Update on my previous list, played it through a few rounds yesterday and through an FNM. Made a couple of small changes though, so here's the list as I ran it.
The deck did alright, but there's some things I noticed:
1. Magmatic Insight didn't work out well, there's not enough lands to have enough to pitch. In theory the deck can run off of at most 3 land, but in practice you end up needing more land drops than that in order to hit all your color needs. Also, pitching a land isn't particularly useful. I think Thought Scour could better serve this slot.
2. Flusterstorm was insanely good. I'm pretty sure I want to turn the Izzet Charm into a second copy.
3. 5 0 cost cards felt right, postboard I occasionally went up to a 6th but I think more than that is asking too much. What did not feel right though was the number of enablers I had. Going up to the 4th Electrodominance is likely correct.
4. Pteramander was great when it worked, but even with 30 spells I had a hard time keeping enough in the graveyard to be able to grow it. I'm not sure what the solution here is. I've considered Bedlam Reveler, but that one can't be cheated in.
5. Wrenn and Six was very good. The -1 mode was less useful than I would have preferred, but the +1 was rather strong.
Update on my previous list, played it through a few rounds yesterday and through an FNM. Made a couple of small changes though, so here's the list as I ran it.
The deck did alright, but there's some things I noticed:
1. Magmatic Insight didn't work out well, there's not enough lands to have enough to pitch. In theory the deck can run off of at most 3 land, but in practice you end up needing more land drops than that in order to hit all your color needs. Also, pitching a land isn't particularly useful. I think Thought Scour could better serve this slot.
2. Flusterstorm was insanely good. I'm pretty sure I want to turn the Izzet Charm into a second copy.
3. 5 0 cost cards felt right, postboard I occasionally went up to a 6th but I think more than that is asking too much. What did not feel right though was the number of enablers I had. Going up to the 4th Electrodominance is likely correct.
4. Pteramander was great when it worked, but even with 30 spells I had a hard time keeping enough in the graveyard to be able to grow it. I'm not sure what the solution here is. I've considered Bedlam Reveler, but that one can't be cheated in.
5. Wrenn and Six was very good. The -1 mode was less useful than I would have preferred, but the +1 was rather strong.
In my testing, I found that Pteramander demands a bulky suite of enablers. Looting is great, but Scour is also necessary IMO. It's also pretty nice with Arcanist, as you can hit 0-drops, and even Delver, as you can tear bad Delver hits off the top.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
In my testing, I found that Pteramander demands a bulky suite of enablers. Looting is great, but Scour is also necessary IMO. It's also pretty nice with Arcanist, as you can hit 0-drops, and even Delver, as you can tear bad Delver hits off the top.
Hadn't read your article, I'll give it a look over lunch, but after playing this I agree with everything you just wrote, I came to similar conclusions after last night as well.
A couple other thoughts I had:
Like most were assuming before Horizon's released, too many pain lands is a problem. I think that running 1 is the most that can be done, but I think there might be an argument (at least in a list like this) that the red/green fetchable cycling land can be included to replace the second canopy land.
Also, I think the jury is still out on Shenanigans. I did bring it in in several games, and it was good each time. It also interacts very favorably with Faithless Looting, and after I make the swap, with Thought Scour. That said, due to it being a sorcery I found it rather difficult to get some of the timing right, and hitting two of them was awful. Going forward, a 1/1 split with Ancient Grudge could be a lot better.
Tales End 1U
Instant
Counter target activated ability, triggered ability, or legendary spell.
Well here's our counterspell against control shells. Should keep the abundance of Teferis and Jaces in check. Good against D&T, shuts down Thing from flipping, Phoenixes from returning.... Counters LotV in Jund... Pretty good card, I'd say!
Narset and Magmatic Sinkhole have been good against control for me. Narset especially is just such an engine.
Won Monday Modern tonight. Decklist is a few posts above, except I swapped the sideboard Hazoret for a Magmatic Sinkhole to put 2 in my 75.
