4 Scalding Tarn
2 Arid Mesa
3 Hallowed Fountain
4 Celestial Colonnade
1 Darksteel Citadel
3 Ensnaring Bridge
3 Tezzeret the Seeker
1 Gideon Jura
1 Bottled Cloister
4 Supreme Verdict
3 Ghost Quarter
1 Spellskite
3 Leyline of Sanctity
2 Talisman of Progress
1 Batterskull
1 Elesh Norn, Grand Cenobite
4 Detention Sphere
1 Privileged Position
1 Academy Ruins
1 Path to Exile
2 Pithing Needle
1 Calciform Pools
2 Island
2 Plains
2 Cyclonic Rift
1 Sword of Feast and Famine
1 Sacred Foundry
2 Steam Vents
2 Ajani Vengeant
1 Bonfire of the Damned
SB: 2 Path to Exile
SB: 2 Rest in Peace
SB: 1 Grafdigger's Cage
SB: 1 Chalice of the Void
SB: 1 Engineered Explosives
SB: 1 Torpor Orb
SB: 1 Ethersworn Canonist
SB: 4 Mirran Crusader
SB: 1 Sword of War and Peace
SB: 1 Phyrexian Metamorph
- Jan 22, 2014 published the article Posted in: UWr tezz 3.0
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Dec 15, 2013
published the article 4 Trade RoutesPosted in: Modern lands
4 Life from the Loam
4 Dark Confidant
3 Gifts Ungiven
1 Engineered Explosives
1 Ensnaring Bridge
1 Worm Harvest
1 Raven's Crime
2 Celestial Colonnade
1 Creeping Tar Pit
4 Verdant Catacombs
4 Quicksand
1 Crucible of Worlds
1 Urborg, Tomb of Yawgmoth
1 Academy Ruins
3 Mystifying Maze
4 Ghost Quarter
2 Stomping Ground
1 Breeding Pool
1 Kher Keep
1 Ajani Vengeant
3 Horizon Canopy
1 Forest
1 Island
4 Tectonic Edge
1 Overgrown Tomb
1 Watery Grave
4 Misty Rainforest -
Dec 14, 2013
published the article 4 Hallowed FountainPosted in: UW tezz 2
4 Seachrome Coast
4 Glacial Fortress
4 Celestial Colonnade
1 Darksteel Citadel
4 Ensnaring Bridge
3 Tezzeret the Seeker
1 Gideon Jura
1 Bottled Cloister
4 Supreme Verdict
3 Ghost Quarter
1 Spellskite
3 Leyline of Sanctity
1 Talisman of Progress
1 Batterskull
1 Sphinx's Revelation
1 Elesh Norn, Grand Cenobite
4 Detention Sphere
1 Day of Judgment
2 Wall of Omens
1 Privileged Position
1 Academy Ruins
1 Path to Exile
2 Pithing Needle
1 Calciform Pools
1 Inkmoth Nexus
1 Island
1 Springjack Pasture
1 Plains
1 Phyrexian Metamorph
1 Phyrexian Revoker
SB: 1 Path to Exile
SB: 2 Rest in Peace
SB: 2 Trinket Mage
SB: 1 Relic of Progenitus
SB: 1 Grafdigger's Cage
SB: 1 Chalice of the Void
SB: 1 Engineered Explosives
SB: 1 Torpor Orb
SB: 1 Ratchet Bomb
SB: 1 Ethersworn Canonist
SB: 2 Cyclonic Rift
SB: 1 Tormod's Crypt -
Oct 27, 2013
published the article 4 Hallowed FountainPosted in: UW tezz list
4 Seachrome Coast
4 Glacial Fortress
4 Celestial Colonnade
1 Island
2 Plains
1 Darksteel Citadel
1 Urza's Factory
4 Ensnaring Bridge
3 Tezzeret the Seeker
1 Gideon Jura
1 Bottled Cloister
4 Supreme Verdict
2 Ghost Quarter
2 Tectonic Edge
1 Spellskite
3 Leyline of Sanctity
1 Talisman of Progress
1 Batterskull
1 Sphinx's Revelation
1 Elesh Norn, Grand Cenobite
4 Detention Sphere
1 Day of Judgment
3 Wall of Omens
1 Privileged Position
1 Academy Ruins
1 Crucible of Worlds
1 Path to Exile
2 Pithing Needle
SB: 1 Path to Exile
SB: 2 Rest in Peace
SB: 2 Trinket Mage
SB: 1 Relic of Progenitus
SB: 1 Grafdigger's Cage
SB: 1 Chalice of the Void
SB: 1 Engineered Explosives
SB: 1 Torpor Orb
SB: 4 Cryptic Command
SB: 1 Wrath of God -
Oct 19, 2013
published the article 4 Arid MesaPosted in: LD
4 Sacred Foundry
4 Flagstones of Trokair
1 Rugged Prairie
6 Plains
2 Mountain
3 Clifftop Retreat
4 Boom // Bust
3 Ajani Vengeant
4 Fulminator Mage
4 Blood Moon
4 Lightning Bolt
2 Chained to the Rocks
4 Molten Rain
4 Sowing Salt
4 Surgical Extraction
3 Thundermaw Hellkite -
