@Novajoe you really shouldn't be playing Vault and Cavern that makes your Boros Reckoner super awkward. Playing this deck you have already a greedy mana base you can not afford colorless lands, this isn't Junk Rites with good fixis the has 0 fixing.
I haven't really had a problem with it yet. Every land but vault casts reckoner and vault can be some awesome utility. I've had more games where vault was an all star than I've had games where it made my mana awkward.
Against control I might want to name something else with cavern, which could end up making reckoner awkward, but generally I want to cast other things against control before I cast reckoner anyway.
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Big thanks to DarkNightCavalier from heroes of the planes studios for the sig!
I'm also going for a mix between A1 and A2. My current list is pretty close to yours, and I like how it's testing against everything but UWR. They just have way too much burn/counter + Resto/Reckoner/Augur and I run out of gas.
Essential in that match are two cards you're not running. Nearheath Pilgrim is the first. Landing him early tends to give you a life lead that UWR can't burn you down from.
That should stop the burn and the counters. Reckoners, Blood Artists, Skirsdag High Priests, etc. are all just too slow in that match. You want to run 4 each of the Champion/Nearheath/Silverblade and just stomp their face in.
Slayers' Stronghold is also the better option in that, and most matches. That way, even if they chump block your 4/1 Double Strike Nearheath Pilgrim you'll be gaining a load of life. UWR has no way to kill you once you have enough life. Even a chump block with a Boros Reckoner would be a fair trade. The haste and vigilance are awesome, letting you keep the pressure up if they board wipe.
And I second that this isn't a deck you can play well without practice. It has a lot of subtle nuances.
You need to justify your statement, why is it better? For the past week+ there hasn't been nearly as many Act 1 decks as Act 2, and the Act 2 deck has an extremely high #1 finish rate on invitationals/super-invitationals/opens.
If the act 1 deck was better then we would be seeing more of it placing rather than act 2. I'm sure people still play act 1 or a type of it, but if it isn't placing (or rather, winning) in nearly as many tournaments as Act 2 then I don't think you can say it is 'definitely stronger'. In fact, most of the evidence points to Act 2>Act 1.
You need to justify your statement, why is it better? For the past week+ there hasn't been nearly as many Act 1 decks as Act 2, and the Act 2 deck has an extremely high #1 spot claim on invitationals/super-invitationals/opens.
If the act 1 deck was better then we would be seeing more of it placing rather than act 2. I'm sure people still play act 1 or a type of it, but if it isn't placing (or rather, winning) in nearly as many tournaments as Act 2 then I don't think you can say it is 'definitely stronger'.
Let me start by stating that I when I refer to "Act 1" I refer to the version I used to use. This is a full-human version. Such a version makes for a much more aggressive build because your Champion of the Parish is that much more effective. This version also runs 4 Silverblade Paladin, does not bother with Skirsdag High Priest shenanigans, runs Boros Reckoner in the sideboard and does not use Orzhov Charm. Essentially, it's a three color human aggro build, featuring Falkenrath Aristocrat. Not many people seem to want to run such a build, but I've been winning with it, and there was a guy back on page 2 who ran a similar list. I firmly believe this is a stronger list than the stock Act 1 build, and is better than Act 2.
I've since, as mentioned, moved to a hybrid list I like to call "Act 1.5" that attempts to incorporate the best of both decks, and has been working well for me. The reasons I think Act 1, or 1.5, are superior to Act 2 are as follows:
Generally, I feel that Act 2 lacks a lot of effective answers to the above mentioned cards, and relies on a few cards with gimmicky interactions. A good, human-centric Act 1 list is more versatile, more aggressive, and a better option, in my opinion. Or ideally, a hybrid version so you can switch between the two when either version encounters a problem.
Let me start by stating that I when I refer to "Act 1" I refer to the version I used to use. This is a full-human version. Such a version makes for a much more aggressive build because your Champion of the Parish is that much more effective. This version also runs 4 Silverblade Paladin, does not bother with Skirsdag High Priest shenanigans, runs Boros Reckoner in the sideboard and does not use Orzhov Charm. Essentially, it's a three color human aggro build, featuring Falkenrath Aristocrat. Not many people seem to want to run such a build, but I've been winning with it, and there was a guy back on page 2 who ran a similar list. I firmly believe this is a stronger list than the stock Act 1 build, and is better than Act 2.
I've since, as mentioned, moved to a hybrid list I like to call "Act 1.5" that attempts to incorporate the best of both decks, and has been working well for me. The reasons I think Act 1, or 1.5, are superior to Act 2 are as follows:
In my opinion, Act 2 is easier for most decks to deal with. It relies too much on Blood Artist. Sensible players get remove or deal with this card quickly, especially if they know you're also packing the Boros Reckoner + Blasphemous Act combo. Additionally, a Rest in Peace hoses the Blood Artist entirely, and Act 2 has absolutely no way to deal with this card. (Act 1 with High Priest of Penance, by contrast, does.)
Generally, I feel that Act 2 lacks a lot of effective answers to the above mentioned cards, and relies on a few cards with gimmicky interactions. A good, human-centric Act 1 list is more versatile, more aggressive, and a better option, in my opinion. Or ideally, a hybrid version so you can switch between the two when either version encounters a problem.
How does the deck completely lose to rest in peace, there are answers...we have 3 colors..red, white, and black which can deal with enchantments very well.
There is a distinct difference between not currently having answers to it in the sideboard (because RiP is not being s/b'd by other decks) and not being able to add cards to deal with it.
Furthermore, it does not heavily rely on blood artists at all, you can go the traditional route and get them from 20-0, or you can simply attack into them and blasphemous act your board while a reckoner is out. Either way works..blood artist is not my winning condition while playing Act 2 for many, many games.
While I do see the advantages of Act 1, I think it is clear in the tournament reportings and the stability of Act 2 (whether it gets hated by RiP or it doesn't) prove it to be a better deck at this point in time. I also think that the hybrid Act 1.5 (playing act 2--->sb into act 1) is a very very dangerous idea, you are dedicating all of your SB just to switch the format of the deck so if you run into a matchup where you need specific cards you will flat out lose (i.e combo-based decks, control).
The Act 1 deck may work best in your meta, or in the places you compete in...but it's out of place to call it 'better', because the evidence clearly contradicts that.
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Hi I'm Infecter4life and ironically I only play GBx decks.
You can make SB room for enchantment removal such as Oblivion ring, Ray of Revelation. Or you can target them directly with cards like duress. If you wish you can completely eliminate them being allowed to play it with slaughter games, if of course you board some enchantment removal with that.
I'm sure there is more...just can't think of it off the top of my head, we are working with 3 colors so there is a broad card base we are working with
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Hi I'm Infecter4life and ironically I only play GBx decks.
You can make SB room for enchantment removal such as Oblivion ring, Ray of Revelation. Or you can target them directly with cards like duress. If you wish you can completely eliminate them being allowed to play it with slaughter games, if of course you board some enchantment removal with that.
I'm sure there is more...just can't think of it off the top of my head, we are working with 3 colors so there is a broad card base we are working with
I recently dropped dreadbore out of my SB in favor of oblivion ring as an answer to cards like witchbane orb and curse of death's hold as well as something that can deal with planeswalkers and d-spheres or whatever else I might deem the need to go.
It's a little soft, especially with abrupt decay, acidic slime, detention sphere, and planar cleansing out there (not to mention vraska and sylvan primordial) that deal with o-ring. But it's been a decent way to interact with these troublesome permanents.
RiP is actually a bad strategy against this deck in general. The only deck I could really see utilizing it is naya midrange. Decks like esper control and UWR need their gy too much to use it and decks like naya blitz don't really want it because it doesn't actually apply pressure.
good cards against us are things like witchbane orb, curse of death's hold, and terminus. The best thing you can do is have answers or strategies against these cards.
I recently dropped dreadbore out of my SB in favor of oblivion ring as an answer to cards like witchbane orb and curse of death's hold as well as something that can deal with planeswalkers and d-spheres or whatever else I might deem the need to go.
It's a little soft, especially with abrupt decay, acidic slime, detention sphere, and planar cleansing out there (not to mention vraska and sylvan primordial) that deal with o-ring. But it's been a decent way to interact with these troublesome permanents.
RiP is actually a bad strategy against this deck in general. The only deck I could really see utilizing it is naya midrange. Decks like esper control and UWR need their gy too much to use it and decks like naya blitz don't really want it because it doesn't actually apply pressure.
good cards against us are things like witchbane orb, curse of death's hold, and terminus. The best thing you can do is have answers or strategies against these cards.
Yes, I wanted to add this in but already made my post. The only decks capable of running RiP are decks we have ridiculous match-ups against with the exception of Esper Control which is (in my opinon) a very hard matchup.
I am also currently not playing dreadbore, I don't like its sorcery speed and its B/R cost might lead to some screw due to only having 9 red sources. Who knows though, if Planeswalkers end up seeing more play it will have to go back in.