2-1 against 12-Bolt or whatever they call the Soul-Scar / Swiftspear / Bomat deck. Made a bonehead block that lost me game 2, but Force of Negation and Goyf were great here.
SB: - Tarfire, Sinkhole, Snare, Opt; + Dispel, EE, Pyroclasm, Anger.
2-0 against Storm. Game 1 I had all the Bolts and a big Goyf. Beat down and killed on turn 5. Narset showed up and found a Surgical game 2 and drew a concession turn 3.
SB: - Tarfire, Sinkhole, 2 Snap, 2 Opt; + Dispel, Snare, 2 Rav Trap, 2 Surgical.
2-1 against Hogaak. They had the Faithless Looting draws, which is easier to beat than the 1-mana creature draws. Lost game 1 to the creature beatdown plan. Won game 2 by Forcing Faithless Looting, Surgical on Bridge, and Spell Snare on Altar.
SB: - Narset, 2 Snap, 1 Force, 1 Sinkhole, 1 Tarfire; + 2 Surgical, 2 Rav Trap, Anger, Snare.
2-1 against Grixis Control. Discard, removal, Snapcaster, Seasoned Pyromancer, and Kess. A bit of a nemesis player and deck for me, but we got there. Game 1, I Forced his Looting and it set him back quite a bit.
SB: = 2 Snag, 4 Force, Tarfire; + Dispel, Snare, 2 Surgical, Sinkhole, Anger, EE.
Game 3 against Grixis was one for the ages. At one point, we're both at 8, he has a Snapcaster, 6 lands, and 1 card in hand, while I have 5 lands, no board, and just drew Serum Visions. Best one of my life: find Hexdrinker, scry Narset to the top, land to the bottom. Hexdrinker into one untapped Watery Grave, level to 4. Hope he doesn't have another Dreadbore, which he had already cast and bought back with the Snapcaster. Pass. He plays a land and passes. Play the Narset, minus, find my last Bolt, level Hexdrinker to 5 leaving up Bolt. Swing. He exiles a Seasoned Pyromancer and chumps with a token. Pass. He Bolts Narset, then starts furiously digging for an answer to Hexdrinker with a Serum Visions into Looting, attacks with one mana up, and passes. I'm at 5, fetch on end step, go to 4. Untap, level Hexdrinker to godmode, swing past all his stuff, and Bolt him postcombat. He shows me an EE that he found but couldn't drop and pop after looking for it the previous turn.
Narset is amazing in the grind. Hexdrinker did exactly what it's supposed to do tonight: beatdown against the combo decks while you hold up mana, and be a late game bomb against the grindy decks. I felt no need for the Hazoret or Huntmaster I've always played before. I'd play a second Narset before those, I think, if those matchups become a problem.
I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Modern night. Lame results: 0-1-2. Last two games going to turns. I may have been playing a little slow, but my opponents were playing pretty slow as well. This deck always bamboozles people.
1-2 First Round against GW valuetown. I misevaluated the power of Knight of the Reliquarys and just didn't feel like I had enough to deal with all their creatures. Surgical Extractions to get rid of their Ghost Quarters was the best i could do.
1-1-1 against's Grixis Death Shadow. This feels like a good matchup for us. All the games were close and fun to play, our decks are so similar, I just didn't play well against some of his removal - Nimble Mongoose would actually be pretty good against GDS.
1-1-1 against Mono-G Tron. Blood Moon feel baaaaad in this matchup. We spend too much time durdling to fix our basic mana, and this tron deck felt like it ran relatively "low" with new Karn and New Ugin, outpacing us past the point of Moon making an impact.
Gonna swap Lazotep Plating for Simic Charm again. Then I'd like to cut one Stubborn denial and a Shoal for two Force of Negations once I acquire them. I think I'm gonna try Mongooses for Apes next time, just to see how it feels.
How do people play against G-Tron? That deck really had me against the ropes.
