[1] Overview:
The true spawn of the deck came from the printing of Griselbrand which lead to discussions in legacy for months if the format could withstand the printing of yawgmoth's bargain on a 7/7 flying lifelink body. In modern though it has not cause near is many waves, however it does have it's home in the Goryo/Breach combo deck. The basic premise of the deck is to discard Griselbrand or Emrakul, the Aeons Torn then reanimate either of them (shuffle trigger on the stack for Emrakul with Goryo's Vengeance. After that the decks begin to diverge into a couple different camps with varying degrees of comboing to controlling. If all out combo is the goal it is one of the few decks in modern that can kill on t1 or t2, with t3-t4 being the reliable ones.
[2] Card Choices, and builds:
The core of the deck is:
Bare minimum the core takes up around 40 cards.
There are three primary and distinct versions of the deck BR Traditional, BRUg reanimator, and BR All-in.
Let's begin with the Traditional BR version by Kahleya
Kahyela, or Stealthpants on Twith, has by far the most experience of any person I know with the deck so his version should be considered a go to. He very actively steers clear of the two cards that define the all-in list, Simian Spirit Guide and Fury of the Hordes. He lists his reasons for both.
For not running SSG he states:
Simian Spirit Guide can interact with your opponent in 3 ways. It can speed you up a turn (great) be a 2/2 for 3 (terrible) or be a dead card in your hand instead of a Lightning Bolt. (bad) This card is not helpful 2/3 of the time.
For not running FotH:
FotH is a "win more" card. If you attack with an 8 mana mythic on turn 2 or Emrakul on turn 3, you don't need another card to make that better. FotH in your opening hand is basically a 6 card hand. If you draw it early it sits in your hand not being a Lightning Bolt. If you're attacking with Griselbrand and they have Path to Exile, you're in even worse shape than you would otherwise be because the card is dead again.
His list and version provides the most consistent and resilient version able to withstand disruption and interaction game 1. However it will be much slower than a more all-in version.
This is my current version with a very experimental sideboard. The main deck is basically the opposite of Kahyela's. I'd argue that ssg is essential to getting under the interaction and disruption of the opponents, and FotH allows us to reanimate and end the game outright. Sideboard differences are meta calls
Todd Anderson piloted this list to a top 16 finish at GP Kansas City. By playing blue and splashing green out of the board the deck gained a lot of options at the cost of mana consistency and blood moon out of the board. However you gain a second careful study effect in izzet charm which also has two other very relevant and useful modes and a single see beyond which for the life of me I can't quite figure out, I suppose sometimes you just have to draw 2. Green out of the board is huge though, the previous two versions have no answers to enchantment based graveyard removal *cough* rest in peace *cough* While the deck can still win through the Through the Breach, decks that tend to play Rest in peace also tend to be aggressive enough to be scary, D+T and Boggles in particular.
4. How to Play the deck:
Let's divide this into the four types of combos and a fifth not so combo-like finish:
1. Goryo's Vengeance target Griselbrand
In the non-FotH version you will generally draw 7-14 cards depending on how the hand looks after 7. The goal is to assemble another go off the turn after.
However in the FotH version you will draw the maximum number of cards that doesn't put you in immediate burn range. In other words don't go to 3 when your opponent has a red mana up. After drawing a ridiculous number of cards pay the alternate cast on FotH and draw another 7 cards. Now an awkward thing may occur, you don't find a FotH. If you are running SSGs you can use it to cast a looting to draw two more. The other thing to remember is lets say your opponent cracked a fetch and took a shock, so they are at 17. Two hits with Griselbrand plus a SSG bolt is 20.
2. Goryo's Vengeance target Emrakul, the Aeons Torn
This combo is a little tricky, most would call you a liar when you tell them that your deck reanimates Emrakul. However Emrakul is no Blightsteel Colossus, it goes into the graveyard and puts a trigger on the stack to shuffle the entire graveyard back into the deck, in response you cast Goryo and target Emrakul getting a nice 15 point, Annihilator 6 swing. However as those who have seen the clip from GP Strasbourg, (http://www.youtube.com/watch?v=c-Twz77o0p8) 15 does not equal 20. So how do we deal the last 5 points? Luckily most will deal somewhere between 2-3 to themselves so that leaves 2-3 damage for us to do. Lightning bolt fits this role perfectly the other options are simply comboing again and going on the beats plan with the old over costed bear of simian spirit guide,
3. Through the Breach put into play Griselbrand
In this case we need quite a bit more mana, which leaves us with our two ramp spells pentad prism and simian spirit guide to rushes us into the combo faster.
