Quote from Deruvid »Another point to make comparing Pioneer Devotion to Modern Devotion is the relevance of Nissa, Who Shakes the World. She's generally slow for modern, and we don't often have all that many forests down early. Pioneer gives her time to shine and the inclusion of Once Upon a Time as land/creature search means that we'll generally have more lands on the battlefield in Pioneer. I do agree that the prevalence of early burn for t1 mana dorks in Modern is what largely kept Leyline of Abundance from taking off. I tried several Leyline builds in modern and none of them were as resilient as the traditional manabase. If you haven't found a leyline by t3, all you've got is a big pile of dorks that can't win.
Quote from WickedApp »I played FNM
played Jeskia mantis rider
went 2-2 it has been a while since I played so I was a bit rusty and I was playing in a different game store.
I had no answers to his golfs. (I had forgot to include Path back into the deck from last build) Match was good, his spells all target my things if I could have hit the burn side of the deck I think I could have had a better chance. game 2 I try for control and keep a hand of counters, he gets 2 golfs(5/6) on board with an ooze(4/4). I try to deflecting palm his ooze, he push's his ooze I veto his push, he push's again. I lose next turn. If palm resolved I could have boros charmed him for the win.
steam kiln burn 2-0
I staved off his creatures and burn, he gets me down to 5 life T4 I play geist, T5 I put spear of godhead on him. I hold up mana and blockers playing around burn spells (turns out he was only holding 4 land cards in hand) T6-7 I play Rider, and rider swinging in for win
G2 he gets layline combustion out, and plays a more conservative burn, He kills off my delvers, I hold burn in hand only casting the helixis, I get the red mana in my deck when I really want more blue. This limits my plays and forces me to play opts and visions over creatures. I miss play and allow a scared mage to block a rider. I win a few turns later with Royal scions (this card is very good)..
mono green control, liquid metal coating/artifact destruction 2-0
both games were fun and interactive. game 1 I drew and played the burn side of the deck, killing his mana dorks and burning his face. He killed off my lands and creatures but had no answers for my burn. His creatures were tiny and were not a good threat. I kept drawing into lands and manipulated my fetchs to cover what ever mana I was losing.
Game 2 he did not get Liquid metal online, so he could not shut down my creatures. he did get land destrution going which forced me to play draw and go style opting and burning as I lost lands. With such a variety of lands i was never off color for more than a turn. he pithing needled my geist (which I am not sure is legal, but it looked good). So I had to play a Rider next turn instead of godheading the geist. I start to go on the offensive with 2 riders and geist for the win.
last match up Boggles 1-2
he lands an early threat I play to disrupt his enchantments, he gains tempo as I have to hold up mana to counter. I disrupt enough to have 5 lands in play 2 riders and a delver(unfliped). boros charm in hand but no mana left to cast. I have to block a 10/9 boggle taking 3 damage, I forgot about the lifelink, my opponent was at 8 life post attack.
game 2 boggles player keeps a hand with no creatures and a layline of hexproof. I kill him with geist and riders. Boggles loses to Boggles.
Game 3 He plays another layline of hexproof, he is short on mana, I am able to counter a few spells keeping his board open for turn. I have to hold up mana trying to counter slowing down my plays.I play a rider t4, he paths my early rider. I think I am safe with a settle the wreckage in hand (I did not realize that it targets players) I play flooded strand but his attack next turn puts my life at 1.
i had fun it was nice to play jeskia again.
I will have to strongly edit my deck and sideboard for this meta. I am not going to post this deck because I plan to change it when I get a chance. I think more burn main deck and control sideboard. Delver under performed, I will go back to Ypyromancer or try Thing in the Ice.
Quote from JeskaiBeginner »Hi everyone,
Hope you had a nice weekend
I tested a bit the deck yesterday and it felt great! Indeed, even if it's a semi budget one, I didn't feel overwhelmed during the matches
I also realised that I forgot to put the 2 Celestial Colonnade but I didn't missed them. I played 25 lands, felt good. Note: painlands are not that bad after all.
Here comes some feedbacks about some cards:
- Dreadhorde Arcanist: +++ This card is awesome. It helped me a lot and is very versatile (casting back a Bolt or an Opt depending on the situation). Moreover, it synergize very well with Young Pyromancer.
- Young Pyromancer : +++ It quickly generates a board and feels great about slow decks. I believe that it helps my combo/control matchups in the sense that I could close the game quickly.
