Keep it togather guys. I know a lot of exiting cards got spoiled, and people have strong feelings about how the deck should be played, but the truth is there still isnt enough data to back anything is better than anything. Keep your cool.
;
isn't it time to update the primer?
I'm not putting OGW suggestions on the main page until after the set's been out for a few days and people have really narrowed down what the correct picks are. There's no point in filling it up with every new spoil if most of them won't make the cut.
Are there any CURRENT (not OGW) tech cards people would like me to include on the front page? Any matchup changes that need to be made? I'll be doing a big addition post-OGW but I want to keep it as up to date until then.
Vile Aggregate and Dust Stalker are probably better picks for a BR aggro version than Dominator Drone. But I like what you're brewing here. Post-OGW I'll update the front page with suggestions for the aggro version. I'm sure specific primers will pop up for all of these builds, which is fine, but I want to keep the umbrella archetype in one place so people can see the extent that Eldrazi can go.
If you were on the fence about getting the deck I highly recommend picking up the core right now. There are enough MTGO tops at this point that the deck is going to start gaining mainstream popularity and skyrocket in price.
Prioritize the Stranglers, Herders, Sowers, Temples, Eyes, and Newlamogs
Hey everyone, sorry for the extended absence. I actually made the thread during my finals week then immediately jetted off on vacation and haven't gotten a chance until now to survey the thread.
Looks like a ton of great discussion and input, I scanned the last 18 pages and see that there is some serious work to be done on the OP.
If you guys don't mind could you share how you feel your matchups went with each deck you faced? (and what color combination your version is) I'd like to start putting summaries up for how to deal with each opposing meta deck. Also it's come to my attention to change some of the colorations, so I'll be working on that tomorrow.
And if we could get some tournament reports or guides on how to play each version, I'd be happy to quote them on the front page. Not to mention any more tech additions I should be adding to the color guides.
Thank you for your contributions to the archetype. Let's hope we can make Developing Competitive or the tiers in 2016
Nullifier is perfectly fine if you're only running 1 or 2.
Fathom Feeder has been testing fantastically. It either gets blocked (and trades favorably 80% of the time), or it sticks around and gets some free ingests off the top until you reach the point where it draws you cards. At that point it usually gets removed, but that's one removal spell not there to hit Blight Herders or Oblivion Sowers.
Been testing the Green version today. Really like it a lot. I think From Beyond is super underrated and want to see if someone can make it work efficiently.
Looks like the current consensus for Green splash is Stirrings, Abundant Growth/Utopia Sprawl, Garruk, and Scooze. It would also provide you with Beast Within and Abrupt Decay for catch all removal, and other ramp sources to get titans out. Any other clever things that would work exceptionally well here? I liked the suggestion of Delay for blue (it's essentially counterspell in this deck)
Overview
<>Bx Processing first appeared when ETERNALLYRAMZA went 5-0 with the BR variant on MTGO. The deck was further given legitimacy when Zac Elsik accrued a 4-0 FNM victory and endorsed the deck as having an immense amount of potential. The deck plays a midrangey-control game, by keeping opponents' graveyards locked down with exiling abilities such as Relic of Progenitus and Nihil Spellbomb. The deck then utilizes the new Battle for Zendikar Eldrazi's Processor abilities to "process" cards in the exile zone and move them to the graveyard to achieve card and mana advantage (with the Eldrazi scions). The deck has an excellent matchup against graveyard based decks and most other fair midrange decks. The other advantage is the deck's current surprise factor as a newly competitive deck, though that can easily change if it gains substantial player growth.