Oct 7, 2013
published the article 4 Protean HulkPosted in: Strange modern deck... protean hulk :D
4 Footsteps of the Goryo
4 Summoner's Pact
4 Magus of the Bazaar
4 Thoughtseize
4 Simian Spirit Guide
1 Mogg Fanatic
2 Viscera Seer
2 Reveillark
2 Body Double
4 Gemstone Mine
4 Misty Rainforest
4 Scalding Tarn
4 Through the Breach
2 Steam Vents
2 Hallowed Fountain
2 Breeding Pool
2 Watery Grave
2 Stomping Ground
1 Snapcaster Mage
2 Gifts Ungiven -
Sep 25, 2013
published the article 3 Marsh FlatsPosted in: Just something...
3 Scalding Tarn
2 Godless Shrine
3 Watery Grave
2 Hallowed Fountain
1 Hallowed Burial
1 Calciform Pools
1 Darkslick Shores
1 Seachrome Coast
1 Island
1 Swamp
1 Plains
1 Fetid Heath
1 Mystic Gate
1 Creeping Tar Pit
2 Celestial Colonnade
1 Drowned Catacomb
1 Glacial Fortress
4 Cryptic Command
2 Damnation
4 Liliana of the Veil
2 Gideon Jura
3 Supreme Verdict
3 Mana Leak
1 Thoughtseize
1 Inquisition of Kozilek
1 Sphinx's Revelation
4 Ensnaring Bridge
4 Leyline of Sanctity
4 Rest in Peace -
Sep 15, 2013
published the article 2 ForestPosted in: My Scapeshift List
2 Island
5 Mountain
3 Steam Vents
2 Valakut, the Molten Pinnacle
4 Stomping Ground
4 Sakura-Tribe Elder
4 Farseek
4 Pyroclasm
4 Remand
4 Scapeshift
4 Search for Tomorrow
3 Verdant Catacombs
1 Swamp
1 Watery Grave
2 Breeding Pool
1 Blood Crypt
2 Peer Through Depths
4 Clutch of the Undercity
4 Thragtusk
SB: 4 Obstinate Baloth
SB: 2 Spellskite
SB: 2 Grafdigger's Cage
SB: 3 Dispel
SB: 2 Abrupt Decay
SB: 2 Nature's Claim -
Jul 30, 2013
published the article Every time I lose with soul sisters it is not from misplays, it is from my inability to interact with my opponent. Because the deck is so reliant on it's game plan there is basically no room to seriously shift things around. It has to contain all the core cards in order for the deck to work. Four Path to Exile is not enough, although the card is good we look at the top tier decks such as UWR and Jund. These both play a plethora the formats best removal spells, counter spells, and profit cards. Because we have such a strict game plan our resources are limited to just 4 measly removal spells.Posted in: In my opinion, why Modern Soul Sisters is considered a "Bad Deck".
When soul sisters wins, it wins from gaining life to try to make the absence of removal irrelevant. To put enough early pressure and go ahead for the win. We play cards like Ranger of Eos and Squadron Hawk to fill our hand with creatures and to keep putting down threats even after we get board wiped. We try to ignore what our opponent is doing and stick to what we do best. Gaining life and beating down. When we run into the predicament where attacking with any of our creatures is no longer relevant is where we struggle. Our opponent drops down a huge creature and our attacks would just die is where we need that Path to Exile, if we don't get it we are pretty much screwed.
Trying to avoid or fix this problem is where the deck really struggles. We can't deviate from our main game plan, because it will seriously hurt the decks tempo. The decks is so unreliable when it comes to dealing with our opponents threats that those threats soon outclass ours. The problem grows as the game reaches turns 3-4. If you can get enough early pressure on the board to overcome their plays, good for you. It isn't necessarily hard for the deck to do. However, That certain fact of uncertainly is the glaring weakness of the deck.