- Goblin Dark-Dwellers: +++ A 4/4 with menace that can flashback an helix/path/opt and put a clock. I even managed to flash back 2 Bolts thanks to Restoration Angel on the Goblin
- Electrolyze : - The card draw is nice but didn't feel very impactful.
After some reflexion I decided to cut 1 Spell Queller and 1 Electrolyze in order to put 2 Geist of Saint Traft.
The reasoning behind:
With my card choices, Combo decks are bad matchups and Control may be 50/50 thansk to T3feri. Thus, I thought that instead of trying to be reactive (my card choices are not really good at that. Except Queller), I should be the beatdown in those matchups and try to end the game quickly. Hence the 2 Geist of Saint Traft.
I also came up with a budget sideboard (the Electrolyze is just to occupy the 15th slot):
4 Spreading Seas
2 Cleansing Nova
2 Celestial Purge
2 Disdainful Stroke
2 Runed Halo : after some thoughts let's cut 1 so I can put 1 Remorseful Cleric,
1 Electrolyze: after some thoughts let's cut it so I can put 1 Remorseful Cleric,
Added: 2 Remorseful Cleric
I am going to attend a competitive event next weekend (around 100 people), will keep you posted.
Thanks again to everyone for the previous feedbacks and the good vibes
Quote from Potvii »@Rendroc
Here's the Simic devotion list I played at a recent Face to Face Open in Quebec City, if it interests you.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Lands 10x Forest4x Nykthos, Shrine to Nyx4x Windswept Heath3x Breeding PoolCreatures 4x Arbor Elf3x Birds of Paradise3x Courser of Kruphix2x Eternal Witness1x Acidic Slime2x Wurmcoil Engine1x Hornet Queen1x Craterhoof Behemoth1x Walking BallistaEnchantments 4x Utopia Sprawl3x Oath of NissaInstants & Sorceries 3x Once Upon a Time3x Primal CommandPlaneswalkers 2x Garruk Wildspeaker2x Kiora, Master of the Depths2x Nissa, Voice of Zendikar1x Nissa, Steward of Elements1x Vivien, Arkbow RangerSideboard2x Collector Ouphe2x Force of Vigor2x Surgical Extraction2x Veil of Summer2x Disdainful Stroke1x Scavenging Ooze1x Kitchen Finks1x Thrun, the Last Troll1x Acidic Slime1x Cyclonic Rift
I went 4-3 at the tournament, thus finishing 33rd out of 97 players. A reasonable performance. Details are included in the following spoiler. I felt that no matchup was unwinnable. The deck's main strength is its explosiveness. I also felt that being on the play made a huge difference, since the deck is excellent at being proactive.
Round 1 (Win, 2-1, vs Dregde)
Game 1 (Loss): My opponent assembles an early large army and uses Conflagrate to burn my Birds and my Courser. Left with no board, I just die pretty soon.
Game 2 (Win): I'm able to rapidly ramp into Primal Command and shuffle my opponent's graveyard, putting the game effortlessly into my favor. I can then develop a solid board for the win.
Game 3 (Win): I start with Scavenging Ooze and Surgical Extraction in hand. Meanwhile my opponent rapidly goes hellbent, with no dredgers in his graveyard, and only two Narcomoebas in play. I'm in full control of the game. He concedes pretty soon.
Round 2 (Loss, 1-2, vs Spirits)
Game 1 (Loss): My opponent assembles a solid board of flyers and kills me fast.
Game 2 (Win): I have an explosive start and I'm able to apply strong pressure. It feels like whoever is able to race his opponent first will win the game.
Game 3 (Loss): My opponent has a somewhat slow start, but is able to reduce my life total. Later in the game I attempt to play Primal Command to gain life and prepare a Wurmcoil Engine on my following turn to stabilize my position. My opponent has four mana open, plays Collected Company and succeeds to find Mausoleum Wanderer to counter my spell. He then proceeds to win. The game was tight.
Round 3 (Win, 1-0-1, vs GW Taxes)
Game 1 (Win): I'm able to greatly lower my opponent's life total, but we get to a board stall pretty soon. My opponent uses Giver of Runes and Sigarda to pressure my planeswalkers and my life total, putting the game in his favor. I use Primal Command to gain life and grab Hornet Queen, restoring a good offensive and defensive position. I break the board stall a later on.
P.S.: I kept a 0-lander during this game, confident in Once Upon a Time's power. At some point I had a single Forest enchanted with a full playset of Utopia Sprawls, a Birds and a Nykthos. Even if I clearly knew at that point that my opponent was playing Ghost Quarter, I needed to do this to develop my board position and have a chance to win the game.