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Hi I'm Infecter4life and ironically I only play GBx decks.
I have run Act 1 recently and my anti-aggro sideboard choices are 2 Blind Obedience and 3 Nearheath Pilgrim. I also play Gruul aggro and I find Blind Obedience hard to deal with. A severe loss of tempo, so much that I have been considering running enchantment hate in my Gruul sideboard for it.
I have run Act 1 recently and my anti-aggro sideboard choices are 2 Blind Obedience and 3 Nearheath Pilgrim. I also play Gruul aggro and I find Blind Obedience hard to deal with. A severe loss of tempo, so much that I have been considering running enchantment hate in my Gruul sideboard for it.
I have the same in my sideboard for dealing with Gruul. Also, I see you're in my neighborhood. Maybe we've played each other...
That's an awesome choice to board, I'm sure I can make it fit in my Act 2, really powerful I'm shocked I haven't seen it in many more SB's
I also am thinking of removing the skirsdag high preists, they almost never perform for me. I do not know what to replace them with yet but am thinking of something along the lines of bloodthrone vampire, ect. I honestly never get their effects off, and the whole destroy then tap 2 (requiring 3 creatures on your side) is so fragile it almost never comes together unless you are already far far ahead. Would prefer to replace with something in the 2-3, maybe 1 CMC range.
Perhaps I am underestimating the card though, because the reason for why the token never makes it to my field is because the skirs gets removed/taken care of by the opponent, thus making them waste removal.
Also, I see you're in my neighborhood. Maybe we've played each other...
We probably have. I will be playing Standard tomorrow night at Red Castle Games. I was planning on running Act 1 with no Reckoners, I cannot afford them right now with DGM around the corner. My sideboard will probably be:
PTQ Sheffield last week was won by this. There were five variants of it in the T8 of the WMCQ today. (Alongside a Dega value deck, but that's totally different.) Three made the T4, and then it was a mirror final. I took Brad Neslson's list from his SCG article that I was shown the evening before and decided it'd be fine. It was mostly fine but I got tired and ran out of drink so started to misplay wildly, right down to 'Make Obzedat. Go. -> Supreme Verdict.' against UWR.
I want to play something with Olivia and Obzedat, but I'm unsure about room on that plan. Failing that I might try the straight aggro build. The sideboard for today was atrocious. I just had absolutely no cards I wanted, except for Obzedat which I wanted every round in G1.
Could you post links of the WMCQ?
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Hi I'm Infecter4life and ironically I only play GBx decks.
Played something similar to Brad's most recent list Saturday at WMCQ. The sideboard was garbage. Sorin was garbage. Even his sb advice was suspect in some matchups.
SB:
2 Thundermaws
1 Zealous Conscripts
2 Mark of Mutiny
1 Slayer's Stronghold
1 Mizzium Mortars
1 Dreadbore
1 O-Ring
1 Ultimate Price
1 Electrickery
2 Obzedat
2 Slaughter Games
You need lots of spot removal to make R/G a good matchup it is also very good in the mirror. Assemble is absolutely terrible. Sorin is too vulnerable for a "big threat". I expected very little blue decks (and there were 2 in top 16), so I cut caverns for cards which actually do something/don't mana screw you.
So now that DGM discussion is allowed, how do you guys feel about Sin Collector? Obviously just a Duress on a stick, but it gives you more bait for sac-effects.
And how about Maw of the Obzedat? My guess it's a little bit too expensive, but can be and efficient beater will pumping all your other guys.
So now that DGM discussion is allowed, how do you guys feel about Sin Collector? Obviously just a Duress on a stick, but it gives you more bait for sac-effects.
And how about Maw of the Obzedat? My guess it's a little bit too expensive, but can be and efficient beater will pumping all your other guys.
Think it's a case of waiting to see whether a 2/1 body is worth not being able to strip planeswalkers, artifacts, enchantments. Plus 3 mana means you're likely spending your turn on it compared to aggressively using Duress and a threat in the same turn.
I think you're missing the big pick up though in Blood Baron. If nothing else that card will change the deck since he could be a nightmare in the mirror...Threaten effects/Blasphemous Act or bust.
The two cards I want to try out are Blood Scrivener - just because the late game draws are some of the worst things for us if we get flooded, and possibly Maw. I don't know if Scrivener is worth it, I know we can already run Underworld Connections in the board, especially because we rarely empty our hand before turn 5/6.
