, against certain decks that don't pack targeted removal (such as Pod) she lets you keep Bogleless 7's.
She's optional, but she doesn't hold back the deck any and should not be discounted as a card choice.
As BbearZ said, 3 mana is a lot. Also you've kinda put your foot in your mouth in you last sentence... You'll remove enchantments in favor of an expensive artifact, but a 19 land deck should remove one of the best 1 CMC Disenchants in favor of a 2 CMC enchantment to help boost Ethereal Armor?
It's just one aspect of the deck that you either have to learn to play around or you need to play another deck if your meta is flooded with discard. Winning the die roll helps and they won't always have the turn 1 discard, but there is little to nothing the deck can do about it.
The problem with upping your creature count is you rob from the explosiveness of the deck. Bogle is an all in deck, you load up a Bogle and hope it gets there. When you start planning and building the deck for anything but that purpose, you are diluting what makes the deck work. You'll end up with awkward lines that involve dropping multiple creatures over the course of the first 3 turns when you should be overloading a turn 1 Bogle.
Skite is a great SB choice for certain match ups. I like the thought of BTE, but more as a SB choice for a specific meta. More testing and results would be required.
GEzuri, Renegade LeaderG
GUEdric, Spymaster of TrestUG
BGWKarador, Ghost ChieftainWGB
URJhoira of the GhituRU
UWGeist of Saint TraftWU
BUOona, Queen of the FaeUB
Mana Tithe works wonders for this. The second game I side in ptes and the twin player is playing around pte leaving a mana up and I just pte end of turn. Works on more then twin also.
GEzuri, Renegade LeaderG
GUEdric, Spymaster of TrestUG
BGWKarador, Ghost ChieftainWGB
URJhoira of the GhituRU
UWGeist of Saint TraftWU
BUOona, Queen of the FaeUB
4 Razorverge Thicket
4 Verdant Catacombs
2 Horizon Canopy
2 Misty Rainforest
1 Forest
1 Plains
1 Dryad Arbor
4 Slippery Bogle
4 Gladecover Scout
1 Silhana Ledgewalker
4 Path to Exile
3 Spider Umbra
4 Daybreak Coronet
4 Ethereal Armor
3 Spirit Mantle
4 Rancor
4 Hyena Umbra
2 Keen Sense
Some thoughts after letting the tournament settle
- Did okay for me, but i felt 19 Lands to be too much. I did not have the 3rd and 4th Horizon Canopy, but i will have to make them fit in somehow. They are okay when drawn extra, since you rarely want ever to go above 3 Lands in play.
- That extra Ledgewalker was not needed at any point, that will be cut too. Currently brainstorming about what to replace it with. Suggestions welcome
-Keen Sense did a superb job. Still i think 2 might be the right amount.
- I often sided out the 3rd Spirit Mantle
- When your opponent is on the play, a pyroclasm will be a huge deal.
- Pithing Needles in the sideboard are essential, will go from 3 to 4. Every opponent WILL side in Spellskites. Any opponent having Liliana needles do their job too, versus Tron you can shut down Karn and or O-Stone. Some opponents will try it with Engineered Explosives.... well needles just handle all this.
- I am very unsure whethere i need the 4th Spiritdancer or not. Actually you don't want him in your starting hand many times, since you will most likely not play him Turn2. Then again he can be very brutal in card advantage.
- I feel like i need more auras, but don't know which to play.
PS: placed 5th or so. Got some crappy DragonsMaze Boosters.
They may not be common at the moment, but I'm trying to think of how to deal with the potential threat, since I've been seeing more Bogles popping up lately.