Game 2 (Draw): My opponent brings in Gaddock Teeg and Worship. His board is unimpressive. I can't win unless I find Walking Ballista to break the lock. We go to a draw before we can do anything usefull.
Round 4 (Loss, 1-2, vs Jund)
(Loss, Win, Loss)
The games were exceptionally grindy, what a surprise. Game 2 was particularly long and fun. He goes through 2 Wurmcoil Engines, I go through 3 of his Liliana. I use a Primal Command to bound a Wrenn and Six with 7 loyalty. Game 3 he has three early Tarmogoyfs. The fact that I play enchantments, artifacts and planeswalkers doesn't help me...
Round 5 (Loss, 1-2, vs Jund)
(Loss, Win, Loss)
My opponent is a friend. We have interesting games, but there's not much to say. He junds while I try to have explosive starts. Well, apart from the fact the Veil of Summer is incredible. During game 2, when I won, he thought he had all the necessary tools to pick apart my board, but he wasn't ready to get his Maelstrom Pulse countered by Veil.
Round 6 (Win, 2-1, vs Tron)
Game 1 (Win): I play an early Acidic Slime, denying my opponent's tron. Meanwhile he plays... Trinisphere, which is completely useless after the first few turns of the game. I grab a Craterhoof Behemoth to close the game.
Game 2 (Loss): I try to pressure my opponent's life total, with a Collector Ouphe in play. I do not respect my opponent's hand and his ability to come back into the game. He surprises me by playing Weather the Storm and gaining a large amount of life. He then plays Thragtusk on next turn. He eventually finds Ugin to wipe my board. I still have a Wurmcoil Engine, but he plays an Ensnaring Bridge and I'm pretty much forced to concede, with no hope of winning the game.
Game 3 (Win): I play a Collector Ouphe to block his turn one Chromatic Star. I develop a small board and reduce his life total, while he uses Karn to grab Ensnaring Bridge. My opponent is unable to complete his tron. In a single turn I use Eternal Witness to grab a Primal Command previously put in my graveyard by Kiora, to bounce his Bridge and to close the game with Craterhoof.
Round 7 (Win, 2-1, vs Grixis Death's Shadow)
Game 1 (Loss): My opponent is my room mate. We train together often and we know the matchup is slightly in his favor. He has an early Gurmag Angler, all the proper answers, and beats me down fast. I had a strong hand and a good start, but he found everything he needed to counter my plays.
Game 2 (Win): My opponent is forced to mulligan to 5 cards. His hand is insufficient to pressure my board and I'm able to win the game easily.
Game 3 (Win): Second time I keep a 0-lander during this tournament. Even after a mulligan to 6. Once Upon a Time is exceptional at fixing starting hands. I'm not even trying to win game 3, because I know he will soon not be able to go through my creatures. I sit behind two Coursers and a large board, going back from 6 to 22 life, while Nissa transforms my board into an impenetrable fortress. I know my room mate's plan is to have enough mana to go Temur Battle Rage-Snapcaster Mage-Temur Battle Rage to kill me in a single strike, but my board develops too fast. He eventually concedes.
Here's what I will be modifying, after my tournament experience:
Cards I was testing for the first time in the mainboard
Nissa, Voice of Zendikar: Fine card, but not exceptional. It definitely won me two games during the tournament, one against GW Taxes and another against Grixis Death's Shadow, by transforming a weak board into a definitively solid defense. Her initial purpose was to turn my early rampers (Arbor Elves and Birds) into something useful during longer games, while possibly providing a good source of devotion early on. While she succeeded to accomplish her first role in grindy games, the problem is that she is too slow and unimpressive otherwise. Even if you can generate enough plants to chump block and protect her during the first turns of a game, a single removal spell is sufficient to get her killed. Nissa is strong in grindy games only, and would be much better in a fully dedicated creature-based devotion deck. At that point, I feel like I would prefer a stronger card with a better initial impact.
Hornet Queen: Absolutely wonderful. Being able to develop a large board covers one of the deck's main weaknesses; being unable to deal with wide aggressive boards. Didn't get to play her often, but I would have liked to draw her more often, for example against Spirits or Dredge.
Walking Ballista: Didn't like the card. Its role is to deal with opposing creatures, but... it's just too slow. Whenever I had it in hand, I felt like it couldn't help enough. When playing against a Tarmogoyf, a Gurmag Angler or a buffed Supreme Phantom, even a decent Ballista isn't enough. I have the same problem with Ballista that I had with Polukranos before. You need a large amount of mana to make it worth, and most of the time you wish you had better and faster interaction. There is one game against Jund where I played a 9/9 Ballista, but that was completely unnecessary and I could've won with any other wincon. The Vivien+Ballista combo is still excellent, but it's a fringe play only.