Back when I was on Shoal, I was probably 50-50 against Tron. You aggressively Shoal their setup stuff and hope they have the Karn / Ugin gameplan in hand rather than the Wurmcoil / Ulamog one so you could tag them with Stubborn Denial.
The Force build is better and more reliable against Tron, but Wurmcoil and Ulamog are still really tough for us. Also Ballista is very good against us, especially the Hexdrinker build I'm playing.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Personally I don't like the card right now. I'm super scared to drop shoals but not playing hoots/scour seems like a direction we could go.
Definitely a consideration. It's a bit of an artifact of the decks I played against last night, though. Tarfire against a 1/2 prowess creature in a deck that plays Gut Shot is an invitation to a blowout. It kills the 2x Goblin Electromancer Storm plays, but misses Baral. Removal is terrible against Hogaak, though Bolting a Vengevine bought me a few turns last night. And against this particular Grixis deck, it hits Seasoned Pyromancer and Snapcaster, but that's pretty inconsequential, since those creatures do their job on ETB.
Tarfire is a hedge against stuff like Humans, Infect, Spirits, and the Druid combo decks I keep hearing about but not actually playing against. It's a total flex slot and could be anything: another Narset, another Spell Snare, something crazy like Surgical Extraction, etc. I like Tarfire because it's never truly dead game 1, and I'm fine with it being the first thing out in lots of matchups.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Depends on your hand. If you lose to Wurmcoil Engine, you act as the Force would be a Shoal. Otherwise, you do your stuff I’m the early turns (deploying threats) and then you counter the pay-off cards.
Agree with BloodyRabbit. If I have a Vapor Snag, Force, and another blue card in hand, I'll focus on developing my board and hitting hard. If I don't have the Snag, I'll Force the Stirring or Map or whatever. I almost never bother with Spheres and Stars.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
By the way, I’m also interested in trying a shell that doesn’t fold against grave hate AND it has legs for grindy games. The idea was something of the sort:
The single SV in the maindeck is the ‘free slot’ that would be reserved to another removal spell. But I want to keep he Blue Count at 25, so it could be replaced either by Izzet Charm, Simic Charm, Echoing Truth or something else I’m missing at the moment.
How are people feeling about Blood Moon? Last time I played I brought it in against Tron, but the fact that we rely so much on our one Forest to cast our threats, I was never in a position where I felt I could confidently drop Blood Moon without disrupting my own mana base - I always want as much blue as possible, and often grabbing the Forest feels like it sets us back in flexibility and staying open with counter magic. Does anyone play Alpine Moon instead? It seems like it's good against less decks - though I guess against humans/spirits it can shut down cavern of souls - and Blood Moon seems like it's just so much more of a hoser.
This deck operates on moon totally fine. And it has been a staple in the sideboard for a long time. Unfortunately current day meta, moon is slower and less powerful. It's just a "steals some games" card now. Keep in mind when on the moon plan you are exclusively fetching to support it. Ideally your first two lands drops should be island, stomping grounds, in what ever order makes most sense.
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Modern: MONKEY GROW & Amulet Titan Legacy: RG Lands EDH: Merieke Ri Berit Esper Good stuff
I'm down to 2 Moon after more than a year of playing 3. Needed an extra slot for grave hate. The meta will clock back around again, I'm sure. When Amulet and Tron are good, so is Moon. Also 3 color fair decks. We're especially well set up to play Moon because we have a clock down to close the game before opponents can get out from under the Moon.
If I have a threat down already, I'll cut myself off green or blue pretty readily with Moon, especially if I have Bolts or Force in hand.
EDIT I cut my Tarfire and a Vapor Snag to make room for 2x Surgical Extraction main with 3x Ravenous Trap in the board. Until Hogaak eats a ban, I think this is where we have to be for grave hate.
I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
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3 Misty Rainforest
3 Scalding Tarn
1 Wooded Foothills
1 Prismatic Vista
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
2 Island
1 Forest
1 Mountain
2 Fiery Islet
Creatures 11
3 Pteramander
4 Delver of Secrets
4 Dreadhorde Arcanist
2 Ancestral Vision
3 Crashing Footfalls
1 Flusterstorm
1 Forked Bolt
2 Magmatic Insight
2 Serum Visions
3 Faithless Looting
4 Lightning Bolt
4 Opt
1 Finale of Promise
2 Simic Charm
1 Izzet Charm
3 Electrodominance
1 Kari Zev's Expertise
1 Wrenn and Six
2 Alpine Moon
1 Edge of Autumn
2 Force of Negation
1 Grim Lavamancer
1 Fury Charm
2 Shenanigans
1 Wheel of Fate
1 Narset, Parter of Veils
2 Surgical Extraction
2 Collector Ouphe
The deck did alright, but there's some things I noticed:
1. Magmatic Insight didn't work out well, there's not enough lands to have enough to pitch. In theory the deck can run off of at most 3 land, but in practice you end up needing more land drops than that in order to hit all your color needs. Also, pitching a land isn't particularly useful. I think Thought Scour could better serve this slot.
2. Flusterstorm was insanely good. I'm pretty sure I want to turn the Izzet Charm into a second copy.
3. 5 0 cost cards felt right, postboard I occasionally went up to a 6th but I think more than that is asking too much. What did not feel right though was the number of enablers I had. Going up to the 4th Electrodominance is likely correct.
4. Pteramander was great when it worked, but even with 30 spells I had a hard time keeping enough in the graveyard to be able to grow it. I'm not sure what the solution here is. I've considered Bedlam Reveler, but that one can't be cheated in.
5. Wrenn and Six was very good. The -1 mode was less useful than I would have preferred, but the +1 was rather strong.
Counter-Cat
Colorless Eldrazi Stompy
4x Misty Rainforest
2x Scalding Tarn
2x Wooded Foothills
2x Spirebluff Canal
2x Fiery Islet
1x Forest
1x Island
2x Steam Vents
2x Breeding Pool
Creatures (15)
4x Delver of Secrets
4x Tarmogoyf
4x Hooting Mandrills
3x Hexdrinker
4x Sleight of Hand
4x Thought Scour
1x Faithless Looting
4x Lightning Bolt
3x Tarfire
3x Vapor Snag
4x Force of Negation
2x Stubborn Denial
2x Deprive
2x Stubborn Denial
2x Ceremonious Rejection
1x Disdainful Stroke
1x Magmatic Sinkhole
1x Dismember
1x Roast
2x Abrade
4x Surgical Extraction
1x Ravenous Trap
As a reference.
Hadn't read your article, I'll give it a look over lunch, but after playing this I agree with everything you just wrote, I came to similar conclusions after last night as well.
A couple other thoughts I had:
Like most were assuming before Horizon's released, too many pain lands is a problem. I think that running 1 is the most that can be done, but I think there might be an argument (at least in a list like this) that the red/green fetchable cycling land can be included to replace the second canopy land.
Also, I think the jury is still out on Shenanigans. I did bring it in in several games, and it was good each time. It also interacts very favorably with Faithless Looting, and after I make the swap, with Thought Scour. That said, due to it being a sorcery I found it rather difficult to get some of the timing right, and hitting two of them was awful. Going forward, a 1/1 split with Ancient Grudge could be a lot better.
Tales End 1U
Instant
Counter target activated ability, triggered ability, or legendary spell.
Well here's our counterspell against control shells. Should keep the abundance of Teferis and Jaces in check. Good against D&T, shuts down Thing from flipping, Phoenixes from returning.... Counters LotV in Jund... Pretty good card, I'd say!
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Won Monday Modern tonight. Decklist is a few posts above, except I swapped the sideboard Hazoret for a Magmatic Sinkhole to put 2 in my 75.
2-1 against 12-Bolt or whatever they call the Soul-Scar / Swiftspear / Bomat deck. Made a bonehead block that lost me game 2, but Force of Negation and Goyf were great here.
SB: - Tarfire, Sinkhole, Snare, Opt; + Dispel, EE, Pyroclasm, Anger.
2-0 against Storm. Game 1 I had all the Bolts and a big Goyf. Beat down and killed on turn 5. Narset showed up and found a Surgical game 2 and drew a concession turn 3.
SB: - Tarfire, Sinkhole, 2 Snap, 2 Opt; + Dispel, Snare, 2 Rav Trap, 2 Surgical.
2-1 against Hogaak. They had the Faithless Looting draws, which is easier to beat than the 1-mana creature draws. Lost game 1 to the creature beatdown plan. Won game 2 by Forcing Faithless Looting, Surgical on Bridge, and Spell Snare on Altar.
SB: - Narset, 2 Snap, 1 Force, 1 Sinkhole, 1 Tarfire; + 2 Surgical, 2 Rav Trap, Anger, Snare.
2-1 against Grixis Control. Discard, removal, Snapcaster, Seasoned Pyromancer, and Kess. A bit of a nemesis player and deck for me, but we got there. Game 1, I Forced his Looting and it set him back quite a bit.
SB: = 2 Snag, 4 Force, Tarfire; + Dispel, Snare, 2 Surgical, Sinkhole, Anger, EE.
Game 3 against Grixis was one for the ages. At one point, we're both at 8, he has a Snapcaster, 6 lands, and 1 card in hand, while I have 5 lands, no board, and just drew Serum Visions. Best one of my life: find Hexdrinker, scry Narset to the top, land to the bottom. Hexdrinker into one untapped Watery Grave, level to 4. Hope he doesn't have another Dreadbore, which he had already cast and bought back with the Snapcaster. Pass. He plays a land and passes. Play the Narset, minus, find my last Bolt, level Hexdrinker to 5 leaving up Bolt. Swing. He exiles a Seasoned Pyromancer and chumps with a token. Pass. He Bolts Narset, then starts furiously digging for an answer to Hexdrinker with a Serum Visions into Looting, attacks with one mana up, and passes. I'm at 5, fetch on end step, go to 4. Untap, level Hexdrinker to godmode, swing past all his stuff, and Bolt him postcombat. He shows me an EE that he found but couldn't drop and pop after looking for it the previous turn.
Narset is amazing in the grind. Hexdrinker did exactly what it's supposed to do tonight: beatdown against the combo decks while you hold up mana, and be a late game bomb against the grindy decks. I felt no need for the Hazoret or Huntmaster I've always played before. I'd play a second Narset before those, I think, if those matchups become a problem.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
4 Disrupting Shoal
4 Serum Visions
4 Thought Scour
3 Stubborn Denial
2 mana leak
1 sleight of hand
1 spell snare
1 spell pierce
1 chart a course
1 lazotep plating
4 Lightning Bolt
2 Tarfire
4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
2 Snapcaster Mage
Lands
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
4 Scalding Tarn
3 misty rainforest
3 Wooded foothills
2 island
1 mountain
1 forest
2 Blood Moon
2 Surgical Extraction
2 return to nature
1 Pyroclasm
2 Hazoret the Fervent
1 Feed the Clan
1 Echoing Truth
1 Engineered Explosives
1 Anger of the Gods
1 Basilisk Collar
1 Dismember
1-2 First Round against GW valuetown. I misevaluated the power of Knight of the Reliquarys and just didn't feel like I had enough to deal with all their creatures. Surgical Extractions to get rid of their Ghost Quarters was the best i could do.
1-1-1 against's Grixis Death Shadow. This feels like a good matchup for us. All the games were close and fun to play, our decks are so similar, I just didn't play well against some of his removal - Nimble Mongoose would actually be pretty good against GDS.
1-1-1 against Mono-G Tron. Blood Moon feel baaaaad in this matchup. We spend too much time durdling to fix our basic mana, and this tron deck felt like it ran relatively "low" with new Karn and New Ugin, outpacing us past the point of Moon making an impact.
Gonna swap Lazotep Plating for Simic Charm again. Then I'd like to cut one Stubborn denial and a Shoal for two Force of Negations once I acquire them. I think I'm gonna try Mongooses for Apes next time, just to see how it feels.
How do people play against G-Tron? That deck really had me against the ropes.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Play 4 Force of Negation. Seriously, it changes the flow of so many games against so many decks. Tron is one of them.
The Force build is better and more reliable against Tron, but Wurmcoil and Ulamog are still really tough for us. Also Ballista is very good against us, especially the Hexdrinker build I'm playing.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
Personally I don't like the card right now. I'm super scared to drop shoals but not playing hoots/scour seems like a direction we could go.
Modern: MONKEY GROW & Amulet Titan
Legacy: RG Lands
EDH: Merieke Ri Berit Esper Good stuff
Definitely a consideration. It's a bit of an artifact of the decks I played against last night, though. Tarfire against a 1/2 prowess creature in a deck that plays Gut Shot is an invitation to a blowout. It kills the 2x Goblin Electromancer Storm plays, but misses Baral. Removal is terrible against Hogaak, though Bolting a Vengevine bought me a few turns last night. And against this particular Grixis deck, it hits Seasoned Pyromancer and Snapcaster, but that's pretty inconsequential, since those creatures do their job on ETB.
Tarfire is a hedge against stuff like Humans, Infect, Spirits, and the Druid combo decks I keep hearing about but not actually playing against. It's a total flex slot and could be anything: another Narset, another Spell Snare, something crazy like Surgical Extraction, etc. I like Tarfire because it's never truly dead game 1, and I'm fine with it being the first thing out in lots of matchups.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
a) goes to the opponent’s face
b) helps dealing with planeswalkers
b) it grows Goyf
C) doesn’t give us autoloss vs Vial decks
It is a flex slot for sure, but it’s better than what it looks like. Especially in g1 vs Combo decks, where it helps racing.
Coming FNM I will try my Forces for the first time. I'm not sure when to play Force.
For example, what do you prioritize to counter with Force of Negation against Tron: map/stirrings/ scrying or big payoff?
What about other matchups?
Thanks for the help! Love this new revival of Delver!!
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
3 Spirebluff Canal
4 Misty Rainforest
4 Scalding Tarn
2 Breeding Pool
2 Steam Vents
2 Island
1 Forest
Creatures (15)
4 Delver of Secrets
3 Hexdrinker
4 Tarmogoyf
4 Young Pyromancer
4 Sleight of Hand
4 Opt
1 Serum Visions
4 Lightning Bolt
2 Magmatic Shinkole
3 Vapor Snag
4 Force of Negation
2 Spell Pierce
3 Deprive
2 Abrade
3 Ceremonious Rejection
4 Ravenous Trap
2 Surgical Extraction
2 Entrancing Melody
2 Engineered Explosives
The single SV in the maindeck is the ‘free slot’ that would be reserved to another removal spell. But I want to keep he Blue Count at 25, so it could be replaced either by Izzet Charm, Simic Charm, Echoing Truth or something else I’m missing at the moment.
Magmatic Shinkole is something we can’t make coexist with Hooting Mandrills, and in testing it was extremely versatile.
Sideboard pretty stacked for the current meta.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Modern: MONKEY GROW & Amulet Titan
Legacy: RG Lands
EDH: Merieke Ri Berit Esper Good stuff
If I have a threat down already, I'll cut myself off green or blue pretty readily with Moon, especially if I have Bolts or Force in hand.
EDIT I cut my Tarfire and a Vapor Snag to make room for 2x Surgical Extraction main with 3x Ravenous Trap in the board. Until Hogaak eats a ban, I think this is where we have to be for grave hate.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered