Just a lurker here, have been using this deck for a while but have changed it around a few times, just want to see what people think of the deck, as I hope to take it with possible Theros Cards, to Grand Prix Brisbane
Anyone see any good examples of "small naya" lately? For the last few weeks Ive been testing the version with Smiter, Knight, Thundermaw and friends but in my meta it's just not fast enough with all the combo. Pod just out values all my creatures. I'm pretty stuck as to what to build right now.
I've played a lot against POD and most of the times I had the upper hand. Do you play deathrite shaman and scavenging ooze?
They're amazing in this MU. They help you to don't make them do the melira combo.
I thought I'd post my list here to try and get some feedback going since I worked pretty hard on the deck for the modern PTQ season, then recently came back to it just because I wanted something in my style and fun to play:
It took a while to get to this configuration...it should be largely familiar for legacy zoo except we just don't have the buttery smooth fetches...6 green, 5 red, 5 white was the closest I could get to 8/8/8 with Mesa clearly being the one you play out last if given the luxury.
12 plays for turn 1 is max chance of the brutal triple 1 drop draws. Experiment is the closest thing we have to a Nacatl, although he sucks so much late (relevant grindy matchups only). Rampager is our vital way through a lot of decks...combo he pushes damage, if they want to block he gets you through. Really valuable card. Otherwise Voice is new, but I can appreciate the hatebear element. Really fast combo aside, plenty of decks have to interact and he punishes them for it.
Standard spell suite, 4th path is sometimes dead. Boros Charm is so good for the deck. 4 you is fine, save my guys is usually brutal. I have got more mileage out of it as well with Rampager or a particularly big Goyf. It does happen against such as Tron.
Post sideboard games always tend to be messy...I like moving towards a resilient hatebears type of list, or just having bits of hate usually on bodies and racing.
Anything I'm missing, weak to, thoughts on the build? I'm not going to claim it's the next best thing (it requires effort to win with...I'm not sure yet if that's the deck rewarding decisions or just being forced and that must be a good 100 games in with most spent tweaking the sideboard) but I do really love playing the deck more than most other decks I've picked up in the format.
With that many fetches Steppe Lynx might be a worthwhile include. Also I'm not sold on VOR in Zoo, as it seems like a less then optimal turn 2 play considering what aggro in general is looking to do.
Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
With that many fetches Steppe Lynx might be a worthwhile include.
I did try him...he basically winds up replacing the Experiment One slot if you run him since there's a lot of anti-synergy between the two and you certainly don't want 8 1 drops that are really terrible late game.
Lynx plays better with Boros Charm and usually pushes more burst damage against combo since you can more likely queue a big turn safely. Experiment survives a lot of removal better though and represents more reliable damage for the grindy games.
Plus 20 lands is not a lot, especially when you're pulling them out of your deck with fetches. Quite often a lynx could wind up sat around spent and ignored.
I did try him...he basically winds up replacing the Experiment One slot if you run him since there's a lot of anti-synergy between the two and you certainly don't want 8 1 drops that are really terrible late game.
Lynx plays better with Boros Charm and usually pushes more burst damage against combo since you can more likely queue a big turn safely. Experiment survives a lot of removal better though and represents more reliable damage for the grindy games.
Plus 20 lands is not a lot, especially when you're pulling them out of your deck with fetches. Quite often a lynx could wind up sat around spent and ignored.
Thanks for the explanation. Have you considered Goblin Guide? Very aggro-minded and triggers the E1. My biggest complaint against him is I really don't wanna ramp my opponent but if your fast enough it shouldn't matter.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern GB Rock U Flooding Merfolk RUG Delver Midrange WU Monks UW Tempo Geist GW Bogle GW Liege UR Tron B Vampires
Affinity Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity EDH W Akroma GBW Ghave BRU Thrax GR Ruric I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
Also I'm not sold on VOR in Zoo, as it seems like a less then optimal turn 2 play considering what aggro in general is looking to do.
Voice has performed well. In a nutshell, a 2/2 for 2 is hardly the most impressive rate but it's sadly not just a case of wading in with the beaters and being done with it. A lot of combat happens in modern and if people aren't playing midrangey creatures of their own (Goyf, Ooze) then they have ways to interact. Voice is a 2 for 1 outside of path as well as forces opponents to play on their own turn a lot more, making a Rampager play safer or sweeper insurance (along with E1's regen). Plus the token plays nice with E1.