Vivien, Arkbow Ranger: Much better than expected. Her +1 was always useful. Buffed Coursers make for great defense, buffed Birds can destroy opposing planeswalkers with ease, 7/7 wurmcoil spawns are nothing to laugh about. The difference between Nissa and Vivien is that Vivien works well even with a small board, remains at a high loyalty and her +1/+1 counters are used wherever they are useful. I used her -3 with care, only when my opponent was tapped out, hellbent or clearly out of interaction. I didn't use her -5, but I always felt safe when having that option available. All my opponents felt that she was a good threat and had to respect her. Her devotion is exceptional. I will modify my mainboard to include a Kitchen Finks, since Vivien and Finks are absolute best friends. That combo did happen in a few post-sideboard games and always felt good. I will also modify my sideboard to include a wincon, maybe a second Craterhoof, to turn Vivien's "ultimate" into a Garruk's Overrun. Vivien is nice, but there is strong competition for the 4-mana planeswalker spot, so having her as a 1-of feels right.
Once Upon a Time: Marvelous, but I wouldn't play a full playset. It was always exceptional in opening hands. Between finding a Forest, a ramper, an early Courser or Nykthos, it grabs everything you need. Late game, I was always happy to draw one, since it digs deep and always finds something relevant. However! Some mulligan decisions were made exceptionally harder (especially the two 0-landers I kept during the tournament) because of its inclusion. Sometimes, it sat in my hand for a long period of time, because I drew it after my first turn and I didn't have time to play it. Modern is a fast format and a Turn 1 ramper into a Turn 2 Once is particularly slow. I can also mention that drawing 2 early Once feels really bad.
I will also modify my deck to include more creatures, since Once Upon a Time doesn't find planeswalkers like Oath of Nissa. Between the two, I was always more excited about Once. Oath seems like a fine card, but its impact is much more subtle. Maybe I could simply replace Oath by Once, I will need to make some tests.
+1 Kitchen Finks
-1 Walking Ballista
-2 Nissa, Voice of Zendikar
-1-2 Kiora, Master of the Depths?
-0-3 Oath of Nissa? (Fine card, but slightly meh. Its impact is hard to evaluate)
I need a better board early on (since my planeswalkers are somewhat weak and slow), some way to weaken aggressive opponents (the deck is better if it can survive long enough to stabilize), I want a resilient source of devotion (because Nykthos needs to be "turned on" fast, even if my opponent has disruption) and... I want more creatures (since I run Once Upon a Time and Kiora). Kitchen Finks feels like a natural fit, and I will therefore include at least 1 in the mainboard. Turn 1 ramper into Turn 2 Finks into Turn 3 Vivien is also pretty solid and natural.
Walking Ballista was unimpressive, whereas Nissa was too narrow, so I will replace them. Kiora feels... ok. She was the main reason why I went into blue when I played a Genesis Wave devotion deck back in the days, to act as Garruk 5 and 6. But now I went away from that game plan, going for a value deck. Her -2 is her main appeal in order to find gas, but since I do not run a large amount of creatures, I feel like I whiff often. Finding a land through her -2 and using her +1 to ramp is fine to get to your costly threats. And her -2 puts stuff into your graveyard for Eternal Witness to find it. Well... Kiora is good, but I'm unsure about her place in my deck right now. I will try something else in order to better understand her utility.
-1 Kitchen Finks (going in the Main)
-1 Thrun, the Last Troll (felt unnecessary)
+1 ??? (Creature for Vivien)
Things I want to try
Chord of Calling (since I'm naturally deviating towards a toolbox deck, and I don't want pure draw. I want to find what I need, not draw more lands and rampers)
Hydroid Krasis (life gain, draw, good threat, flexible, all in one. A good reason to play simic.)
Oko, Thief of Crowns (discouraging price tag)
Quote from StevomatUWR »Hi CurdBros, thanks a lot for your input!
I was already thinking about Worship along side Sylvan Caryatid. Definitely a good idea. Might have to find out during playtesting what's best to cut to free some room.
Teyo in SB can easily replace Leylines. Eidolon of Rhetoric is a very good addition to the SB!
One more thing I was thinking about is combat tricks. 2x Aegis of the Heavens could be better than 2x CoCo. The ability to deal 15 dmg by casting Aegis on an unblocked Wall of Denial seems too strong to not include.