Maw I think is our way of getting through deadlock board states. That +1/+1 on everything is a huge swing. But at the same time, a 5 mana 3/3 that doesn't do anything on its own I don't think will be playable.
Blood Baron, I know I'll run a couple in the SB for the mirror the first few weeks until this meta gets figured out.
I think Maw of Obzedat is a really bad card, its just very expensive and the things we can cast for 5 mana would shift the deadlock board state either way.
Blood Baron is a pretty good sideboard card, good against the mirror and some other decks. I doubt any cards from DGM will make it into the mainboard besides the dual-cards or whatever they are called. The biggest pick-up imo for our sideboard is Sin Collector...very strong card against control. Honorable mention to Wear/Tear as that card is amazing for our s/b if people start on the enchantment/artifact strategy to try and deal with aristocrats.
Let me just list the cards I think we can look out for to test in the deck:
Wear/Tear
Sin Collector
Exava, Rakdos Bloodwitch (interesting card)
Blood Baron of Vizkopa
Sire of Insanity
Tithe Drinker
That's just my opinion though. I think tithe is pretty good considering that I don't like skirsdag at all, and it gives us a good blocker/attacker with lifelink that can extort.
Hey guys, just thought I'd throw this out there. I've been running Aristocrats since the week after ProTour. I've been running 3 Slumbering Dragons to board in against aggro. It slows down their initial rush when they know there is a 8/8 creature ready to block on turn 3. Just thought I'd throw it out there and let you know of my successes.
I haven't really had a problem with it yet. Every land but vault casts reckoner and vault can be some awesome utility. I've had more games where vault was an all star than I've had games where it made my mana awkward.
Against control I might want to name something else with cavern, which could end up making reckoner awkward, but generally I want to cast other things against control before I cast reckoner anyway.
Modern:
Twinning End
Commander:
Mayael the Anema
4x Doomed Traveler
4x Champion of the Parish
4x Cartel Aristocrat
4x Blood Artist
3x Skirsdag High Priest
4x Boros Reckoner
4x Falkenrath Aristocrat
Instants (5)
3x Tragic Slip
2x Orzhov Charm
3x Lingering Souls
2x Blasphemous Act
Lands (23)
4x Sacred Foundry
4x Godless Shrine
4x Blood Crypt
4x Dragonskull Summit
4x Isolated Chapel
2x Clifftop Retreat
1x Vault of the Archangel
2x Obzedat, Ghost Council
2x Sorin, Lord of Innistrad
3x Purify the Grave
2x Mark of Mutiny
2x High Priest of Penance
2x Slaughter Games
2x Appetite for Brains
EDH
WBRKaalia of the VastRBW
BChainer, Dementia MasterB
Legacy
0Manaless Dredge0
RGoblinsR
Standard
RBWThe AristocratsWBR
Essential in that match are two cards you're not running. Nearheath Pilgrim is the first. Landing him early tends to give you a life lead that UWR can't burn you down from.
Second is Cavern of Souls.
That should stop the burn and the counters. Reckoners, Blood Artists, Skirsdag High Priests, etc. are all just too slow in that match. You want to run 4 each of the Champion/Nearheath/Silverblade and just stomp their face in.
Slayers' Stronghold is also the better option in that, and most matches. That way, even if they chump block your 4/1 Double Strike Nearheath Pilgrim you'll be gaining a load of life. UWR has no way to kill you once you have enough life. Even a chump block with a Boros Reckoner would be a fair trade. The haste and vigilance are awesome, letting you keep the pressure up if they board wipe.
And I second that this isn't a deck you can play well without practice. It has a lot of subtle nuances.
You need to justify your statement, why is it better? For the past week+ there hasn't been nearly as many Act 1 decks as Act 2, and the Act 2 deck has an extremely high #1 finish rate on invitationals/super-invitationals/opens.
If the act 1 deck was better then we would be seeing more of it placing rather than act 2. I'm sure people still play act 1 or a type of it, but if it isn't placing (or rather, winning) in nearly as many tournaments as Act 2 then I don't think you can say it is 'definitely stronger'. In fact, most of the evidence points to Act 2>Act 1.
Let me start by stating that I when I refer to "Act 1" I refer to the version I used to use. This is a full-human version. Such a version makes for a much more aggressive build because your Champion of the Parish is that much more effective. This version also runs 4 Silverblade Paladin, does not bother with Skirsdag High Priest shenanigans, runs Boros Reckoner in the sideboard and does not use Orzhov Charm. Essentially, it's a three color human aggro build, featuring Falkenrath Aristocrat. Not many people seem to want to run such a build, but I've been winning with it, and there was a guy back on page 2 who ran a similar list. I firmly believe this is a stronger list than the stock Act 1 build, and is better than Act 2.