Once Griselbrand is in play the wincon is the same.
4. Same as 2+3
5. Cast Griselbrand
In the all out combo version or URBg version you can cast Griselbrand far ahead of the curve
T3: Griselbrand requires T2 Pentad Prism into 3xSSG. The chances of this are ridiculous so let us discuss something more reasonable
T4: T2 Pentad T3 Pentad T4 cast Griselbrand assuming you hit all your land drops.
This plan is difficult, rare, and vulnerable, but sometimes you just got to do what you got to do.
4: Match-up Analysis
Jund/Ajundi/Junk/Any other 4x Deathrite Shaman deck with discard and removal
(RIP)Deathrite Shaman, let us pause here and contemplate what this card does to us. It ramps them, steals our creatures, and steals our flashbacks on looting. These are painful and terrible effects for us, so lets just kill it with whatever we got. Izzet Charm, Lightning Bolt, and Lightning Axe all answer it. I would never contemplate a removal spell in the deck that doesn't kill this annoying little guy.
After deathrite, Jund is as usual a pile of disruption and removal which we can blank many of by playing things unkillable with bolts and unstealable with Inquisition of Kozilek. The matchup like all jund match ups is somewhere between 40/60 and 60/40
I give it in our favor, 70/30
Twin
This is a miserable matchup in every conceivable way , they have counterspells to disrupt us, their twin targets tap Emrakul and Griselbrand making them unable to attack, and they have their own quick combo finish. The faster you are the better versus twin, they will win the long game everytime
30-70
Affinity
This is a fun matchup, they have 0 interaction game one and we are onpar with them in speed. However our clock involves gaining life and blowing up their permanents. Game 1 is a definite coinflip and game 2 and 3 are who has the greater hate contest
50/50?
RG Tron
Interesting matchup that I have not tested enough to say but in theory they have exactly three cards that matter Karn Liberated, Oblivion Stone, and Relic of Progenitus. Karn is too slow 95% of the time, O stone is slow as well, and relic can be played around with multiple reanimator spells and through the breach.
60/40
Merfolk
Demons and Spaghetti > fishes, their minor suite of disruption is not near enough to stop us from just killing them. Remember both of our spells are instants, utilize their end step, it is your friend.
70/30
Melira Pod and Kiki Pod
Another laughable match up, they do not run enough disruption and they are not fast enough to stop us from overwhelming them.
70/30
UWR Control
Their disruption is decent and you can't just pay life willy nilling vs their burn and path can be a pain vs. Griselbrand but drawing 14 vs. a control deck is pretty good. Remember here the same lesson as with Merfolk, our reanimation spells are instants so they can be done on our opponents end steps.
50/50
Scapeshift
Again follow all previous advice on counters, but remember vs scapeshift try to stay above 18 and remember how scapeshift works.
55/45
Living End
This match up is in your favor. Our opponents can give us our Griselbrand for Free. Watch out because they often pack graveyard hate in there main board in the form of Jund Charm and Faerie Macabre.
70/30
5. Tournament Results
Top 16 Grand Prix Kansas City: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpkc13/welcome
Infi number of 3-1s and 4-0s by Kahayel http://www.mtgo-stats.com/decks/player/Kahleya
6. Other Resources
Gerry Tompson's take on the deck: http://www.starcitygames.com/article/24524_Modern-Reanimator.html
Twitch Archive of Kahleya: http://www.twitch.tv/stealthpants
SB options: Torpor Orb stops Twin and Melira decks cold until they can answer it.
Sudden Death can completely screw over Infect Shoal/Twin decks and such. Wait for them to combo off then kill their attacker in response. They don't have any answer except to dig for a 2nd combo.
I dunno, part of the charm of the Prowler is that she also helps swing for those last few points. I also don't see how playing her on turn 2 with the intention of Emrakuling on turn 3 is "slow." I don't see how your current list goes off before turn 4, whereas she can help you go off on turn 3.
getting him in the yard is never a problem, its usually more important to get goryo's vengeance and emrakul in your hand. That's why i'm reluctant to cut cantrips or draw spells.
