Pretty interesting take on a landfall zoo deck here, modified very slightly by me from Jeff Hoogland's recently streamed list to add in the coralhelm combo.
Also Renegade Rallier is a clear allstar in the videos, pulling out turn 3 kills as well as grinding out a sultai midrange deck by bringing back your fatal pushed dudes
Really cool to see landfall coming up again, certainly got a lot stronger now that it has a three drop to double up on landfall triggers turn 3. I remember when coralhelm had just been spoiled and people where thinking of running the landfall duo with the combo as it has some obvious synergy. Problem was sometimes your landfall dudes just sit there looking foolish but hopefully rallier is going to keep them swinging. I adjusted the landbase for blue and just swapped out the seals for 2 coralhelms.
Dredge is probably fine with golgari thug swapped in. Less good certainly, but fine. If anything the banning of the enabler card shows that they're setting up to print more graveyardy stuff that troll would likely break in two. Lets hope Amonkhet fills our yards. In the mean time I'm done beating around the bush, I'm going to start trading for gbx staples as it seems to be the only deck shell that survives bannings with tier 1 status.
Not trying to harsh anyone's excitement but Fatal Push isn't likely to slow the format down that much. That fast uninteractive decks like infect already beat 1 mana removal and they will continue to. Hopefully I'm wrong but I doubt it'll have a massive effect on this turn 3 format.
Yeah my mana base was sort of slapped together quickly so I've been doing some tweaking. One of the main problems with the landbase is that you kinda want 3 or more darkslick shores for turn one no shock discard or visions but our best manland is also blue black so we're rapidly blocking out green sources we need in our non fetchable land slots. That's largely why I'm running the 9th fetch land, as they help on green in addition to helping turn on revolt for fatal push a bit more reliably. The changes I've gone with include swapping out the 2nd watery grave for a 2nd overgrown tomb and going down from three darkslick shores to two and a single blooming marsh. Once again, I'm not really enjoying going below three darkslick shores but i seems like the only option as eating away at our creeping tarpits for green manlands is a bad idea considering how much worse the other manland options in our colors are. Also went down to 1 maelstrom pulse, replacing the second with a Murderous Cut
Excited to experiment in this color wedge with the printing of fatal push. Thinking that going with a modified jund shell is best moving forward as the discard spells available in modern are just far better than the counterspells. There's a lot to offer here over jund, as the blue splash for Snapcaster Mage, Jace, Vryn's Prodigy, and Serum Visions is going to offer us an increased level of redundancy and grind as well as interesting sideboard options. Here's my current list.
omniscience/enter the infinite aren't win more, they're the first combo you go for when your getting to tutor something into a narset activation. Mystical Tutor (or long term plans, etc) for enter the infinite, cast leaving omniscience on top, Fury of the Horde pitch to get another combat, cast omniscience, play infinite beacon of tomorrows with all the counters in your deck up for protection, attack everyone to death with Aqueous Form on your narset. In short, you should always be aiming to cast enter the infinite as it basically reads you win the game if you have this combo in your narset deck.
And in my experience with the deck you benefit from some larger, abusable with voltaic key rocks because they're easy to chain into early, though they would be replaced with Mana Crypt, Grim Monolith, a few more optimized rocks that I have yet to obtain etc if I had copies.
Also the counter magic (specifically very cheap and even free counter magic) is just a more reliable way to protect a quicker narset being cast with no time to pause to play expensive redundant aura protection. They also double as additional protection from a wider variety of possible disruptions to your game plan.
Because there simply aren't enough cards printed to fill an entire deck up with taking turns/extra combat spells certain low cost stax pieces and mass LD can make it into the list to help slow your opponents down until your next natural narset activation (AKA your next turn's combat) can be reached for another attempt at going off. They are workable in this deck because you naturally break their symmetry after casting narset but it's important not to overload on them at the expense of additional turns/combat spells that you could be running. Remember, you're a combo deck first, even in a singleton format that is going to force you to work outside the box.
Here's my list for reference, My recommendations would be to lose some of your protection package in exchange for a more early game consistency via additional can trips like Ponder and Preordain, now that the mulligan rule no longer allows for partials a few more of these really helps you avoid those awkward games with like 5+ lands and no accelerants. Also, I would recommend a more proactive counter suite instead of on board protection, Force, counterspell, pyroblast, etc will stop most things that would remove your narset from the board while also being able to disrupt counters that would keep you from casting your game winners. By moving towards counterspells over on board protection you give your list more versatility in this way. Also Cavern of Souls is a must include as well as Omniscience as it's part of your most instant win combo in the deck as described on my tapped out page.
How does work Skullclamp for you? I don't play it, because I didn't think that it wroth a slot with the low creature count.
Skullclamp is a must include, the only creatures you need are the thopters your commander produces. Breya lets you reliably have sources to skullclamp for easy cards whenever you need them.
Huh, pretty funny that I haven't been receiving notifications that anyone was even posting in this thread, I would have been participating if I had known about the renewed interest. Oh well.
Before the Pro Tour, I was into the Black White Eldrazi decks that had been putting up decent showings at star city events, so after the pro tour when the eldrazi deck exploded I figured I get into the more competitive build. I started playing bant eldrazi during Eldrazi Winter before the GPs that blew up the blue white version, which I was basically on at the time splashing for World Breaker. After a few decent showings at some FNMs I decided that the deck in it's current form at the time was relying too much on the random explosiveness of Eye of Ugin plus Eldrazi Mimic to be fun for me (I'm more of an interaction is fun kinda guy) so I sold the deck before my LGSs stopped buying Eldrazi pieces. I'm pretty out of the deck now obviously, and I'm only mildly aware of the new mana dork versions so If you guys want to take over from here that's fine. I'll message the admins.