Additionally, I have not actually played the current Act 2 lists. However, my very first attempts at running this deck ran Blood Artist, Boros Reckoner and Blasphemous Act in the main. (In addition to one crazy week where I replaced Champion of the Parish with Vexing Devil and Cathedral Sanctifier and had some serious shenanigans with Immortal Servitude and Orzhov Charm, bringing back Devils and Sanctifiers all over the place.)
I've since, as mentioned, moved to a hybrid list I like to call "Act 1.5" that attempts to incorporate the best of both decks, and has been working well for me. The reasons I think Act 1, or 1.5, are superior to Act 2 are as follows:
In my opinion, Act 2 is easier for most decks to deal with. It relies too much on Blood Artist. Sensible players get remove or deal with this card quickly, especially if they know you're also packing the Boros Reckoner + Blasphemous Act combo. Additionally, a Rest in Peace hoses the Blood Artist, the Skirsdag High Priest, the Doomed Traveler and the Tragic Slip entirely, and Act 2 has absolutely no way to deal with this card. (Act 1 with High Priest of Penance, by contrast, does.)
Second, it relies too much on Lingering Souls. Not only is this also marginally hosed by Rest in Peace, it's also hosed by Ash Zealot, Sever the Bloodline, Thundermaw Hellkite and many other cards.
Generally, I feel that Act 2 lacks a lot of effective answers to the above mentioned cards, and relies on a few cards with gimmicky interactions. A good, human-centric Act 1 list is more versatile, more aggressive, and a better option, in my opinion. Or ideally, a hybrid version so you can switch between the two when either version encounters a problem.
Generally, I really enjoy the hybrid version. Play game 1 using Blood Artist, Boros Reckoner and Blasphemous Act, and when your opponent sides in answers for these cards, drop them all for Knight of Infamy, Nearheath Pilgrim and more humans to go with an aggro approach.
Just my opinion.
How does the deck completely lose to rest in peace, there are answers...we have 3 colors..red, white, and black which can deal with enchantments very well.
There is a distinct difference between not currently having answers to it in the sideboard (because RiP is not being s/b'd by other decks) and not being able to add cards to deal with it.
Furthermore, it does not heavily rely on blood artists at all, you can go the traditional route and get them from 20-0, or you can simply attack into them and blasphemous act your board while a reckoner is out. Either way works..blood artist is not my winning condition while playing Act 2 for many, many games.
While I do see the advantages of Act 1, I think it is clear in the tournament reportings and the stability of Act 2 (whether it gets hated by RiP or it doesn't) prove it to be a better deck at this point in time. I also think that the hybrid Act 1.5 (playing act 2--->sb into act 1) is a very very dangerous idea, you are dedicating all of your SB just to switch the format of the deck so if you run into a matchup where you need specific cards you will flat out lose (i.e combo-based decks, control).
The Act 1 deck may work best in your meta, or in the places you compete in...but it's out of place to call it 'better', because the evidence clearly contradicts that.
How does Act 2 deal with Rest in Peace?
You can make SB room for enchantment removal such as Oblivion ring, Ray of Revelation. Or you can target them directly with cards like duress. If you wish you can completely eliminate them being allowed to play it with slaughter games, if of course you board some enchantment removal with that.
I'm sure there is more...just can't think of it off the top of my head, we are working with 3 colors so there is a broad card base we are working with
http://www.starcitygames.com/pages/decklists/
Many of them (in the past 1-2 weeks) has one or more act 2 decks placing, and recently a ton of act 2 decks winning.
I recently dropped dreadbore out of my SB in favor of oblivion ring as an answer to cards like witchbane orb and curse of death's hold as well as something that can deal with planeswalkers and d-spheres or whatever else I might deem the need to go.
It's a little soft, especially with abrupt decay, acidic slime, detention sphere, and planar cleansing out there (not to mention vraska and sylvan primordial) that deal with o-ring. But it's been a decent way to interact with these troublesome permanents.
RiP is actually a bad strategy against this deck in general. The only deck I could really see utilizing it is naya midrange. Decks like esper control and UWR need their gy too much to use it and decks like naya blitz don't really want it because it doesn't actually apply pressure.
good cards against us are things like witchbane orb, curse of death's hold, and terminus. The best thing you can do is have answers or strategies against these cards.