Fiddled with the numbers a bit. Made it harder for Zoo to manhandle your suicidal draws. I played Reanimator plenty a few years back...Oona's Prowler is just too good not to run, and allows more power for the deck than Piracy Charm. You do also need to worry about Spell Snare against Goryo's Vengeance, so I jammed a couple Dispel in the maindeck.
Without: It's a bit inconsistent. I have a tough time getting both Emrakul and Goryo's vengeance to hand quickly enough.
With: Much more consistent. I usually get one or the other to my hand, then spoils for the missing piece. At instant speed. However, I do once in a while kill myself with the spoils, as the missing piece is 15+ cards down. But that's pretty rare.
All in all, spoils has been good to me. I'd cut 2x street wraith and 2x Serum Visions for it.
seems like a good list masterodd. i tried out oona's prowler and was impressed.
emrakul is responsible for alot of shenanigans but i don't think he'll get banned.
If he does we still have targets, too. Curious, while trying out Prowler, what were you testing against?
@diabloknk: Spoils of the Vault, while great, adds an element to the deck that makes us very vulnerable to aggro/burn, which is already an iffy match-up. I believe the point of not running another suicidal card is to avoid just giving Zoo and RDWs a free win (or a free match).
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My Decks: Modern - BG Death Cloud Rock GB UG Aggro Control GU WBRG Dark Zoo GRBW (testing)
If he does we still have targets, too. Curious, while trying out Prowler, what were you testing against?
@diabloknk: Spoils of the Vault, while great, adds an element to the deck that makes us very vulnerable to aggro/burn, which is already an iffy match-up. I believe the point of not running another suicidal card is to avoid just giving Zoo and RDWs a free win (or a free match).
I understand the concern. However, my problem is that the only way we can beat aggro/burn game 1 is by being faster. We need to win t3/t4 reliably, and without spoils, it doesn't quite seem that we can do so. In any case, that first game is going to suck.
Games 2 and 3, spoils can be taken out for removal, lifegain, or whatever.
I understand the concern. However, my problem is that the only way we can beat aggro/burn game 1 is by being faster. We need to win t3/t4 reliably, and without spoils, it doesn't quite seem that we can do so. In any case, that first game is going to suck.
Games 2 and 3, spoils can be taken out for removal, lifegain, or whatever.
Game 1 is at worst a coin flip, and there is nothing they can board that bothers this deck, so games 2 and 3 up the percentages in our favor. The last build I posted happens to have a lot of discard spells to throw at Zoo, plus Dispel for random burn. Prowler, Clique, and Mutavault are also disposable in that match-up to stall out.
It's just going to come down to preference, honestly. I would probably consider Spoils for the sideboard to change the clock against other combos though, as well as 12post.
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My Decks: Modern - BG Death Cloud Rock GB UG Aggro Control GU WBRG Dark Zoo GRBW (testing)
http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/599726-griselbrand-reanimator
[1] Overview:
The true spawn of the deck came from the printing of Griselbrand which lead to discussions in legacy for months if the format could withstand the printing of yawgmoth's bargain on a 7/7 flying lifelink body. In modern though it has not cause near is many waves, however it does have it's home in the Goryo/Breach combo deck. The basic premise of the deck is to discard Griselbrand or Emrakul, the Aeons Torn then reanimate either of them (shuffle trigger on the stack for Emrakul with Goryo's Vengeance. After that the decks begin to diverge into a couple different camps with varying degrees of comboing to controlling. If all out combo is the goal it is one of the few decks in modern that can kill on t1 or t2, with t3-t4 being the reliable ones.
[2] Card Choices, and builds:
The core of the deck is:
4 Goryo's Vengeance
4 Faithless Looting
Bare minimum the core takes up around 40 cards.
There are three primary and distinct versions of the deck BR Traditional, BRUg reanimator, and BR All-in.
Let's begin with the Traditional BR version by Kahleya
4 Blood Crypt
4 Marsh Flats
4 Mountain
1 Shizo, Death's Storehouse
5 Swamp
4 Emrakul, the Aeons Torn
4 Griselbrand
4 Faithless Looting
4 Goryo's Vengeance
4 Lightning Axe
4 Lightning Bolt
4 Night's Whisper
2 Pentad Prism
4 Thoughtseize
4 Through the Breach
4 Leyline of Sanctity
4 Leyline of the Void
3 Slagstorm
2 Slaughter Games
Kahyela, or Stealthpants on Twith, has by far the most experience of any person I know with the deck so his version should be considered a go to. He very actively steers clear of the two cards that define the all-in list, Simian Spirit Guide and Fury of the Hordes. He lists his reasons for both.
For not running SSG he states:
Simian Spirit Guide can interact with your opponent in 3 ways. It can speed you up a turn (great) be a 2/2 for 3 (terrible) or be a dead card in your hand instead of a Lightning Bolt. (bad) This card is not helpful 2/3 of the time.
For not running FotH:
FotH is a "win more" card. If you attack with an 8 mana mythic on turn 2 or Emrakul on turn 3, you don't need another card to make that better. FotH in your opening hand is basically a 6 card hand. If you draw it early it sits in your hand not being a Lightning Bolt. If you're attacking with Griselbrand and they have Path to Exile, you're in even worse shape than you would otherwise be because the card is dead again.
His list and version provides the most consistent and resilient version able to withstand disruption and interaction game 1. However it will be much slower than a more all-in version.
All-in Version:
4 Goryo's Vengeance
4 Faithless Looting
4 Griselbrand
4 Emrakul, the Aeons Torn
4 Simian Spirit Guide
4 Thoughtseize
3 Fury of the Horde
4 Pentad Prism
3 Lightning Axe
4 Night's Whisper
3 Graven Cairns
4 Blackcleave Cliffs
4 Blood Crypt
4 Marsh Flats
1 Swamp
2 Mountain
This is my current version with a very experimental sideboard. The main deck is basically the opposite of Kahyela's. I'd argue that ssg is essential to getting under the interaction and disruption of the opponents, and FotH allows us to reanimate and end the game outright. Sideboard differences are meta calls
Third version, BRUg
1 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Island
1 Mountain
4 Scalding Tarn
2 Misty Rainforest
3 Gemstone Mine
3 Blackcleave Cliffs
2 Darkslick Shores
4 Simian Spirit Guide
4 Griselbrand
4 Emrakul, the Aeons Torn
4 Faithless Looting
3 Thoughtseize
4 Izzet Charm
1 See Beyond
4 Goryo's Vengeance
4 Pentad Prism
4 Through the Breach
4 Fury of the Horde
1 Thoughtseize
3 Pyroclasm
3 Torpor Orb
2 Negate
2 Duress
Todd Anderson piloted this list to a top 16 finish at GP Kansas City. By playing blue and splashing green out of the board the deck gained a lot of options at the cost of mana consistency and blood moon out of the board. However you gain a second careful study effect in izzet charm which also has two other very relevant and useful modes and a single see beyond which for the life of me I can't quite figure out, I suppose sometimes you just have to draw 2. Green out of the board is huge though, the previous two versions have no answers to enchantment based graveyard removal *cough* rest in peace *cough* While the deck can still win through the Through the Breach, decks that tend to play Rest in peace also tend to be aggressive enough to be scary, D+T and Boggles in particular.
4. How to Play the deck:
Let's divide this into the four types of combos and a fifth not so combo-like finish:
1. Goryo's Vengeance target Griselbrand
In the non-FotH version you will generally draw 7-14 cards depending on how the hand looks after 7. The goal is to assemble another go off the turn after.
However in the FotH version you will draw the maximum number of cards that doesn't put you in immediate burn range. In other words don't go to 3 when your opponent has a red mana up. After drawing a ridiculous number of cards pay the alternate cast on FotH and draw another 7 cards. Now an awkward thing may occur, you don't find a FotH. If you are running SSGs you can use it to cast a looting to draw two more. The other thing to remember is lets say your opponent cracked a fetch and took a shock, so they are at 17. Two hits with Griselbrand plus a SSG bolt is 20.