4x Arid Mesa
1x Flooded Strand
1x Forest
1x Horizon Canopy
1x Mountain
1x Plains
1x Sacred Foundry
2x Stomping Ground
1x Temple Garden
1x Breeding Pool
1x Hallowed Fountain
4x Windswept Heath
4x Wooded Foothills
4x Knight of the Reliquary
4x Plated Geopede
4x Renegade Rallier
4x Steppe Lynx
4x Tarmogoyf
4x Wild Nacatl
4x Lightning Bolt
4x Path to Exile
2x Retreat to Coralhelm
2x Burrenton Forge-Tender
2x Ghost Quarter
3x Lightning Helix
2x Qasali Pridemage
2x Selfless Spirit
2x Thrun, the Last Troll
4x Arid Mesa
1x Flooded Strand
1x Forest
1x Horizon Canopy
1x Mountain
1x Plains
1x Sacred Foundry
2x Stomping Ground
1x Temple Garden
1x Breeding Pool
1x Hallowed Fountain
4x Windswept Heath
4x Wooded Foothills
4x Knight of the Reliquary
4x Plated Geopede
4x Renegade Rallier
4x Steppe Lynx
4x Tarmogoyf
4x Wild Nacatl
4x Lightning Bolt
4x Path to Exile
2x Retreat to Coralhelm
2x Burrenton Forge-Tender
2x Ghost Quarter
3x Lightning Helix
2x Qasali Pridemage
2x Selfless Spirit
2x Thrun, the Last Troll
Excited to test it out. Good to be the most aggressive one at the table in modern these days.
4 Tarmogoyf
3 Snapcaster Mage
1 Tasigur, the Golden Fang
1 Jace, Vryn's Prodigy
2 Grim Flayer
1 Kalitas, Traitor of Ghet
3 Dark Confidant
Planeswalkers
3 Liliana of the Veil
Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
4 Serum Visions
1 Maelstrom Pulse
Instants
4 Fatal Push
3 Abrupt Decay
1 Murderous Cut
4 Verdant Catacombs
4 Polluted Delta
3 Creeping Tar Pit
2 Darkslick Shores
1 Blooming Marsh
1 Breeding Pool
2 Overgrown Tomb
2 Swamp
1 Forest
1 Island
1 Misty Rainforest
1 Engineered Explosives
2 Fulminator Mage
4 Leyline of the Void
2 Ceremonious Rejection
1 Feed the Clan
1 Ashiok, Nightmare Weaver
1 Damnation
1 Collective Brutality
2 Negate
4 Tarmogoyf
3 Snapcaster Mage
1 Tasigur, the Golden Fang
1 Jace, Vryn's Prodigy
2 Grim Flayer
1 Kalitas, Traitor of Ghet
3 Dark Confidant
Planeswalkers
3 Liliana of the Veil
Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
4 Serum Visions
2 Maelstrom Pulse
4 Fatal Push
3 Abrupt Decay
Lands
4 Verdant Catacombs
4 Polluted Delta
2 Watery Grave
3 Creeping Tar Pit
3 Darkslick Shores
1 Breeding Pool
1 Overgrown Tomb
2 Swamp
1 Forest
1 Island
1 Misty Rainforest
1 Engineered Explosives
2 Fulminator Mage
4 Leyline of the Void
2 Ceremonious Rejection
1 Feed the Clan
1 Ashiok, Nightmare Weaver
1 Damnation
1 Collective Brutality
2 Negate
And in my experience with the deck you benefit from some larger, abusable with voltaic key rocks because they're easy to chain into early, though they would be replaced with Mana Crypt, Grim Monolith, a few more optimized rocks that I have yet to obtain etc if I had copies.
Also the counter magic (specifically very cheap and even free counter magic) is just a more reliable way to protect a quicker narset being cast with no time to pause to play expensive redundant aura protection. They also double as additional protection from a wider variety of possible disruptions to your game plan.
Because there simply aren't enough cards printed to fill an entire deck up with taking turns/extra combat spells certain low cost stax pieces and mass LD can make it into the list to help slow your opponents down until your next natural narset activation (AKA your next turn's combat) can be reached for another attempt at going off. They are workable in this deck because you naturally break their symmetry after casting narset but it's important not to overload on them at the expense of additional turns/combat spells that you could be running. Remember, you're a combo deck first, even in a singleton format that is going to force you to work outside the box.
Skullclamp is a must include, the only creatures you need are the thopters your commander produces. Breya lets you reliably have sources to skullclamp for easy cards whenever you need them.
Before the Pro Tour, I was into the Black White Eldrazi decks that had been putting up decent showings at star city events, so after the pro tour when the eldrazi deck exploded I figured I get into the more competitive build. I started playing bant eldrazi during Eldrazi Winter before the GPs that blew up the blue white version, which I was basically on at the time splashing for World Breaker. After a few decent showings at some FNMs I decided that the deck in it's current form at the time was relying too much on the random explosiveness of Eye of Ugin plus Eldrazi Mimic to be fun for me (I'm more of an interaction is fun kinda guy) so I sold the deck before my LGSs stopped buying Eldrazi pieces. I'm pretty out of the deck now obviously, and I'm only mildly aware of the new mana dork versions so If you guys want to take over from here that's fine. I'll message the admins.