Modern:
Twinning End
Commander:
Mayael the Anema
Yes, I wanted to add this in but already made my post. The only decks capable of running RiP are decks we have ridiculous match-ups against with the exception of Esper Control which is (in my opinon) a very hard matchup.
I am also currently not playing dreadbore, I don't like its sorcery speed and its B/R cost might lead to some screw due to only having 9 red sources. Who knows though, if Planeswalkers end up seeing more play it will have to go back in.
My question is...what cards would you guys put in vs aggro?
I have the same in my sideboard for dealing with Gruul. Also, I see you're in my neighborhood. Maybe we've played each other...
I also am thinking of removing the skirsdag high preists, they almost never perform for me. I do not know what to replace them with yet but am thinking of something along the lines of bloodthrone vampire, ect. I honestly never get their effects off, and the whole destroy then tap 2 (requiring 3 creatures on your side) is so fragile it almost never comes together unless you are already far far ahead. Would prefer to replace with something in the 2-3, maybe 1 CMC range.
Perhaps I am underestimating the card though, because the reason for why the token never makes it to my field is because the skirs gets removed/taken care of by the opponent, thus making them waste removal.
We probably have. I will be playing Standard tomorrow night at Red Castle Games. I was planning on running Act 1 with no Reckoners, I cannot afford them right now with DGM around the corner. My sideboard will probably be:
2x Blind Obedience
3x Dreadbore
3x Nearheath Pilgrim
3x Rakdos Charm
2x Rakdos's Return
1x Rhox Faithmender
It is sort of haphazard so any advice would be great. I have a good anti-aggro plan and the charms are to combat Junk Rites and Humanimator.
Could you post links of the WMCQ?
Won 220 person PTQ the next day.
List:
2 Clifftop Retreat
2 Plains
4 Godless
4 Isolated
4 Sacred
4 Dragonskull
4 Blood Crypt
4 Cartel
4 Falkenrath
4 Blood artist
4 Doomed Traveler
4 Slip
4 Lingering Souls
4 Boros Reckoner
3 Blasphemous Act
3 Skirsdag High Priest
1 Orzhov Charm
1 Olivia Voldaren
SB:
2 Thundermaws
1 Zealous Conscripts
2 Mark of Mutiny
1 Slayer's Stronghold
1 Mizzium Mortars
1 Dreadbore
1 O-Ring
1 Ultimate Price
1 Electrickery
2 Obzedat
2 Slaughter Games
You need lots of spot removal to make R/G a good matchup it is also very good in the mirror. Assemble is absolutely terrible. Sorin is too vulnerable for a "big threat". I expected very little blue decks (and there were 2 in top 16), so I cut caverns for cards which actually do something/don't mana screw you.
">Helping to Invent Thopter/Depths in Old Ext
Creator of the Magic Humor Videos:
The Vintage Metagame The Original
And how about Maw of the Obzedat? My guess it's a little bit too expensive, but can be and efficient beater will pumping all your other guys.
My deviantART; if you're interested in alters, PM me!
Think it's a case of waiting to see whether a 2/1 body is worth not being able to strip planeswalkers, artifacts, enchantments. Plus 3 mana means you're likely spending your turn on it compared to aggressively using Duress and a threat in the same turn.
I think you're missing the big pick up though in Blood Baron. If nothing else that card will change the deck since he could be a nightmare in the mirror...Threaten effects/Blasphemous Act or bust.
Inkfox Aesthetics by Xen
Maw I think is our way of getting through deadlock board states. That +1/+1 on everything is a huge swing. But at the same time, a 5 mana 3/3 that doesn't do anything on its own I don't think will be playable.
Blood Baron, I know I'll run a couple in the SB for the mirror the first few weeks until this meta gets figured out.
Blood Baron is a pretty good sideboard card, good against the mirror and some other decks. I doubt any cards from DGM will make it into the mainboard besides the dual-cards or whatever they are called. The biggest pick-up imo for our sideboard is Sin Collector...very strong card against control. Honorable mention to Wear/Tear as that card is amazing for our s/b if people start on the enchantment/artifact strategy to try and deal with aristocrats.
Let me just list the cards I think we can look out for to test in the deck:
Wear/Tear
Sin Collector
Exava, Rakdos Bloodwitch (interesting card)
Blood Baron of Vizkopa
Sire of Insanity
Tithe Drinker
That's just my opinion though. I think tithe is pretty good considering that I don't like skirsdag at all, and it gives us a good blocker/attacker with lifelink that can extort.