2. Goryo's Vengeance target Emrakul, the Aeons Torn
This combo is a little tricky, most would call you a liar when you tell them that your deck reanimates Emrakul. However Emrakul is no Blightsteel Colossus, it goes into the graveyard and puts a trigger on the stack to shuffle the entire graveyard back into the deck, in response you cast Goryo and target Emrakul getting a nice 15 point, Annihilator 6 swing. However as those who have seen the clip from GP Strasbourg, (http://www.youtube.com/watch?v=c-Twz77o0p8) 15 does not equal 20. So how do we deal the last 5 points? Luckily most will deal somewhere between 2-3 to themselves so that leaves 2-3 damage for us to do. Lightning bolt fits this role perfectly the other options are simply comboing again and going on the beats plan with the old over costed bear of simian spirit guide,
3. Through the Breach put into play Griselbrand
In this case we need quite a bit more mana, which leaves us with our two ramp spells pentad prism and simian spirit guide to rushes us into the combo faster.
Once Griselbrand is in play the wincon is the same.
4. Same as 2+3
5. Cast Griselbrand
In the all out combo version or URBg version you can cast Griselbrand far ahead of the curve
T3: Griselbrand requires T2 Pentad Prism into 3xSSG. The chances of this are ridiculous so let us discuss something more reasonable
T4: T2 Pentad T3 Pentad T4 cast Griselbrand assuming you hit all your land drops.
This plan is difficult, rare, and vulnerable, but sometimes you just got to do what you got to do.
4: Match-up Analysis
Jund/Ajundi/Junk/Any other 4x
Deathrite Shamandeck with discard and removal(RIP)Deathrite Shaman, let us pause here and contemplate what this card does to us. It ramps them, steals our creatures, and steals our flashbacks on looting. These are painful and terrible effects for us, so lets just kill it with whatever we got. Izzet Charm, Lightning Bolt, and Lightning Axe all answer it. I would never contemplate a removal spell in the deck that doesn't kill this annoying little guy.
After deathrite, Jund is as usual a pile of disruption and removal which we can blank many of by playing things unkillable with bolts and unstealable with Inquisition of Kozilek. The matchup like all jund match ups is somewhere between 40/60 and 60/40
I give it in our favor, 70/30
Twin
This is a miserable matchup in every conceivable way , they have counterspells to disrupt us, their twin targets tap Emrakul and Griselbrand making them unable to attack, and they have their own quick combo finish. The faster you are the better versus twin, they will win the long game everytime
30-70
Affinity
This is a fun matchup, they have 0 interaction game one and we are onpar with them in speed. However our clock involves gaining life and blowing up their permanents. Game 1 is a definite coinflip and game 2 and 3 are who has the greater hate contest
50/50?
RG Tron
Interesting matchup that I have not tested enough to say but in theory they have exactly three cards that matter Karn Liberated, Oblivion Stone, and Relic of Progenitus. Karn is too slow 95% of the time, O stone is slow as well, and relic can be played around with multiple reanimator spells and through the breach.
60/40
Merfolk
Demons and Spaghetti > fishes, their minor suite of disruption is not near enough to stop us from just killing them. Remember both of our spells are instants, utilize their end step, it is your friend.
70/30
Melira Pod and Kiki Pod
Another laughable match up, they do not run enough disruption and they are not fast enough to stop us from overwhelming them.
70/30
UWR Control
Their disruption is decent and you can't just pay life willy nilling vs their burn and path can be a pain vs. Griselbrand but drawing 14 vs. a control deck is pretty good. Remember here the same lesson as with Merfolk, our reanimation spells are instants so they can be done on our opponents end steps.
50/50
Scapeshift
Again follow all previous advice on counters, but remember vs scapeshift try to stay above 18 and remember how scapeshift works.
55/45
Living End
This match up is in your favor. Our opponents can give us our Griselbrand for Free. Watch out because they often pack graveyard hate in there main board in the form of Jund Charm and Faerie Macabre.
70/30
5. Tournament Results
Top 16 Grand Prix Kansas City: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpkc13/welcome
Infi number of 3-1s and 4-0s by Kahayel
http://www.mtgo-stats.com/decks/player/Kahleya
6. Other Resources
Gerry Tompson's take on the deck: http://www.starcitygames.com/article/24524_Modern-Reanimator.html
Twitch Archive of Kahleya: http://www.twitch.tv/stealthpants
6. Media Resources
Grixis Reanimator Deck Tech
Torpor Orb stops Twin and Melira decks cold until they can answer it.