It also comes down to curve...if the deck isn't aggressively using it's mana you will not win, so you want a good number of 2 drops and 1 drops. Even Goyf is bad as a turn 2 a lot of the time as there's a good chance there's merely land in the yard, so you get a squire.
Thanks for the explanation. Have you considered Goblin Guide? Very aggro-minded and triggers the E1. My biggest complaint against him is I really don't wanna ramp my opponent but if your fast enough it shouldn't matter.
Guide is a possibility if really wanting to lower the curve. At that point you potentially move into Gruul for access to Blood Moon and better use of Burning-Tree and maybe Rancor if on the vomit plan. You run the risk you flat out lose to cheap sweepers but that's a meta call. I like being a bit more resilient and originally started building this deck to punish people who's only real nod to Gruul aggro was pyroclasm (great against BTE and guide, terrible against Loam Lion, Kird Ape)
Ive changed things round a little, purely in the SB
1 Ancient Grudge became the 2nd Wear/Tear. More flexible against twin.
2 Gaddock Teeg underperformed (too fragile) and became 2 Molten Rain (still for Tron and Scapeshift)
1 Sword of War and Peace became Sword of Light and Shadow. More stable effect (deck usually has 0 in hand late), still pushes through Lingering Souls and grinds out midrange
1 Thalia, Guardian of Thraben became the 3rd Molten Rain. Want to draw the effect and she's my most narrow card right now in meta (plus legend rule)
1 Torpor Orb felt ok against Pod and Twin, but in the interest of reach for other aggro and still having something for pod became a Grim Lavamancer. Unsure on this change.
Matchups and how I feel:
UWR - Happy with this one. Catch them a lot of game 1s by being faster than the average deck. Postboard can be rough depending how heavily boarded (Wrath and Explosives hurt) but I still feel like I should win matches.
Jund - A bit unfavoured. Glad it's seeing less play because they're very capable of grinding me out. Stealing game 1s from them having wrong half of deck helps or being fetch heavy. Game 2 and 3 I feel able to win, but as though I need to be disciplined what I keep.
Kiki-Pod - unfavoured. They're really hard to push through and when piloted well can just grind me out. I feel as though I win these games when pilot has a clunky one, or doesn't understand how the matchup works (and therefore keeps hands weak to my interaction)
Melira-Pod - bit better than Kiki...Voice is a pain but I feel like I get through the deck better than Resto/Finks in Kiki. I feel like I become the control a little more in this one since their average creatures are smaller in comparison to kiki's.
Scapeshift - Preboard favoured and postboard a bit rough but able to take 1 of the 2. They can just race, especially with roadblocks and lifegain (Baloth is a beating) but I feel like I at least have some ability to keep racing
Tron - favoured. The quick Wurmcoil games suck with out path, the rest of the time their pyroclasm is unimpressive, Karn doesn't like a board with a few creatures and oblivion stone can be slow when there's the risk of Boros Charm.
Splinter Twin - Game 1 is rough, they're more likely to win a race if they manage their resources i.e. not giving Spellskite up cheap. Postboard gets easier but still a matchup that's unfavoured.
Affinity - I feel generally favoured, they can present difficult to interact with states and evasion, but post board I should be able to keep plating away reliably.
Bogle - I just lose, can't interact. *shrug*. Bring in some sideboard and hope their horrible deck mulls into oblivion.
Burn - See Bogle. Then realise they don't really mull. Channel the spirit animal of LSV and draw all the Helix?
Anything I'm missing? Realised I've wrote a lot but it's mainly testing notes I had anyway.
I beat Splinter Twin, Bogles (somehow), UR Delver, and Affinity and lost to Ajani Jund (which ended up winning the byes).
Really like how the deck played, and feel it's decently well positioned currently. The Pod matchup is the only really dicey one, but fortunately that deck isn't too prevelant in my Meta atm
It looks like the deck I am running The only differences is (besides the lands you already mentioned), is I run a third thundermaw over a pridemage. I feel like pridemage is a dead card most of the time, and thundermaw goes over the top anyway. Although for a GP I might do a MD pridemage due to (if I make it :P) Day 2 meta being a lot of decks that pridemage is good against. Any particular reason why Sigarda over, say a 2nd Thrun? Also what is Oblivion Ring for?
