To everyone hopping back on the mono white train, come play red white with me! It's exactly the same, while you lose out on the 3 spicy filler slots, you make up for it with the super annoying harsh mentor! You could probably play the deck with crusaders in place of magus if you really wanted to.
You get a better sunlance and a better disenchant out of the sideboard, and you won't have to complain about topdecked vials when you have the option to fling them at opponents with P&K!
I'm doing my best to 5-0 a league with it but I don't have enough play points currently to enter with any confidence that I'll be able to play again.
You don't need the cavern. Its been jumping in and out of peoples decks for a while and its become a "play it if you have it" kind of thing.
Seagate, mutavault, flagstones, or dread statuary work well in that spot if you don't want to play the extra plains.
That said, I would not use Sea Gate Wreckage either, since you will use the other colorless producing lands to destroy your opponent's. Plus, you'll be cracking your Clues and Horizon Canopy in the late game, so you won't be flooding so often that you would want to tap 4 lands to draw a card. If you want other lands instead, there is Flagstones of Trokair if you want it to produce W, or Mutavault otherwise.
Seagate works well in the games were you can predict that your land hate's effectiveness will fall off well before the end of the game. You can leave a tec edge or ghost quarter in play and start drawing cards for 4 turns, then kill your opponents ravine or colonade. You usually hit a second colorless source by the time you need to use it anyway.
FYI mono white DnT vs. grixis shadow in the finals of the invitational. Don't want to overhype this, but it seems like this is a very important match for establishing the archetype within the community as a "real" deck (even if we already know it is)
Have you seen the commentators for the first round of the top 8? It went something like this: "Abzan vs Death & Taxes? Yeah, Abzan no contest (except this one guy who wants to be a contrarian). Is Death & Taxes even a deck?" And D&T went on to go 3-0. The mono-white (and GW) variants, which aim to attack the opponent's mana base, are well placed at the moment, when the two main decks either have a greedy mana base (Grixis Shadow, with 12 fetchlands and 2 basic lands) or are a Tron deck.
Well the match-up vs abzan is pretty horrible. I think the best thing he had going for him was the fact that abzan wasn't playing the standard rhino build if I remember the list correctly.
That's what I'm asking - when is this effect useful? Are we primarily looking at the boardwipe side? As I've seen no Eldrazi for ages, I do forget about that MU. Where else is it realistically useful? Affinity rarely has much above that threshold, in my experience, unless it's equipped in which case they move the plating. Plus, 2WW is rough to get. 3WW is just hilarious, IMHO, in a mono-white build - or do we ignore that side?
Dawn//dusk is a better wrath of god vs the top two decks in the format currently. At a minimum its killing one of your opponents creatures which is worth it and it only gets better from there. I'd even bring it in vs. the eldrazi and taxes mirror, you can play around well enough when you know its coming.
So the last week ive been playing a similar list to the 2nd place list in Vegas. The great part about this deck is that it gives something to the deck that we have not really had. Horizon, Inspector, Blade Splicer and the 8 blink effects make a real engine of card advantage. It can be amazing how this deck flows through cards. Managed one 5-0 and two 4-1 in competitive leagues with it so far. Very fun to play and I feel like im back to a good ol "classic" D&T shell.
I thought this version of the deck was what everyone was already playing. 4 inspectors, all 8 4 drops, 4 splicers along with 4 wisps and restos which leaves you with 5 cards to add. Avenger/coptor seems to be two of them and then the other three are up in the air.
http://mtgtop8.com/event?e=14511&d=287006&f=MO Its pretty much what Wesco played back in January in the MOCs, I don't remember what anyone said about the list then so it could be worth going back in the forum posts to review.
Cage doesn't stop them unless they need to chord for the last piece and sunlance doesn't hit half the combo. I'm also not super keen on pithing needle effects to stop them since the decks play enough pride mages to keep them off the battlefield.
So whats everyone's plan to beat the new collected company deck? My guess is that both GP Vegas top 8 decks ended up dodging opponents playing it, but if everyone switches over to the infinite mana combo then dodging won't be good enough in future tournaments.
I'm finding myself less and less impressed by Craig Wescoe's deck list decisions. I'm not sure if I just have a different style than him, but I used to think he was the man when it came to hatebears/dnt strategies. But yeah, really questionable choices in his 75 whenever he plays lately.
What are thoughts on Hallowed Moonlight in the sideboard to fight graveyard recursion, coco, and chord of calling? Does is warrant a slot in the 75, or do we value creatures more? At worst it's a cantrip.
I've got 2 RIP and 1 Hallowed Moonlight in my 3 RIP sideboard slots. Grafdiggers cage may be a better option some times but I find there are enough people trying to play through the breach decks at my LGS that I want Moonlight over the cage or third RIP.
Tell me, most of the time, would you rather waste an answer on a 3-4 drop that only gives slight advantage for someone by itself, or stop a Tooth and Nail or a T-don?