Sudden Death can completely screw over Infect Shoal/Twin decks and such. Wait for them to combo off then kill their attacker in response. They don't have any answer except to dig for a 2nd combo.
Extirpate/Surgical Extraction can be lethal when paired with your strong hand disruption. Nailing cards like Blazing Shoal or Bogardan Hellkite can be outright wins. Even taking things like Rite of Flame or Seething Song can leave them stranded.
Unless Living End decks get drastically better I don't see a reason to include GY hate. It's not a good deck.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
:symu::symr::symg: ANIMAR :symu::symr::symg:
:symu::symr::symg: ANIMAR :symu::symr::symg:
I wasn't suggesting to cut the aforementioned cards, rather to have an outlet for discarding rather than wasting good disruption on yourself...
:symu::symr::symg: ANIMAR :symu::symr::symg:
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
:symu::symr::symg: ANIMAR :symu::symr::symg:
Edit: Why not play Nicol Bolas as a 2 of for when you can't find the flying spaghetti monster?
http://forums.mtgsalvation.com/showpost.php?p=7718699&postcount=248
:symu::symr::symg: ANIMAR :symu::symr::symg:
4 Emrakul, the Aeons Torn
3 Oona's Prowler
2 Vendillion Clique
Spells - 30
4 Goryo's Vengeance
3 Inquisition of Kozilek
2 Dispel
2 Mishra's Bauble
2 Gitaxian Probe
2 Piracy Charm
4 Ponder
4 Preordain
4 Serum Visions
3 Thoughtseize
4 Darkslick Shores
4 Island
3 Mutavault
2 Scalding Tarn
2 Swamp
2 Verdant Catacombs
4 Watery Grave
Fiddled with the numbers a bit. Made it harder for Zoo to manhandle your suicidal draws. I played Reanimator plenty a few years back...Oona's Prowler is just too good not to run, and allows more power for the deck than Piracy Charm. You do also need to worry about Spell Snare against Goryo's Vengeance, so I jammed a couple Dispel in the maindeck.
Modern -
BG Death Cloud Rock GB
UG Aggro Control GU
WBRG Dark Zoo GRBW (testing)
Insert witty phrase here
emrakul is responsible for alot of shenanigans but i don't think he'll get banned.
:symu::symr::symg: ANIMAR :symu::symr::symg:
Why no Spoils of the Vault? I played this deck with and without spoils:
Without: It's a bit inconsistent. I have a tough time getting both Emrakul and Goryo's vengeance to hand quickly enough.
With: Much more consistent. I usually get one or the other to my hand, then spoils for the missing piece. At instant speed. However, I do once in a while kill myself with the spoils, as the missing piece is 15+ cards down. But that's pretty rare.
All in all, spoils has been good to me. I'd cut 2x street wraith and 2x Serum Visions for it.
If he does we still have targets, too. Curious, while trying out Prowler, what were you testing against?
@diabloknk: Spoils of the Vault, while great, adds an element to the deck that makes us very vulnerable to aggro/burn, which is already an iffy match-up. I believe the point of not running another suicidal card is to avoid just giving Zoo and RDWs a free win (or a free match).
Modern -
BG Death Cloud Rock GB
UG Aggro Control GU
WBRG Dark Zoo GRBW (testing)
I understand the concern. However, my problem is that the only way we can beat aggro/burn game 1 is by being faster. We need to win t3/t4 reliably, and without spoils, it doesn't quite seem that we can do so. In any case, that first game is going to suck.
Games 2 and 3, spoils can be taken out for removal, lifegain, or whatever.
Game 1 is at worst a coin flip, and there is nothing they can board that bothers this deck, so games 2 and 3 up the percentages in our favor. The last build I posted happens to have a lot of discard spells to throw at Zoo, plus Dispel for random burn. Prowler, Clique, and Mutavault are also disposable in that match-up to stall out.
It's just going to come down to preference, honestly. I would probably consider Spoils for the sideboard to change the clock against other combos though, as well as 12post.
Modern -
BG Death Cloud Rock GB
UG Aggro Control GU
WBRG Dark Zoo GRBW (testing)
:symu::symr::symg: ANIMAR :symu::symr::symg: