Yeah I feel like it may be time to move on from red. Blood Moon becoming worse is a hard blow. It would be awesome if they would unban Sword of the Meek and make the way forward clear, but that won't happen until aggro is a force again.
Yeah, I got rid of red and now I play UW with a really small black splash. I was hoping for a artifact theme on one of the Khans, like a esper in shards.
Utter End is modern playable, an answer to Keranos that doesn't suck in every other matchup, it is infact good in pretty much every matchup. 4 mana is not to expensive to be effected. Like even just killing a tarmogoyf for 4 mana is pretty good.
The new fetches makes esper tezz much more reasonable. So I'm going from UW to UWb. I might play 1 TAoB as a finisher and maybe 1 Executioners Capsule.
Personally I'd push for Deprive, but that'd necessitate a heavy focus on making the curve as low and tight as possible to offset every incidence of tempo self-harm.
A Fast-Esper Control, if you will.
I wonder if GW-T might think the same lines of thought in his next publicized list...
How is Elixir of Immortality with fetchlands?
Do you run into the issue of reshuffling them in and not being able to find land?
Or just the anti-deck thinning synergy?
What's Elxir in against?
Elixir with fetchlands is not relevant at all, over 100 games I've never run into that issue. Elixir is pretty good against more aggro decks, and in the long run the 5 life is fine. Also if all three ensnaring bridges are in the graveyard shuffling them in is good too.
Yeah, Thirst for Knowledge goes in and out of my list, it's not entirely necessary when I am playing trinket mage. I have a red splash list that I am already working with, I use bolt over blast because I don't reliably have three artifacts early on when I want three damage. Blood moon is pretty harsh on my own manabase, maybe if I was playing 8 Talismans/signets.
The Primer for this thread mentions that the deck is "bad" and has a link to a blog on why it is "bad", but the link doesn't go to a blog about Soul Sisters.
Why do people consider it a bad deck? Is it because it can be hated out easily? i.e. Rain of Gore
The forum Change messed the blog up, the link was fixed but here's the blog:
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. 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.
Yeah, I got rid of red and now I play UW with a really small black splash. I was hoping for a artifact theme on one of the Khans, like a esper in shards.
3x Blackcleave Cliffs
3x Blood Crypt
1x Breeding Pool
1x Cascade Bluffs
1x Fire-Lit Thicket
1x Forest
1x Ghost Quarter
1x Graven Cairns
2x Misty Rainforest
1x Mountain
1x Overgrown Tomb
2x Raging Ravine
1x Steam Vents
1x Stomping Ground
1x Swamp
4x Verdant Catacombs
3x Inquisition of Kozilek
4x Life from the Loam
1x Maelstrom Pulse
4x Mulch
2x Abrupt Decay
1x Darkblast
4x Forbidden Alchemy
4x Izzet Charm
4x Bloodghast
4x Seismic Assault
2x Ancient Grudge
2x Anger of the Gods
1x Bow of Nylea
2x Courser of Kruphix
2x Huntmaster of the Fells Flip
2x Maelstrom Pulse
2x Scavenging Ooze
2x Slaughter Games
The deck is a little bit unorthodox, I don't play Raven's Crime and I play Mulch and Forbidden Alchemy to dig through my deck. I also want to try Trade Routes.
This started as a 40 land deck with Gifts Ungiven, Trade Routes, Dark Confidant etc.
1x Academy Ruins
1x Arid Mesa
1x Buried Ruin
3x Celestial Colonnade
1x Creeping Tar Pit
3x Dakmor Salvage
2x Ghost Quarter
1x Graven Cairns
2x Hallowed Fountain
4x Horizon Canopy
4x Misty Rainforest
1x Mystic Gate
2x Overgrown Tomb
1x Reflecting Pool
1x Scalding Tarn
1x Stomping Ground
2x Tectonic Edge
1x Temple Garden
1x Tolaria West
4x Verdant Catacombs
1x Day of Judgment
1x Flame Jab
4x Life from the Loam
1x Raven's Crime
1x Supreme Verdict
1x Worm Harvest
1x Wrath of God
1x Seismic Assault
4x Trade Routes
2x Gifts Ungiven
4x Dark Confidant
4x Birds of Paradise
4x Emrakul, the Aeons Torn
4x Eternal Witness
2x Griselbrand
4x Huntmaster of the Fells Flip
2x Obstinate Baloth
2x Sylvan Caryatid
2x Thragtusk
7x Forest
1x Inkmoth Nexus
1x Kessig Wolf Run
3x Mountain
4x Stomping Ground
4x Wooded Foothills
4x Through the Breach
4x See the Unwritten
I play esper so the fetches will be a nice touch, thank god I didn't get those scalding tarns.
I would play Dissolve over Deprive.
Elixir with fetchlands is not relevant at all, over 100 games I've never run into that issue. Elixir is pretty good against more aggro decks, and in the long run the 5 life is fine. Also if all three ensnaring bridges are in the graveyard shuffling them in is good too.
1x Academy Ruins
4x Arid Mesa
1x Buried Ruin
2x Celestial Colonnade
1x Darksteel Citadel
1x Ghost Quarter
2x Glacial Fortress
4x Hallowed Fountain
1x Inkmoth Nexus
4x Island
3x Plains
2x Tectonic Edge
Sorcery (4)
4x Supreme Verdict
Planeswalker (3)
3x Tezzeret the Seeker
1x Batterskull
1x Elixir of Immortality
1x Engineered Explosives
3x Ensnaring Bridge
1x Everflowing Chalice
1x Expedition Map
2x Pithing Needle
1x Relic of Progenitus
4x Talisman of Progress
1x Trading Post
Instant (5)
4x Path to Exile
1x Sphinx's Revelation
Enchantment (2)
2x Detention Sphere
Creature (4)
1x Spellskite
3x Trinket Mage
1x Chalice of the Void
1x Detention Sphere
2x Disenchant
1x Dispel
1x Elesh Norn, Grand Cenobite
1x Grafdigger's Cage
3x Leyline of Sanctity
1x Pithing Needle
2x Rest in Peace
1x Torpor Orb
1x Witchbane Orb
The forum Change messed the blog up, the link was fixed but here's the blog:
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. 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.