With that many fetches Steppe Lynx might be a worthwhile include. Also I'm not sold on VOR in Zoo, as it seems like a less then optimal turn 2 play considering what aggro in general is looking to do.
Voice of Resurgence is an all-star. With UWR picking up in Modern, it basically stops them from playing on your turn. Plus it is fairly hard to get rid of (sans Path to Exile) I feel it is the best 2-drop after Ooze and Goyf. Maybe it is better in a midrange version (like mine).
Anything I'm missing, weak to, thoughts on the build? I'm not going to claim it's the next best thing (it requires effort to win with...I'm not sure yet if that's the deck rewarding decisions or just being forced and that must be a good 100 games in with most spent tweaking the sideboard) but I do really love playing the deck more than most other decks I've picked up in the format.
I like the interaction between Voice of Resurgence, Experiment One and Ghor-Clan Rampager. I'm thinking the 2 Loxodon Smiter could have been 2 maindeck Scavenging Ooze.
I like the interaction between Voice of Resurgence, Experiment One and Ghor-Clan Rampager. I'm thinking the 2 Loxodon Smiter could have been 2 maindeck Scavenging Ooze.
Possibly...Ooze would at least be something good against the midrange decks (Jund and UWR) and still have the honour of hitting the sideboard against combo as per Smiter. Not playing nice with Goyf is a bit of a black mark, as is the mana requirements to get a good beater (20 land inc 12 fetches is really built to not have the spare mana) and loss of a way to evolve E1 to 3/3 as the magical regen amount.
I'll give him another try since I didn't think about Smiter out for him (Pridemage hit the bench last time around).
Voice and E1 is a very nice interaction indeed. Any time you provoke a reaction you likely get a free evolve. Rampager is definitely the best way in the deck to provoke on your own turn agains the interactive decks
Possibly...Ooze would at least be something good against the midrange decks (Jund and UWR) and still have the honour of hitting the sideboard against combo as per Smiter. Not playing nice with Goyf is a bit of a black mark, as is the mana requirements to get a good beater (20 land inc 12 fetches is really built to not have the spare mana) and loss of a way to evolve E1 to 3/3 as the magical regen amount.
I'll give him another try since I didn't think about Smiter out for him (Pridemage hit the bench last time around).
Voice and E1 is a very nice interaction indeed. Any time you provoke a reaction you likely get a free evolve. Rampager is definitely the best way in the deck to provoke on your own turn agains the interactive decks
Hmmn, true. Having 2 Ooze and 2 Pridemage can hurt E1. I think this deck needs to curve not only in mana cost but also in p/t to maximize E1. 12 one drops + voice already provide enough pressure for UWR (one drops getting under counterspell mana and voice putting a strain in their ability to interact) and Jund (fast clock + self inflicted damage from Jund + voice). So Smiter seems overkill. I'm thinking on 4 Kitchen Finks maindeck for the following reasons.
- Although counterable and discardable, it's hard to remove so I would rate Finks and Smiter even in that department (Smiter dodges the hand and stack removal, Finks dodges board removal). Plus with the threat density of our deck, I'd be happy if they discard or counter Finks and not my other threats
- Synergizes better with E1 (able to up the counter on E1 to 2, after a sweeper able to immediately up E1 to 1 counter due to persist), Voice (additional body after a sweeper, additional sac fodder Liliana), Rampager (I would gladly pump Finks with Rampager for the kill)
- Gains life against mirror, burn, affinity
All in all, we have the following acting as reach cards
4 Experiment One
4 Voice of Resurgence
4 Kitchen Finks
3 Ghor-Clan Rampager
4 Lightning Bolt
4 Lightning Helix
2 Boros Charm
Hello, guys! I'm kind of new here. I just registered today, but I visit this forum from a long time ago. I would like to show my version of naya and get some suggestions =)! Here i go: (Sorry my bad english =/)
3 Goyfs because i only have 3, yet. Kind of expensive, but I'm getting it next month. =)
4 Huntmaster of the fells - Just started test him, and like a lot. With voice on the table, your oponnent triple check before do something in your turn, just to not flip him, and the wolf helps on P/T of voice token, all this without counting the life gain, and the damage. What u guys think of this?
Im considering sejeri steppe. Sometime ago was an viable option, but how about now?
The rest is pretty much the same, and the sideboard is adpted to my field (pods, twin, gruul zoo etc.)
I like a lot this deck. resemble me my maya T2 (Zendikar, Alara) and i got some nice results with it.
Thanks guys! I hope to learn a lot and contribute with u, guys!
60 cards
4 Arid Mesa
1 Breeding Pool
1 Forest
1 Hallowed Fountain
1 Horizon Canopy
1 Island
2 Marsh Flats
4 Misty Rainforest
1 Overgrown Tomb
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Treetop Village
1 Verdant Catacombs
23 lands
3 Geist of Saint Traft
2 Huntmaster of the Fells
4 Loxodon Smiter
3 Noble Hierarch
2 Scavenging Ooze
4 Tarmogoyf
2 Thundermaw Hellkite
2 Voice of Resurgence
25 creatures
2 Domri Rade
4 Lightning Bolt
3 Lightning Helix
3 Path to Exile
12 other spells
2 Grafdigger's Cage
2 Leyline of Sanctity
4 Mana Leak
3 Stony Silence
2 Thalia, Guardian of Thraben
2 Wear // Tear
15 sideboard cards
Just a lurker here, have been using this deck for a while but have changed it around a few times, just want to see what people think of the deck, as I hope to take it with possible Theros Cards, to Grand Prix Brisbane
4 Verdant Catacombs
4 Arid Mesa
2 Forest
2 Plains
1 Misty Rainforest
1 Marsh Flats
1 Blood Crypt
1 Sacred Foundry
1 Grove of the Burnwillows
1 Horizon Canopy
1 Stirring Wildwood
1 Raging Ravine
2 Stomping Grounds
1 Temple Garden
1 Kessig Wolf Run
3 Deathrite Shaman
3 Noble Hierarch
2 Scavenging Ooze
3 Voice of Resurgence
4 Tarmogoyf
3 Loxodon Smiter
2 Linvala, Keeper of Silence
2 Thrun, the Last Troll
2 Thundermaw Hellkite
Other Spells(12):
4 Lightning Bolt
3 Path to Exile
3 Domri Rade
1 Sword of War and Peace
1 Elspeth, Knight-Errant
2 Bonfire of the Damned
1 Scavenging Ooze
1 Elspeth, Knight-Errant
2 Blood Moon
1 Batterskull
1 Ancient Grudge
2 Stony Silence
2 Engineered Explosives
2 Combust
1 Torpor Orb
Let me know what you think, and any constructive criticism would be great
Kind regards
Zortkiya
60 cards
4 Arid Mesa
2 Forest
1 Horizon Canopy
1 Kessig Wolf Run
1 Marsh Flats
3 Misty Rainforest
1 Mountain
1 Plains
1 Raging Ravine
2 Sacred Foundry
1 Stirring Wildwood
2 Stomping Ground
1 Temple Garden
2 Verdant Catacombs
23 lands
4 Huntmaster of the Fells
4 Knight of the Reliquary
2 Linvala, Keeper of Silence
4 Noble Hierarch
2 Scavenging Ooze
4 Tarmogoyf
3 Thundermaw Hellkite
3 Voice of Resurgence
28 creatures
3 Domri Rade
4 Lightning Bolt
2 Lightning Helix
9 other spells
3 Blood Moon
2 Combust
1 Fracturing Gust
2 Grafdigger's Cage
2 Path to Exile
2 Stony Silence
3 Thrun, the Last Troll
I play both but it typically plays out like this:
Me: Scavenging Ooze.
Him: eot Path to exile on your ooze. Untap, upkeep, combo off.
Maybe I just need more practice in the matchup. I just figured playing smaller, faster creatures would hurt all the combo in my meta.
3 Misty Rainforest
3 Verdant Catacombs
1 Marsh Flats
1 Scalding Tarn
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Forest
1 Mountain
1 Plains
It took a while to get to this configuration...it should be largely familiar for legacy zoo except we just don't have the buttery smooth fetches...6 green, 5 red, 5 white was the closest I could get to 8/8/8 with Mesa clearly being the one you play out last if given the luxury.
4 Kird Ape
4 Loam Lion
4 Voice of Resurgence
4 Tarmogoyf
2 Qasali Pridemage
2 Loxodon Smiter
3 Ghor-Clan Rampager
12 plays for turn 1 is max chance of the brutal triple 1 drop draws. Experiment is the closest thing we have to a Nacatl, although he sucks so much late (relevant grindy matchups only). Rampager is our vital way through a lot of decks...combo he pushes damage, if they want to block he gets you through. Really valuable card. Otherwise Voice is new, but I can appreciate the hatebear element. Really fast combo aside, plenty of decks have to interact and he punishes them for it.
4 Lightning Helix
3 Path to Exile
2 Boros Charm
Standard spell suite, 4th path is sometimes dead. Boros Charm is so good for the deck. 4 you is fine, save my guys is usually brutal. I have got more mileage out of it as well with Rampager or a particularly big Goyf. It does happen against such as Tron.
Sideboard
2 Aven Mindcensor
1 Boros Charm
1 Elspeth, Knight Errant
2 Gaddock Teeg
1 Path to Exile
1 Qasali Pridemage
1 Sword of War and Peace
3 Thalia, Guardian of Thraben
1 Torpor Orb
1 Wear/Tear
Post sideboard games always tend to be messy...I like moving towards a resilient hatebears type of list, or just having bits of hate usually on bodies and racing.
So put together
3 Misty Rainforest
3 Verdant Catacombs
1 Marsh Flats
1 Scalding Tarn
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Forest
1 Mountain
1 Plains
4 Kird Ape
4 Loam Lion
4 Voice of Resurgence
4 Tarmogoyf
2 Qasali Pridemage
2 Loxodon Smiter
3 Ghor-Clan Rampager
4 Lightning Bolt
4 Lightning Helix
3 Path to Exile
2 Boros Charm
1 Ancient Grudge
2 Aven Mindcensor
1 Boros Charm
1 Elspeth, Knight Errant
2 Gaddock Teeg
1 Path to Exile
1 Qasali Pridemage
1 Sword of War and Peace
3 Thalia, Guardian of Thraben
1 Torpor Orb
1 Wear/Tear
Anything I'm missing, weak to, thoughts on the build? I'm not going to claim it's the next best thing (it requires effort to win with...I'm not sure yet if that's the deck rewarding decisions or just being forced and that must be a good 100 games in with most spent tweaking the sideboard) but I do really love playing the deck more than most other decks I've picked up in the format.
Inkfox Aesthetics by Xen
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
I did try him...he basically winds up replacing the Experiment One slot if you run him since there's a lot of anti-synergy between the two and you certainly don't want 8 1 drops that are really terrible late game.
Lynx plays better with Boros Charm and usually pushes more burst damage against combo since you can more likely queue a big turn safely. Experiment survives a lot of removal better though and represents more reliable damage for the grindy games.
Plus 20 lands is not a lot, especially when you're pulling them out of your deck with fetches. Quite often a lynx could wind up sat around spent and ignored.
Inkfox Aesthetics by Xen
Thanks for the explanation. Have you considered Goblin Guide? Very aggro-minded and triggers the E1. My biggest complaint against him is I really don't wanna ramp my opponent but if your fast enough it shouldn't matter.
GB Rock
U Flooding Merfolk
RUG Delver Midrange
WU Monks
UW Tempo Geist
GW Bogle
GW Liege
UR Tron
B Vampires
Affinity
Legacy
Fish
Goblins
Burn
Reanimator
Dredge
Affinity
EDH
W Akroma
GBW Ghave
BRU Thrax
GR Ruric
I advocate for the elimination of the combo archetype in Modern. I believe it is degenerate and unfun by its very nature and will always limit design space and cause unnecessary bans.
Voice has performed well. In a nutshell, a 2/2 for 2 is hardly the most impressive rate but it's sadly not just a case of wading in with the beaters and being done with it. A lot of combat happens in modern and if people aren't playing midrangey creatures of their own (Goyf, Ooze) then they have ways to interact. Voice is a 2 for 1 outside of path as well as forces opponents to play on their own turn a lot more, making a Rampager play safer or sweeper insurance (along with E1's regen). Plus the token plays nice with E1.
It also comes down to curve...if the deck isn't aggressively using it's mana you will not win, so you want a good number of 2 drops and 1 drops. Even Goyf is bad as a turn 2 a lot of the time as there's a good chance there's merely land in the yard, so you get a squire.