Wasteland Strangler - Reason #1 we have black as our main color. This guy will continually net you card advantage as long as he can process a card. -3/-3 will remove almost everything in the meta other than delve fatties (which the deck naturally nerfs) and Rhinos/Wurmcoils. Run 4 Blight Herder - Disgusting amount of value. First of all it triggers on cast, so even if it gets countered it will still supply you with three 1/1s who are conveniently also 3 mana for your pool. Great synergy with Temple and Eye, either of them causing it to immediately replace its own value with the scions. 4/5 body is nothing to scoff at either. Run 4 Oblivion Sower - Just like Herder, it triggers on cast. You will frequently gain 1-2 lands off it if your opponent never delved or fetched. 5/8 body for 6 (though often cheated out for less because of our mana ramp). Run 4 Relic of Progenitus - Absolutely ridiculous card in this deck. Can slowly set up your processes, or just bomb the graves and cantrip for you. Absolutely must Run 4 Nihil Spellbomb - Reason #2 we're running black. An extra few Relics that only hit our opponent's grave? Please. Run 2-4 Ulamog, The Ceaseless Hunger - Our big bad. Fetchable with Eye and pseudo-fetchable with Conduit. If he comes down successfully you will most likely just win the game. Remember that his exile effect is on cast, not ETB. Run 1-2 Thoughtseize, Inquisition of Kozilek, Duress - Reason #3 for black. Seeing your opponent's hand and then dropping the biggest threat (that you can then exile most of the time) is a huge boon. In any combination you prefer: Run 6 Eldrazi Temple - Our most important land. Effectively reduces every Eldrazi in your deck's cost by 1. Must Run 4 Eye of Ugin - Even though it doesn't tap for mana (on its own, see below) it drops a good chunk of our deck's cost down by 2. Your Blight Herders refund themselves while this is out. Late game can search out Ulamog. Run 1-2 Urborg, Tomb of Yawgmoth - All those colorless lands you have? They can tap for your main color now. Oh, did I mention that Eye of Ugin can tap for mana now too? Pretty great stuff. Run 1-2 Cavern of Souls - Keeps your Eldrazi nice and safe from those mean dirty counterspells. Run 1-4
CCCCCC
Conduit of Ruin - A beater who can slow tutor a huge guy then make them cost 2 less when you get to them. Not a terrible choice since it often comes in as just a 5/5 body for 3 mana. Run 0-2 Void Winnower - Good sideboard tech for matchups like Twin. Can be maindecked if your meta leans towards decks that Winnower hoses. Run 0-1 All is Dust - Board clear (that also hits enchantments) with a tribal bonus. Can become very undercosted thanks to Eye and Temple and doesn't hit your devoid stuff. Run 0-2 Emrakul, The Aeons Torn - Do I need to actually describe Emrakul? If you love her or your build is meant to support her, then Run 0-1 Ghost Quarter, Tectonic Edge - Nothing wrong with some land destruction, especially if you're going to exile it then steal it with Sower. In any combination of preference: Run 0-4 Miren, The Moaning Well - Good sac outlet to stop aggro and Scapeshift from finishing us off, or to get value out of something getting removed anyway. Run 0-2 Spellskite - Extremely versatile card. Can help block against small aggro, steal away enchantments, and protect your other creatures. Excellent all around piece of tech. Run 0-3 Pithing Needle - Catch all to an assortment of the meta. Run 2 in the side
BBBBBB
Doom Blade, Go for the Throat - Solid removal option, pick whichever is better for your local meta and go with it. Run 1-3 Dismember - Solid removal that can actually be used no matter your color splashes. Hits all the big fatties that Strangler doesn't. Run 2-4 Bojuka Bog - Do you REALLY HATE GRAVEYARDS? Well here's your next few Relics/Spellbombs. Run 0-4 Damnation - Black's absolute board wipe. Great against decks like Merfolk and Elves that can go wide and large. Depending on your meta: Run 0-2 Surgical Extraction - Something to deal with anything the deck can't normally deal with. Also a great catch-all side option when you just want to take stuff out and don't know what to put in. Run 0-3
RRRRRR
Lightning Bolt - It's bolt. Run 4 Magma Spray - It's shocks that exile so you can process. Alternatively you can run Pillar of Flame if you feel the instant speed is worth sacrificing for the player targets. Run 0-3 Rakdos Charm - More Relic/Spellbomb effects? Kill a cranial plating? Make Twin lose the game? Sign me up. Run 1-3 Crumble to Dust - Your one card answer to Tron and Scapeshift. Great against any land based deck really. Run 0-3 Pyroclasm, Anger of the Gods - Absolutely wreck aggro decks. Only hurts your Scions (which you can sack in response) and your Stranglers (which probably already got their value). Run 4 in some combination Shatterstorm - Affinity is disgusting. So we'll match them. Run 0-2 in the side for your meta Blackcleave Cliffs - Fastlands are good. Run 4
GGGGGG
Ancient Stirrings - A mini tutor for 90% of your deck. Even Tron players have to be a bit jealous of how much value we can get out of it. Run 4 Abrupt Decay - I'm not going to bother explaining why Abrupt Decay is a good excuse to run BG. Run 4 Scavenging Ooze - Scooze is good in other decks, but it's amazing here. Heal to slow aggro's clock? Check. Exile potential processing targets? Check. On curve body that can become a beater? Check. Never a bad topdeck? Check. Run 4 Evolutionary Leap - Effective way to put creatures that are about to be removed (or your scions) to use. Doesn't really need to be built around in this deck. Run 0-2 if it's your thing From Beyond - If only it said "Tribal Enchantment - Eldrazi". But then it might be too good. Essentially a Bitterblossom for us that we can sack to find whatever Eldrazi SPELL we need (All is Dust is searchable). Still testing with it to figure out what the optimal number to run is, the 4 CMC is a bit of a harsh downside. Run 0-4 Garruk Wildspeaker - Green's signature walker works fantastically in any deck that has a land that can tap for multiple mana. Luckily we happen to run 4 of them. Also synergizes perfectly with the two cards mentioned below. Run 1-3 Utopia Sprawl, Abundant Growth - Utopia Sprawl is for direct ramping, but can only be put on the few forests you run. Abundant growth will cantrip and can be placed on Eye of Ugin so it can tap for any mana. Remember not to stack them or land destruction will deal a huge blow. Run 4 in any combination if you're going for a ramping strategy. Feed the Clan - Green's answer to aggro. 5 life is nothing to scoff at, but coupled with a Herder/Sower and you put yourself out of instant death range from Affinity, Burn, and Scapeshift. Run 1-2 in side Nature's Claim - Cheap, instant speed, catch-all removal in green. Run 2-4 in the side depending on your meta. Void Attendant - Dies to bolt, but can consistently convert your mana and exiled cards into an overwhelming force. Personal preference kind of card. Run 0-3\ Awakening Zone - No search function like From Beyond, and the spawns don't have power. But being able to come down a turn earlier and having a 3 drop in green is huge. Run 0-4
WWWWWW
Rest in Peace - A great excuse to splash white. Constant graveyard hate in the mainboard is just ruthless and many decks will scoop to it if it resolves. Run 0-3 Path to Exile - Path is great in any deck. And it exiles, which we love. Run 4 Lingering Souls - If you're in the colors you might as well run one of the highest value cards in modern. Don't run it alongside RIP as the two conflict. Run 2-4 with no RIP Oblivion Ring (and any similar variant) - Exile their stuff then process it so it doesn't matter if they remove the ring. Run 1-4 Sorin, Lord of Innistrad - The lifelink token is highly relevant since we have a somewhat hard time against aggro. The emblem synergizes fantastically with the scions, and the ultimate is never bad to have. Run 1-2 Tidehollow Sculler - More hand hate that can be combined with processing to permanently take your opponent's stuff. Also gives you an on curve body for 2. Run 0-4 depending on how much you love it Stony Silence - White's big artifact hate card. Wins the Affinity matchup by itself, but remember to take out your Relics and Spellbombs. Run 0-3 in the side Rest for the Weary - Your best answer for aggro. Play it on a landfall and effectively -2 their card economy. Run 1-3 depending on how burn heavy your meta is Ghostly Prison - A great answer to all creature based decks. Slows them down to a point that you can usually just chump with scions and live forever. Run 0-3 Leyline of Sanctity - Another great reason to dip into white (though technically you can run it even without the splash). If you're going to run it, Run 3-4 in side or main Shambling Vent - Coming in tapped hurts it a lot, but the manland can help give you a clock late game when it turns into top deck mode. The lifelink is also relevant against our bad matchups like burn. Run 1-2 Vault of the Archangel - Big utility late game, we care less about tapping for a colorless than BW tokens does. Run 1
UUUUUU
Thoughtscour - Cantrip and put stuff in the grave to get exiled? Sounds like a plan. Don't forget to hit things your opponents scry and leave on top. Run 2-4 Mana Leak, Remand, Dispel - If you're running blue and not running counterspells then what are you doing with your life? Run 4-10 in any combination you please. Fathom Feeder - Tribal Baleful Strix in modern? Doesn't cantrip, but the effect becomes significantly easier to cast with temples and will probably force removal spells. Probably the best reason to play the blue splash. Run 3-4 Sire of Stagnation - A massive body that nets you free card advantage or just stops your opponent from playing more lands. Unfortunately the CMC of 6 means he might not come down in time to get value off his effect, but we are the one deck that can cheat him in earlier. Run 0-2 Ashiok, Nightmare Weaver - A Planeswalker that does everything we want. Exiles creatures, steals exiled creatures, and mass exiles. Run 1-3 Ulamog's Reclaimer - Process for some recursion? Not bad, but depends on if your build supports it. Run 0-2 Drowner of Hope - Good outlet to use your scions for clearing a path to swing for game. Comes with two for free, but doesn't process anything. If it's your thing: Run 0-2 Ulamog's Nullifier - Tribal counter with a body. Needs some processing setup, and the cost is a bit steep for the body. Run 0-2 based on personal preference Delay - A more easily castable counterspell. Counterspell isn't modern legal so I'll let you do the math. Run 1-4 Darkslick Shores - Fastlands are good. Run 4
Finished my Tiny Leaders deck yesterday. Now I have something for every format except Legacy. This definitely caught my eye. Are there any other variants with other color splashes or is Mono W just the exclusive way of going about it?
Some more matchups would be nice
Such as the different Delvers variants, Maritocracy, Demon/Dragon Stompy, Cheerios, Canadian Threshold, Waterfalls, and Shardless anything
I'd also like to see more variant options that could potentially be main or side boarded than just the posted list
Turn 5? What? Even with the best hand I've had with this it took 7 turns. This is not a fast deck by any means.
I can agree that the 4 cost might be too high, though I forgot about Sultai Emissary which is probably strictly better in here as a 2 drop Doomed Traveler than Mastery.
I'm not putting OGW suggestions on the main page until after the set's been out for a few days and people have really narrowed down what the correct picks are. There's no point in filling it up with every new spoil if most of them won't make the cut.
https://docs.google.com/spreadsheets/d/1pfIg2W7v1nprkM1GcmrQxEgumo3bqvuEwqG9zuIvY7A/pubhtml
Prioritize the Stranglers, Herders, Sowers, Temples, Eyes, and Newlamogs
Looks like a ton of great discussion and input, I scanned the last 18 pages and see that there is some serious work to be done on the OP.
If you guys don't mind could you share how you feel your matchups went with each deck you faced? (and what color combination your version is) I'd like to start putting summaries up for how to deal with each opposing meta deck. Also it's come to my attention to change some of the colorations, so I'll be working on that tomorrow.
And if we could get some tournament reports or guides on how to play each version, I'd be happy to quote them on the front page. Not to mention any more tech additions I should be adding to the color guides.
Thank you for your contributions to the archetype. Let's hope we can make Developing Competitive or the tiers in 2016
Fathom Feeder has been testing fantastically. It either gets blocked (and trades favorably 80% of the time), or it sticks around and gets some free ingests off the top until you reach the point where it draws you cards. At that point it usually gets removed, but that's one removal spell not there to hit Blight Herders or Oblivion Sowers.
Been testing the Green version today. Really like it a lot. I think From Beyond is super underrated and want to see if someone can make it work efficiently.
CBEldrazi ProcessorsBC
Overview
<>Bx Processing first appeared when ETERNALLYRAMZA went 5-0 with the BR variant on MTGO. The deck was further given legitimacy when Zac Elsik accrued a 4-0 FNM victory and endorsed the deck as having an immense amount of potential. The deck plays a midrangey-control game, by keeping opponents' graveyards locked down with exiling abilities such as Relic of Progenitus and Nihil Spellbomb. The deck then utilizes the new Battle for Zendikar Eldrazi's Processor abilities to "process" cards in the exile zone and move them to the graveyard to achieve card and mana advantage (with the Eldrazi scions). The deck has an excellent matchup against graveyard based decks and most other fair midrange decks. The other advantage is the deck's current surprise factor as a newly competitive deck, though that can easily change if it gains substantial player growth.
Cards
Blight Herder - Disgusting amount of value. First of all it triggers on cast, so even if it gets countered it will still supply you with three 1/1s who are conveniently also 3 mana for your pool. Great synergy with Temple and Eye, either of them causing it to immediately replace its own value with the scions. 4/5 body is nothing to scoff at either. Run 4
Oblivion Sower - Just like Herder, it triggers on cast. You will frequently gain 1-2 lands off it if your opponent never delved or fetched. 5/8 body for 6 (though often cheated out for less because of our mana ramp). Run 4
Relic of Progenitus - Absolutely ridiculous card in this deck. Can slowly set up your processes, or just bomb the graves and cantrip for you. Absolutely must Run 4
Nihil Spellbomb - Reason #2 we're running black. An extra few Relics that only hit our opponent's grave? Please. Run 2-4
Ulamog, The Ceaseless Hunger - Our big bad. Fetchable with Eye and pseudo-fetchable with Conduit. If he comes down successfully you will most likely just win the game. Remember that his exile effect is on cast, not ETB. Run 1-2
Thoughtseize, Inquisition of Kozilek, Duress - Reason #3 for black. Seeing your opponent's hand and then dropping the biggest threat (that you can then exile most of the time) is a huge boon. In any combination you prefer: Run 6
Eldrazi Temple - Our most important land. Effectively reduces every Eldrazi in your deck's cost by 1. Must Run 4
Eye of Ugin - Even though it doesn't tap for mana (on its own, see below) it drops a good chunk of our deck's cost down by 2. Your Blight Herders refund themselves while this is out. Late game can search out Ulamog. Run 1-2
Urborg, Tomb of Yawgmoth - All those colorless lands you have? They can tap for your main color now. Oh, did I mention that Eye of Ugin can tap for mana now too? Pretty great stuff. Run 1-2
Cavern of Souls - Keeps your Eldrazi nice and safe from those mean dirty counterspells. Run 1-4
Void Winnower - Good sideboard tech for matchups like Twin. Can be maindecked if your meta leans towards decks that Winnower hoses. Run 0-1
All is Dust - Board clear (that also hits enchantments) with a tribal bonus. Can become very undercosted thanks to Eye and Temple and doesn't hit your devoid stuff. Run 0-2
Emrakul, The Aeons Torn - Do I need to actually describe Emrakul? If you love her or your build is meant to support her, then Run 0-1
Ghost Quarter, Tectonic Edge - Nothing wrong with some land destruction, especially if you're going to exile it then steal it with Sower. In any combination of preference: Run 0-4
Miren, The Moaning Well - Good sac outlet to stop aggro and Scapeshift from finishing us off, or to get value out of something getting removed anyway. Run 0-2
Spellskite - Extremely versatile card. Can help block against small aggro, steal away enchantments, and protect your other creatures. Excellent all around piece of tech. Run 0-3
Pithing Needle - Catch all to an assortment of the meta. Run 2 in the side
Dismember - Solid removal that can actually be used no matter your color splashes. Hits all the big fatties that Strangler doesn't. Run 2-4
Bojuka Bog - Do you REALLY HATE GRAVEYARDS? Well here's your next few Relics/Spellbombs. Run 0-4
Damnation - Black's absolute board wipe. Great against decks like Merfolk and Elves that can go wide and large. Depending on your meta: Run 0-2
Surgical Extraction - Something to deal with anything the deck can't normally deal with. Also a great catch-all side option when you just want to take stuff out and don't know what to put in. Run 0-3
Magma Spray - It's shocks that exile so you can process. Alternatively you can run Pillar of Flame if you feel the instant speed is worth sacrificing for the player targets. Run 0-3
Rakdos Charm - More Relic/Spellbomb effects? Kill a cranial plating? Make Twin lose the game? Sign me up. Run 1-3
Crumble to Dust - Your one card answer to Tron and Scapeshift. Great against any land based deck really. Run 0-3
Pyroclasm, Anger of the Gods - Absolutely wreck aggro decks. Only hurts your Scions (which you can sack in response) and your Stranglers (which probably already got their value). Run 4 in some combination
Shatterstorm - Affinity is disgusting. So we'll match them. Run 0-2 in the side for your meta
Blackcleave Cliffs - Fastlands are good. Run 4
Abrupt Decay - I'm not going to bother explaining why Abrupt Decay is a good excuse to run BG. Run 4
Scavenging Ooze - Scooze is good in other decks, but it's amazing here. Heal to slow aggro's clock? Check. Exile potential processing targets? Check. On curve body that can become a beater? Check. Never a bad topdeck? Check. Run 4
Evolutionary Leap - Effective way to put creatures that are about to be removed (or your scions) to use. Doesn't really need to be built around in this deck. Run 0-2 if it's your thing
From Beyond - If only it said "Tribal Enchantment - Eldrazi". But then it might be too good. Essentially a Bitterblossom for us that we can sack to find whatever Eldrazi SPELL we need (All is Dust is searchable). Still testing with it to figure out what the optimal number to run is, the 4 CMC is a bit of a harsh downside. Run 0-4
Garruk Wildspeaker - Green's signature walker works fantastically in any deck that has a land that can tap for multiple mana. Luckily we happen to run 4 of them. Also synergizes perfectly with the two cards mentioned below. Run 1-3
Utopia Sprawl, Abundant Growth - Utopia Sprawl is for direct ramping, but can only be put on the few forests you run. Abundant growth will cantrip and can be placed on Eye of Ugin so it can tap for any mana. Remember not to stack them or land destruction will deal a huge blow. Run 4 in any combination if you're going for a ramping strategy.
Feed the Clan - Green's answer to aggro. 5 life is nothing to scoff at, but coupled with a Herder/Sower and you put yourself out of instant death range from Affinity, Burn, and Scapeshift. Run 1-2 in side
Nature's Claim - Cheap, instant speed, catch-all removal in green. Run 2-4 in the side depending on your meta.
Void Attendant - Dies to bolt, but can consistently convert your mana and exiled cards into an overwhelming force. Personal preference kind of card. Run 0-3\
Awakening Zone - No search function like From Beyond, and the spawns don't have power. But being able to come down a turn earlier and having a 3 drop in green is huge. Run 0-4
Path to Exile - Path is great in any deck. And it exiles, which we love. Run 4
Lingering Souls - If you're in the colors you might as well run one of the highest value cards in modern. Don't run it alongside RIP as the two conflict. Run 2-4 with no RIP
Oblivion Ring (and any similar variant) - Exile their stuff then process it so it doesn't matter if they remove the ring. Run 1-4
Sorin, Lord of Innistrad - The lifelink token is highly relevant since we have a somewhat hard time against aggro. The emblem synergizes fantastically with the scions, and the ultimate is never bad to have. Run 1-2
Tidehollow Sculler - More hand hate that can be combined with processing to permanently take your opponent's stuff. Also gives you an on curve body for 2. Run 0-4 depending on how much you love it
Stony Silence - White's big artifact hate card. Wins the Affinity matchup by itself, but remember to take out your Relics and Spellbombs. Run 0-3 in the side
Rest for the Weary - Your best answer for aggro. Play it on a landfall and effectively -2 their card economy. Run 1-3 depending on how burn heavy your meta is
Ghostly Prison - A great answer to all creature based decks. Slows them down to a point that you can usually just chump with scions and live forever. Run 0-3
Leyline of Sanctity - Another great reason to dip into white (though technically you can run it even without the splash). If you're going to run it, Run 3-4 in side or main
Shambling Vent - Coming in tapped hurts it a lot, but the manland can help give you a clock late game when it turns into top deck mode. The lifelink is also relevant against our bad matchups like burn. Run 1-2
Vault of the Archangel - Big utility late game, we care less about tapping for a colorless than BW tokens does. Run 1
Mana Leak, Remand, Dispel - If you're running blue and not running counterspells then what are you doing with your life? Run 4-10 in any combination you please.
Fathom Feeder - Tribal Baleful Strix in modern? Doesn't cantrip, but the effect becomes significantly easier to cast with temples and will probably force removal spells. Probably the best reason to play the blue splash. Run 3-4
Sire of Stagnation - A massive body that nets you free card advantage or just stops your opponent from playing more lands. Unfortunately the CMC of 6 means he might not come down in time to get value off his effect, but we are the one deck that can cheat him in earlier. Run 0-2
Ashiok, Nightmare Weaver - A Planeswalker that does everything we want. Exiles creatures, steals exiled creatures, and mass exiles. Run 1-3
Ulamog's Reclaimer - Process for some recursion? Not bad, but depends on if your build supports it. Run 0-2
Drowner of Hope - Good outlet to use your scions for clearing a path to swing for game. Comes with two for free, but doesn't process anything. If it's your thing: Run 0-2
Ulamog's Nullifier - Tribal counter with a body. Needs some processing setup, and the cost is a bit steep for the body. Run 0-2 based on personal preference
Delay - A more easily castable counterspell. Counterspell isn't modern legal so I'll let you do the math. Run 1-4
Darkslick Shores - Fastlands are good. Run 4
Matchups
Easy
Medium
Hard
More in depth descriptions coming soon
Tier 1:
*RG Tron
*Bloomtitan
*Affinity
*Burn
*Jund
*Junk
*Infect
*Grixis
*Twin
Tier 1.5:
*Naya Zoo
*Bogles
*Merfolk
*Scapeshift
Tier 2:
*BW Tokens
*Ad Nauseum
*GW Hatebears
*UWx Control
*Soul Sisters
*CoCo Slivers
*Elves
*Dredgevine
*Living End
*CoCo Abzan
*UB Fairies
*RWx Allies
*URx Delver
*Reanimator (Footsteps Hulk/Vengeance)
*Eggs
*Storm
*Lantern Control
*Knightfall
*Skred
*Kiki Chord
Sample Decks
Such as the different Delvers variants, Maritocracy, Demon/Dragon Stompy, Cheerios, Canadian Threshold, Waterfalls, and Shardless anything
I'd also like to see more variant options that could potentially be main or side boarded than just the posted list
I can agree that the 4 cost might be too high, though I forgot about Sultai Emissary which is probably strictly better in here as a 2 drop Doomed Traveler than Mastery.