You give too much credit to peoples threat assessment skills
I took all of the mana rocks out of my deck and went up to 38 lands recently. I don't have any of the fast mana beyond sol ring and taking a turn off to cast a signet or command sphere on 3 feels really bad when everyone else ramp is putting them 2 or more ahead. The issue may also be that I've dropped the number of huge bombs in the deck down so there isn't really anything to ramp to beyond playing more cards per turn or activating more abilities. My goal was to make most of the cards pretty bad for opponents to steal or reanimate and so far its seemed to go well for me in that regard.
Any thought to including some of the new zombie cards? Since most people we already playing the necromancer and cleric that turns a good chunk of your creatures into 2/2s it seems like playing a few of the new cards like Plague Belcher could be a good idea. I've changed up my list to where almost every creature is 2 power so they evade Meekstone and Dawn//Dusk and its got a decent zombie theme going on now.
You get a better sunlance and a better disenchant out of the sideboard, and you won't have to complain about topdecked vials when you have the option to fling them at opponents with P&K!
I'm doing my best to 5-0 a league with it but I don't have enough play points currently to enter with any confidence that I'll be able to play again.
Seagate, mutavault, flagstones, or dread statuary work well in that spot if you don't want to play the extra plains.
Seagate works well in the games were you can predict that your land hate's effectiveness will fall off well before the end of the game. You can leave a tec edge or ghost quarter in play and start drawing cards for 4 turns, then kill your opponents ravine or colonade. You usually hit a second colorless source by the time you need to use it anyway.
Well the match-up vs abzan is pretty horrible. I think the best thing he had going for him was the fact that abzan wasn't playing the standard rhino build if I remember the list correctly.
Nothing wrong with net decking. Mery's list was the same thing as Wesco's list with 3 cards (I think I got that right) changed.
Dawn//dusk is a better wrath of god vs the top two decks in the format currently. At a minimum its killing one of your opponents creatures which is worth it and it only gets better from there. I'd even bring it in vs. the eldrazi and taxes mirror, you can play around well enough when you know its coming.
I thought this version of the deck was what everyone was already playing. 4 inspectors, all 8 4 drops, 4 splicers along with 4 wisps and restos which leaves you with 5 cards to add. Avenger/coptor seems to be two of them and then the other three are up in the air.
http://mtgtop8.com/event?e=14511&d=287006&f=MO Its pretty much what Wesco played back in January in the MOCs, I don't remember what anyone said about the list then so it could be worth going back in the forum posts to review.
I put it on my deck lists to continue tilting opponents after the event.
Also he had 2 sunlance not silence.
Also also so close! I'd like to hear the thought process behind that game 2 keep.
I've got 2 RIP and 1 Hallowed Moonlight in my 3 RIP sideboard slots. Grafdiggers cage may be a better option some times but I find there are enough people trying to play through the breach decks at my LGS that I want Moonlight over the cage or third RIP.
You give too much credit to peoples threat assessment skills
I think this is the most recent list:
1 Skirsdag High Priest
1 Zulaport Cutthroat
1 Reassembling Skeleton
1 Blood Artist
1 Liliana, Heretical Healer
1 Suture Priest
1 Restoration Specialist
1 Orzhov Pontiff
1 Teysa, Orzhov Scion
1 Tymna the Weaver
1 Fiend Hunter
1 Ophiomancer
1 Grim Haruspex
1 Xathrid Necromancer
1 Phyrexian Ghoul
1 Plague Belcher
1 Rotlung Reanimator
1 Diregraf Colossus
1 Nantuko Husk
1 Fleshbag Marauder
1 Smothering Abomination
1 Kalitas, Traitor of Ghet
1 Aven Mindcensor
1 Pious Evangel
1 Mirror Entity
1 Ranger of Eos
1 Ravos, Soultender
1 Karmic Guide
1 Reveillark
1 Bloodsoaked Champion
1 Viscera Seer
1 Carrion Feeder
1 Cryptbreaker
1 Gravecrawler
1 Dread Wanderer
1 Bloodghast
1 Relentless Dead
1 Withered Wretch
1 Cartel Aristocrat
1 Vizkopa Guildmage
1 Wayward Servant
1 Meekstone
1 Skullclamp
1 Blasting Station
1 Phyrexian Altar
Enchantments
1 Animate Dead
1 Grave Pact
1 Behind the Scenes
1 Contamination
1 Dictate of Erebos
1 Anointed Procession
1 Darkest Hour
Planeswalkers
1 Kaya, Ghost Assassin
1 Sorin, Lord of Innistrad
Sorceries
1 Vindicate
1 Dusk // Dawn
1 Martial Coup
1 Return to the Ranks
Instants
1 Utter End
1 Return to Dust
1 Fatal Push
1 Path to Exile
1 Empty the Pits
1 Anguished Unmaking
I took all of the mana rocks out of my deck and went up to 38 lands recently. I don't have any of the fast mana beyond sol ring and taking a turn off to cast a signet or command sphere on 3 feels really bad when everyone else ramp is putting them 2 or more ahead. The issue may also be that I've dropped the number of huge bombs in the deck down so there isn't really anything to ramp to beyond playing more cards per turn or activating more abilities. My goal was to make most of the cards pretty bad for opponents to steal or reanimate and so far its seemed to go well for me in that regard.