Guide is a possibility if really wanting to lower the curve. At that point you potentially move into Gruul for access to Blood Moon and better use of Burning-Tree and maybe Rancor if on the vomit plan. You run the risk you flat out lose to cheap sweepers but that's a meta call. I like being a bit more resilient and originally started building this deck to punish people who's only real nod to Gruul aggro was pyroclasm (great against BTE and guide, terrible against Loam Lion, Kird Ape)
Ive changed things round a little, purely in the SB
3 Misty Rainforest
3 Verdant Catacombs
1 Marsh Flats
1 Scalding Tarn
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Forest
1 Mountain
1 Plains
4 Kird Ape
4 Loam Lion
4 Voice of Resurgence
4 Tarmogoyf
2 Qasali Pridemage
2 Loxodon Smiter
3 Ghor-Clan Rampager
4 Lightning Bolt
4 Lightning Helix
3 Path to Exile
2 Boros Charm
2 Aven Mindcensor
1 Boros Charm
1 Elspeth, Knight Errant
1 Grim Lavamancer
3 Molten Rain
1 Path to Exile
1 Qasali Pridemage
1 Sword of Light and Shadow
2 Thalia, Guardian of Thraben
2 Wear/Tear
1 Ancient Grudge became the 2nd Wear/Tear. More flexible against twin.
2 Gaddock Teeg underperformed (too fragile) and became 2 Molten Rain (still for Tron and Scapeshift)
1 Sword of War and Peace became Sword of Light and Shadow. More stable effect (deck usually has 0 in hand late), still pushes through Lingering Souls and grinds out midrange
1 Thalia, Guardian of Thraben became the 3rd Molten Rain. Want to draw the effect and she's my most narrow card right now in meta (plus legend rule)
1 Torpor Orb felt ok against Pod and Twin, but in the interest of reach for other aggro and still having something for pod became a Grim Lavamancer. Unsure on this change.
Matchups and how I feel:
UWR - Happy with this one. Catch them a lot of game 1s by being faster than the average deck. Postboard can be rough depending how heavily boarded (Wrath and Explosives hurt) but I still feel like I should win matches.
Jund - A bit unfavoured. Glad it's seeing less play because they're very capable of grinding me out. Stealing game 1s from them having wrong half of deck helps or being fetch heavy. Game 2 and 3 I feel able to win, but as though I need to be disciplined what I keep.
Kiki-Pod - unfavoured. They're really hard to push through and when piloted well can just grind me out. I feel as though I win these games when pilot has a clunky one, or doesn't understand how the matchup works (and therefore keeps hands weak to my interaction)
Melira-Pod - bit better than Kiki...Voice is a pain but I feel like I get through the deck better than Resto/Finks in Kiki. I feel like I become the control a little more in this one since their average creatures are smaller in comparison to kiki's.
Scapeshift - Preboard favoured and postboard a bit rough but able to take 1 of the 2. They can just race, especially with roadblocks and lifegain (Baloth is a beating) but I feel like I at least have some ability to keep racing
Tron - favoured. The quick Wurmcoil games suck with out path, the rest of the time their pyroclasm is unimpressive, Karn doesn't like a board with a few creatures and oblivion stone can be slow when there's the risk of Boros Charm.
Splinter Twin - Game 1 is rough, they're more likely to win a race if they manage their resources i.e. not giving Spellskite up cheap. Postboard gets easier but still a matchup that's unfavoured.
Affinity - I feel generally favoured, they can present difficult to interact with states and evasion, but post board I should be able to keep plating away reliably.
Bogle - I just lose, can't interact. *shrug*. Bring in some sideboard and hope their horrible deck mulls into oblivion.
Burn - See Bogle. Then realise they don't really mull. Channel the spirit animal of LSV and draw all the Helix?
Anything I'm missing? Realised I've wrote a lot but it's mainly testing notes I had anyway.
Inkfox Aesthetics by Xen
4 Verdant Catacombs
4 Stomping Ground
2 Temple Garden
1 Sacred Foundry
2 Copperline Gorge
1 Mountain
1 Plains
1 Forest
4 Kird Ape
4 Loam Lion
4 Experiment One
4 Goblin Guide
4 Flinthoof Boar
4 Tarmogoyf
1 Ghor-Clan Rampager
2 Path to Exile
2 Seal of Fire
4 Lightning Helix
3 Boros Charm
3 Pillar of Flame
3 Vines of Vastwood
2 Path to Exile
1 Dismember
3 Ancient Grudge
3 Tormod's Crypt
I beat Splinter Twin, Bogles (somehow), UR Delver, and Affinity and lost to Ajani Jund (which ended up winning the byes).
Really like how the deck played, and feel it's decently well positioned currently. The Pod matchup is the only really dicey one, but fortunately that deck isn't too prevelant in my Meta atm
60 cards
4 Arid Mesa
1 Blood Crypt
2 Forest
1 Marsh Flats
2 Misty Rainforest
1 Plains
1 Raging Ravine
2 Sacred Foundry
2 Stomping Ground
1 Tectonic Edge
1 Temple Garden
1 Treetop Village
4 Verdant Catacombs
23 lands
4 Knight of the Reliquary
4 Loxodon Smiter
3 Noble Hierarch
4 Scavenging Ooze
4 Tarmogoyf
3 Voice of Resurgence
25 creatures
2 Ajani Vengeant
3 Domri Rade
4 Lightning Bolt
3 Path to Exile
12 other spells
1 Arena
2 Aven Mindcensor
2 Back to Nature
2 Blood Moon
1 Flame Slash
1 Ghost Quarter
1 Linvala, Keeper of Silence
2 Qasali Pridemage
2 Stony Silence
1 Sword of Light and Shadow
It looks like the deck I am running The only differences is (besides the lands you already mentioned), is I run a third thundermaw over a pridemage. I feel like pridemage is a dead card most of the time, and thundermaw goes over the top anyway. Although for a GP I might do a MD pridemage due to (if I make it :P) Day 2 meta being a lot of decks that pridemage is good against. Any particular reason why Sigarda over, say a 2nd Thrun? Also what is Oblivion Ring for?
Voice of Resurgence is an all-star. With UWR picking up in Modern, it basically stops them from playing on your turn. Plus it is fairly hard to get rid of (sans Path to Exile) I feel it is the best 2-drop after Ooze and Goyf. Maybe it is better in a midrange version (like mine).
UBR Grixis UBR
I like the interaction between Voice of Resurgence, Experiment One and Ghor-Clan Rampager. I'm thinking the 2 Loxodon Smiter could have been 2 maindeck Scavenging Ooze.
UWR Midrange
BRG Jund
BG Rock
UR Storm
The Philippine Modern Community
RGWUB MTG Modern Philippines
Possibly...Ooze would at least be something good against the midrange decks (Jund and UWR) and still have the honour of hitting the sideboard against combo as per Smiter. Not playing nice with Goyf is a bit of a black mark, as is the mana requirements to get a good beater (20 land inc 12 fetches is really built to not have the spare mana) and loss of a way to evolve E1 to 3/3 as the magical regen amount.
I'll give him another try since I didn't think about Smiter out for him (Pridemage hit the bench last time around).
Voice and E1 is a very nice interaction indeed. Any time you provoke a reaction you likely get a free evolve. Rampager is definitely the best way in the deck to provoke on your own turn agains the interactive decks
Inkfox Aesthetics by Xen
Hmmn, true. Having 2 Ooze and 2 Pridemage can hurt E1. I think this deck needs to curve not only in mana cost but also in p/t to maximize E1. 12 one drops + voice already provide enough pressure for UWR (one drops getting under counterspell mana and voice putting a strain in their ability to interact) and Jund (fast clock + self inflicted damage from Jund + voice). So Smiter seems overkill. I'm thinking on 4 Kitchen Finks maindeck for the following reasons.
- Although counterable and discardable, it's hard to remove so I would rate Finks and Smiter even in that department (Smiter dodges the hand and stack removal, Finks dodges board removal). Plus with the threat density of our deck, I'd be happy if they discard or counter Finks and not my other threats
- Synergizes better with E1 (able to up the counter on E1 to 2, after a sweeper able to immediately up E1 to 1 counter due to persist), Voice (additional body after a sweeper, additional sac fodder Liliana), Rampager (I would gladly pump Finks with Rampager for the kill)
- Gains life against mirror, burn, affinity
3 Misty Rainforest
3 Verdant Catacombs
1 Marsh Flats
1 Scalding Tarn
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Forest
1 Mountain
1 Plains
4 Kird Ape
4 Loam Lion
4 Voice of Resurgence
4 Tarmogoyf
4 Kitchen Finks
3 Ghor-Clan Rampager
4 Lightning Helix
3 Path to Exile
2 Boros Charm
All in all, we have the following acting as reach cards
4 Experiment One
4 Voice of Resurgence
4 Kitchen Finks
3 Ghor-Clan Rampager
4 Lightning Bolt
4 Lightning Helix
2 Boros Charm
UWR Midrange
BRG Jund
BG Rock
UR Storm
The Philippine Modern Community
RGWUB MTG Modern Philippines
4x Noble Hierarch
2x Deathrite Shaman
2x Scavenging Ooze
3x Voice of Resurgence
3x Tarmogoyf
4x Knight of the Reliquary
3x Loxodon Smiter
2x Thundermaw Hellkite
4x Huntmaster of the Fells
Spells: (10)
3x Domri Rade
3x Path to Exile
4x Lightning Bolt
4x Arid Mesa
2x Misty Rainforest
1x Marsh Flats
4x Verdant Catacomb
2x Forest
1x Plain
1x Blood Crypt
1x Sacred Foundry
2x Stomping Ground
1x Temple Garden
1x Horizon Canopy
1x Kessig Wolf Run
1x Stirring Wildwood
3x blood moon
1x Batterskull
2x Qasali Pridemage
1x Kataki, War's Wage
1x Gaddock Teeg
3x Aven Mindcensor
1x Linvala, Keeper of Silence
2x Combust
1x Bojuka
Some notes:
3 Goyfs because i only have 3, yet. Kind of expensive, but I'm getting it next month. =)
4 Huntmaster of the fells - Just started test him, and like a lot. With voice on the table, your oponnent triple check before do something in your turn, just to not flip him, and the wolf helps on P/T of voice token, all this without counting the life gain, and the damage. What u guys think of this?
Im considering sejeri steppe. Sometime ago was an viable option, but how about now?
The rest is pretty much the same, and the sideboard is adpted to my field (pods, twin, gruul zoo etc.)
I like a lot this deck. resemble me my maya T2 (Zendikar, Alara) and i got some nice results with it.
Thanks guys! I hope to learn a lot and contribute with u, guys!
60 cards
3 Arid Mesa
2 Forest
3 Marsh Flats
1 Overgrown Tomb
2 Plains
1 Raging Ravine
1 Sacred Foundry
1 Stirring Wildwood
2 Stomping Ground
1 Tectonic Edge
2 Temple Garden
4 Verdant Catacombs
23 lands
4 Deathrite Shaman
1 Huntmaster of the Fells
4 Knight of the Reliquary
1 Linvala, Keeper of Silence
4 Loxodon Smiter
4 Scavenging Ooze
4 Voice of Resurgence
24 creatures
2 Blood Moon
2 Domri Rade
4 Lightning Bolt
2 Lightning Helix
3 Path to Exile
13 other spells
2 Ancient Grudge
2 Aven Mindcensor
1 Blood Moon
1 Combust
1 Ethersworn Canonist
1 Linvala, Keeper of Silence
1 Obstinate Baloth
1 Path to Exile
1 Qasali Pridemage
2 Stony Silence
2 Thalia, Guardian of Thraben
60 cards
4 Arid Mesa
1 Blood Crypt
2 Forest
1 Horizon Canopy
1 Kessig Wolf Run
1 Marsh Flats
2 Misty Rainforest
2 Plains
1 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Treetop Village
4 Verdant Catacombs
23 lands
4 Knight of the Reliquary
1 Linvala, Keeper of Silence
4 Loxodon Smiter
3 Noble Hierarch
3 Scavenging Ooze
4 Tarmogoyf
3 Voice of Resurgence
25 creatures
4 Domri Rade
1 Elspeth, Knight-Errant
4 Lightning Bolt
3 Path to Exile
12 other spells
2 Ajani Vengeant
2 Aven Mindcensor
3 Blood Moon
2 Bonfire of the Damned
2 Combust
1 Linvala, Keeper of Silence
2 Stony Silence
1 Torpor Orb