Sygg is your only unhelpful card, and Seas, Mistcaller, and 4th Dismember are all fine but cuttable. I don't play much anymore, but Phantasmal Image is supposedly good against Archon of Cruelty and Grief decks, and it still isn't needed, so while I doubt Mistcaller, it can also be swapped with Biomancer while Image trades places with Sygg and 1 Seas. Biomancer is alright, but it's not the end of the world to get stuck with a dud in hand. The deck makes up for that by having a ton of utility lands. Basically, your deck is cool as is.
EDIT: You've got your core (as I see it: Vial, Tide Shaper, 12 lords, Trickster, Svyelun), which is great, and then you've got "edges," like your Seas that give you an edge versus Urza's Saga, or all the different ways you can stop Ragavan. Biomancer is viable as an edge card, but they all come with a price. I believe the reason you see a lot of variation in lists, with 2 of this, 0 of that, is because the field is wide open and people are picking edges pretty much based on preference.
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megatog201 posted a message on Mono White Riddle of SteelYes indeed my guy. Those results can't be denied. I'm thinking by April I should be streaming. And your deck is going to be one of the first ones I play. I know I'm not a master of the deck like you are. But I'll do my best. 😀Posted in: Deck Creation (Modern) -
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Sliv3r posted a message on Mono White Riddle of SteelI love and hate this deck at the same time. I love it because I'm big fan of White Weenie decks and I haven't seen anything new and fresh in Modern lately that would at least look similar to typical WW - everything is either 5c Humans or DnT.Posted in: Deck Creation (Modern)
On the other hand I hate it because there are so many choices I don't understand in this list like 1 of Brave the Elements, Charming Prince & Mangara of Corondor are really random. Also True Believer is something I don't understand as this deck doesn't seem to be in real need of shroud/hexproof effect from discard and other stuff.
Playing some other strong 1-drops though makes more sense with Ranger-Captain of Eos already in the deck, e.g. Dauntless Bodyguard to protect stuff, Kytheon, Hero of Akros being strong and resilient threat later on and in SB Burrenton Forge-Tender instead of Kor Firewalker and even Martyr of Sands vs matchups where this life gain burst is godsend (burn, GDS, etc.)
Dunno if Basri's Lieutenant is even that good, or at least better than Hero of Bladehold.
Manabase-wise I think you could up the Canopy lands count to 3-4.
Nevertheless I will happily try it on next FNM and see how it rolls. -
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GofyTomcat1 posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )So I've decided to try and write a primer for my personal Geist deck list.Posted in: Deck Creation (Modern)
Team Geist primer (2020):
Our Geist, who art a spirit,
hallowed be thy fountain. Thy angel come.
Six damage done on the ground, as well as the heavens.
Give us this game,
and all of our rounds
and forgive us our misplays,
as we punish those who misplay against us,
and lead us not into 0-2 drop,
but deliver us into Top 8!
For this is the deck list,
of value and hexproof.
Forever and ever, Amen.
Part 1: IntroductionJeskai Geist, also commonly known as Team Geist, is a blue, white, red aggro-control (midrange)deck in the modern format. Based off an old Standard deck which also centered around the classic Legendary Spirit, Team Geist seeks to use cheap interaction and counterspells to control the battlefield in the early turns of the game, with the eventual goal of landing a Geist of Saint Traft or another threat in order to begin applying pressure to the opponent's life total.
Like most other creature-based Jeskai decks, the Team Geist deck functions as an aggro-control deck that functions closer to the aggro end of the spectrum than other Jeskai variants, such as Flash. It is designed to present a core of solid mid-game threats that are capable of constantly pressuring the opponent, while using its plethora of removal and burn spells to clear the path for said threats to threaten the opponent. unlike other UWR variants such as Delver or Prowess, however, the Team Geist version of Jeskai primarily relies upon counters and removal to clear the way for Geist and his Angel to strike the opponent.
Like all Jeskai variants, Team Geist lists are highly customizable, with individual variants ranging from the aggressive to controlling ends of the UWR spectrum. Regardless of their build composition, however, all Geist lists share a common goal: 'Draw well, land Geist, and smash face.'
Part 2: The History of Team GeistI. Boremandos (2011-2013)
The first major Jeskai list with Geist to gain prominence in Modern was referred to as BOREMANDOS for "Boros" + "Remand". Although it was not officially a Team Geist deck (as it was designed with Delver and Steppe Lynx to function as threats well before Geist hit the board), it shared two factors with the later Geist decks of the present day. The first, of course, was the inclusion of Geist of Saint Traft himself. More importantly, however, Boremandos established the play pattern commonly associated with all Jeskai Geist lists in modern: land a Geist, then protect it with powerful counter-magic and burn spells to keep blockers out of its path. While it was far more of a Delver-esque tempo build than a pure midrange shell, Boremandos was nevertheless important in the development of later Geist strategies.
Boremandos was played and was a tier 2 deck for several years until the rise of burn as a prominent deck in the format, which stemmed from the printing of Eidolon of the Great Revel in Journey into Nyx. As burn's stock rose, the stock of Boremandos began to fall, until the deck eventually fell out of favor. By this time, however, a proper Geist Midrange shell was starting to be formed.
II. Nathan "GreatNate" Quintanilla and the rise of Team Geist (2014-2016)
The shell which would become classic Team Geist was formulated and tested by Scot "Mr. Scotty Mac" McCallum, Nathan "GreatNate Quintinilla, and several other players, who began to formulate a shell built entirely around the strengths of Geist of Saint Traft. Drawing upon cards such as Restoration Angel and Thundermaw Hellkite (which were all played alongside the Spirit Cleric during his run in Innistrad block Standard,) and older cards, such as Batterskull and Vendillion Clique, the team sought to move away from the Delver style Boremandos shell towards a midrange deck with more staying power and late-game presence. Combining these creatures with the powerful removal trifecta of Bolt, Path, and Remand gave the deck a powerful means to clear the way for Geist on the ground, while additional spells such as Valorous Stance and Lightning Helix added even more weapons to the arsenal.
in early 2015 (Just prior to 'Eldrazi Winter,')the classic "Team Geist" list looked something like this
With minimal exception, this was the core of the classic Team Geist shell. There were changes, (such as the inclusion of Dig Through Time during its brief period of legality in Modern and a splash of black for Crackling Doom and Lingering Souls to counter the Abzan midrange shell which was popular after the release ofKhans of Tarkir), but these were meta-calls, natural shifts to the deck made in response to the environment around it. However, while the deck generally interacted favorably with the meta for a couple years, the rise of the Eldrazi threat in 2015-2016 proved too great a challenge for Geist to handle. With the dawn of Eldrazi Winter, it appeared Saint Traft's eternal vigil over Modern might finally end.
(to be continued)
Part 3: The Gameplan
The basic gameplan of Team Geist is as follows:
A) Control the board state for the first two turns using a combination of counter-magic, removal and burn spells
B) Land a powerful threat, such as Geist of Saint Traft, and use said threat to inflict large chunks of damage against the opponent.
C) Do so while utilizing disruption (counter magic, removal, burn spells) to keep the board clear and opponent on the defensive.
D) Utilize direct damage/evasion to finish the game if necessary.
Just like Saint Traft himself, Team Geist decks are built around efficiency, versatility, and power. The deck plays out as an aggro-control/tempo deck that attacks on a different angle than most decks in the format. Like most tempo decks, Team Geist utilizes early efficient threats along with removal spells and counter magic to maintain control on the battlefield. While maintaining control of the battlefield, the deck presents a variety of efficient threat(s) and reach that can win the game at any point.
A major strength that most Jeskai tempo decks, (including Team Geist) hold over some of the other shards in the format (Esper, Grixis, Sultai, Temur) is the wide variety of reach the deck has at its disposal. Much of this reach is in the form of burn spells such as Lightning Bolt, Lightning Helix, Boros Charm, Electrolyze, Forked Bolt, Jeskai Charm, etc. This gives Jeskai a leg up on other tempo decks in modern as the Jeskai deck can end games quickly even if tempo is lost. ‘Bolt-Snap-Bolt’ is powerful in most decks in the colors, but with access to other burn spells, Jeskai takes that to an entirely different level/
The final benefit of Team Geist is the synergy present within our deck. As stated earlier, efficiency is very important aspect of this deck. All of the instant/sorcery spells either cause direct damage, clear the way for our creatures, or disrupt our opponent’s game plan. Many do several at the same time (or provide us the ability to choose which we prefer at any given moment). In addition, many of the spells cantrip (replace themselves by drawing another card.) This means that most of the draws we have are live at all times (especially if we have a Geist or other threat on board).
There are two main schools of thought for Team Geist lists: the “Old School” lists developed by GreatNate, Larry Swayze, and Scott McCallum, and the more current tempo-based lists centered around Spell Queller.
Old-School Geist
Old-School Geist focuses on beating down the opponent, using minimal counter-magic and maximizing on attacking creatures. It is designed to play the control role in the first few turns, then land a threat when opportunity arises and ‘turn the corner’ into the role of the aggressor. While it has more threats than the Queller/Tempo shell, it also lacks some of the flexibility provided by Queller and the Teferi lock.
You can recognize an “Old School Geist” shell from some of these features:
- More likely to run some number of top-end threats in the main deck (Planeswalkers, 5CMC Dragons/Angels, etc.)
- Tends to run minimal mainboard counter-magic (Most Old-School lists only ran four Remands maindeck, with some number of counters out of the board.)
- 24-25 lands
- Normally doesn’t run cantrips such as Serum Visions or Opt
- Doesn’t tend to mainboard Spell Queller, runs Restoration Angel instead.
This is my personal preferred style of Geist deck. While it is weaker as a pure tempo build, I have found it can close games more quickly and play more aggressively than its Queller-based counterpart.
Queller/Tempo Geist
This shell of Geist came into fruition following the printing of Spell Queller in Eldritch Moon. Unlike Old-School Geist, which tends to have a dedicated role-shift in the midgame, the Queller-based list is able to generate tempo and value throughout the game because of the use of Queller’s tempo. Combine that with the printing of Teferi, Time Raveler in War of the Spark and you get a powerful tempo-based core to build around. Generally, Queller based Geist lists tend to run fewer creatures and threats than Old-School Geist, but make up for it with the variety of answers they are able to present to the opponent.
You can recognize a “Queller/Tempo” shell from some of these features:
- Tends to run more mainboard counter-magic, such as Logic Knot, Cryptic Command, or Mana Leak
- 23-24 lands
- Normally runs some number of dedicated cantrips such as Serum Visions or Opt
- Built around Spell Queller and/or Teferi, Time Raveler
- Less likely to play cards above 3CMC
Part 4: Card ChoicesThe Core Creatures
The creatures in Team Geist tend to meet three important criteria:
• They all get larger or more powerful by casting non-creature or instant/sorcery spells (thus, they are all stronger in decks with large quantities of non-creature spells).
• They generally cost between 2-4 CMC
• They can attack for large chunks of damage.
• With the exception of Geist of Saint Traft himself, most have an ETB ability that synergizes with the rest of the deck.
There are actually many creatures that meet these requirements (some more powerful than others); and each will fit better in different builds. The following is a "breakdown" of the best potential "Team Geist" creature options. The first and the namesake for many of these decks is Geist of Saint Traft.
Geist of Saint Traft (run in both variants):
My personal favorite creature and a favorite of tempo players since his induction, Geist is an incredibly efficient threat that is also very difficult to remove once in play, as Hexproof grants him the ultimate protection from removal spells. In addition, he offers the most efficient source of damage a three drop can offer (he attacks for 6 damage with the angel). His only weakness is his 2/2 stats, and his vulnerability to indirect removal, such as edict effects or board-wipes. However, Team Geist’s removal package can usually clear the path for his attacks, and spells such as Remand and Unsubstantiate will generally stop edict effects and board wipes from becoming too much of an issue. Sticking a Geist turn 3 with removal and counterspell backup will mean a win in many cases. While he is legendary, most lists still run 4 because it is just that good. A lot of times you will ride to victory on the back of Geist alone.
Snapcaster Mage (Run in Both Variants):
The other core creature of the deck, Snapcaster Mage is one of the best creatures in modern and is almost assuredly the best blue creature in the format. Simply put, Snappy is the best source of card advantage a creature can offer. With all of the great cheap removal/burn/counters that we play, this is the perfect deck for him to shine in. He doesn't require a lot of explanation; you get to reuse your spells and get a 2/1 body to boot. Almost always run as a four-of because of his sheer value.
Restoration Angel (Old-School Geist):
Restoration Angel is a powerful card. She can save from combat damage, saves your other guys from targeted removal, and abuses ETB effects, together with a 3/4 flying body. All of this for a mana cost of 3W means she’s a very efficient card, one which is good for naturally curving into after landing a turn 3 Geist of Saint Traft.
For these reasons, Restoration Angel was a staple of the old-school Team Geist decks, which used her to great effect in protecting Geist during the Khans era. While generally supplanted by Spell Queller in more recent decks, she is still powerful enough to be run in updated realizations of the old-school Geist shell. Additionally, she can be used synergistically alongside Queller, (though this is normally done in pure Flash based tempo decks without Geist of Saint Traft.)
Spell Queller (Normally found in Tempo Geist, but can be played in Old-School Geist shells as well):
Spell Queller is, at its core, a creature that’s almost a counterspell on a stick. It embodies the concept of Tempo, merging both the aspects of control and pressure. Since it can have such an impressive impact on the game, it will always be the primary target for your opponent's removal spells, thus holding a Spell Queller in your hand implies spending time to think what are your current options to protect it once it's hit the battlefield with profit.
Overall, Queller provides Team Geist with a great tempo option. It adds disruption to the deck while also adding another threat, and its synergistic ‘lock’ with Teferi, Time Raveler creates a powerful core that can easily be built around. This means that Queller is the centerpiece of the “Tempo” Geist list, which is far more focused on generating tempo value than the more aggressive ‘Old-School’ Geist shell. However, I have seen Old School lists run him out of the sideboard as well, creating a ‘transformative’ build that plays aggressively at first and shifts into a tempo role. Given the current state of the meta, I tend to recommend the Queller based lists at this point in time.
The Core Spells
While the spells in Team Geist perform a variety of roles, their most important role is to protect Geist and our other threats so that they can get in for damage. They spells are utilized to allow threats such as Geist to perform at their highest level. The spells utilized need to fit two of these three criteria:
1.) They offer utility. Each spell should help our threats in multiple ways. Whether it be to protect our threats from damage, counter opposing threats, remove opposing blockers, or provide reach to finish off a crippled opponent, each spell can be utilized in multiple ways.
2.) They offer efficiency. While each spell in Team Geist is generally best suited to one or two particular roles, every spell is capable of performing one or more options as the board state dictates. The burn spells offer direct damage and removal and cards such as charm(s) or Cryptic Command offer several options inherently.
3.) They offer card advantage. Cantrips are great for the deck because they can perform their role while not losing any card advantage. Cards like Remand and Electrolyze can also be utilized to gain actual card advantage while affecting the board state in some way.
Below are some of the staple spells for Team Geist variants.
Lightning Bolt (Run in Both Variants):
The single best burn spell in the modern format, and among the best spells overall. Three damage that can go directly to the face or act as removal for most early threats in the modern format all for the low cost of one red mana. Bolt represents everything this deck wants in a spell: cheap,versatile effects that can affect the board state across multiple scenarios.
Lightning Helix (Run in Both Variants):
The single most efficient life swing in modern. This instant offers a 6 life swing for one red and one white mana, which helps improve many of the aggro matchups in the format. Helix-Snap-Helix is no joke against Burn or other aggressive matchups, and like its Bolt counterpart, Helix can be directed at either the opponent's face as reach or towards a creature as removal.
Path to Exile(Run in Both Variants):
The single best creature removal spell in modern. What our bolts and helixes cannot kill, the path to exile can. The drawback of offering the opponent an additional mana is somewhat mitigated in this deck given that the game should end somewhat quickly with a threat on board.
Remand (Run in Both Variants):
Remand is the premier tempo counter spell. It provides a loss in tempo to our opponent while providing our deck with card advantage. It can also be utilized to bounce back any spell that is countered by our opponent that we would like to keep.
Electrolyze (Run in Both Variants):
At best it will kill two of their creatures and draw you a card. At worst, it's 2 to the opponent's face and a cantrip. No matter which way you spin it, Electrolyze is a very versatile tempo spell that fits the philosophy of Team Geist perfectly. While powerful, it is also something of a meta call, so it's best to pick it if you expect to be going up against a lot of X/1's.
Unsubstantiate (Run in my personal revival of Old School Geist):
I've spoken at length about Unsub in the past, but I'll do my best to summarize here. Essentially, Unsub has made the old school, aggro oriented Geist decks more viable. Being able to either pseudo-Remand or bounce a creature back to its owner's hand is a very flexible set of options. The bounce effect can be used to clear blockers for Geist, save him from lethal damage, or bounce one of our ETB creatures to replay again later in the game. Additionally, the wording on Unsub ("Return to hand" instead of "Counter") means we can bounce spells such as Supreme Verdict or Abrupt Decay. The only downside I can see in this over Remand is its lack of cantrip, but I think its versatility can make up for that defecit.
Other Spells: Counters
Mana Leak: (Run in both Variants, generally in the more controlling variants):
It's one of the best "hard" counters Geist has access to in the early game. However, it gets worse the more mana the opponent has access to, so keep that in mind, but it's still a powerful tempo spell if timed right.
Logic Knot:: Essentially a Mana Leak with Delve that scales better the longer the game progresses. If you have a lot of Delve fuel that can help keep Knot relevant into the later game, and you plan on playing a more controlling gameplan, Knot might be a good choice.
Cryptic Command: Not "just" a Counter spell, since it can also act as a cantrip, bounce effect, and tap-down, but since that mode is used pretty often, I figured I'd mention it here. Cryptic can be an incredibly powerful spell that synergizes with our gameplan (since a T3 Geist followed by a turn 4 Cryptic to counter a potential board state or tap down a field of blockers is pretty effective), but its 1UUU mana can be prohibitive and difficult to run depending on your land base. If your mana can support it, I might consider trying out Cryptic Command as a versatile turn 4 catch-all, but it isn't absolutely necessary.
Dispel, Negate, Spell Pierce,Spell Snare,,Dovin's Veto: All of these counter spells are cheap utility options as well. Dispel is best for dealing with lists with a lot of instants, Pierce and Snare counter a lot of cheap spells in the format, and Negate and Veto provide powerful catch-alls for most noncreature spells, with Veto being better in counter-spell heavy formats. Whichever you prefer for your build and your meta will work.
Other Spells: Burn spells:
Forked Bolt: A cheaper, sorcery speed Electrolyze that doesn't cantrip. If you absolutely need two X/1's dead on turn 1, this is an option, but with Affinity basically out of the format that need isn't as high as it was in the 2015-2016 era of Geist.
Burst Lightning: Another cheap burn spell option. Burst is unique since it can be kicked later in the game, meaning it can be used as a shock to pick off an early threat, then Snapped back as a finisher, or vice versa. It's versatile, cheap, and relatively effective for its cost,if you need that sort of effect.
Boros Charm: While commonly seen as "Dome 4" (hence its inclusion in the Burn spells section,) all three modes of Boros Charm can be relevant for Team Geist. Double Strike can make a single threat lethal. Four damage can provide the reach we need to finish the game or kill a pesky planeswalker like Liliana of the Veil. Finally, the indestructible clause helps us protect our threats from sweepers and removal. A great utility spell for the deck, particularly if you want to play more aggressively.
Other Spells: Utility:
Valorous Stance: Popular in the days of Old School Geist, Stance offers two pieces of utility that are good for us: protection for Geist and removal for higher toughness creatures in the format. Nowadays, it's best in a format full of GBx, Death's Shadow, or other larger threats, but when it's relevant, it can be quite good.
Abrade: Another flexible utility option. Great against small creature aggro and artifact based decks alike, Abrade is a powerful option in the right meta. It's great against Vial decks, as it can either kill a smaller creature or destroy the Aether Vial itself.
Izzet Charm: Izzet charm is another perfect utility spell for the deck. It offers a looting option to smooth out our draws while also providing an additional semi-counter spell and possible removal for a smaller creature.
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WickedApp posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )I am still lurking. I am not playing modern at the moment, Instead trying out Arena. I have not found a good Jeskia build that I am happy with in that format yet. Nice primer Stevo.Posted in: Deck Creation (Modern) -
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CurdBros posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )I have attached my more tempo oriented version of the deck. I have literally only played a couple games with it (work is super busy right now), but it has been a blast. I really love this style deck. I am going to make a more controlling version as well like jacob comisky's and squacheifs version for fun as well. I really want to play ral zarek (the 5 drop) and the new narset planeswalker so I will make that version as well and see which one I like more.Posted in: Deck Creation (Modern)
I will keep you all posted. I will say it's one of the most fun decks I have ever brewed for sure. -
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GofyTomcat1 posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )Admittedly, Stevomat, I posted my list before going to bed so I didn't have time to type out a substantial comment.Posted in: Deck Creation (Modern)
So now that I'm more awake here are my thoughts on my deck as it stands now:
Overall it's playing well enough. Not having access to MTGO and having to rely on playing with friends over video call has slowed my playtesting considerably, so there isn't much to comment on. But it's been winning games fairly often when it does get to see play, though that's with the caviat that I have yet to face the Companion based decks like the new Burn build because of my lack of accessibility to reliable testing.
I will note that my singleton Raugrin Triome has been great for my manabase (which I suddenly realize I didn't add to my post lol), as it's nice to have that tri-land as an option. Additionally, I've really been liking my pair of Boros Charms because of their mix of reach and utility,and the Winds of Abandon for dealing with larger threats. Chandra has been performing well as always,and I'm also liking Unsubstantiate. With the cantrips that would usually be seen on Remand now located in my set of Canopy lands, I'm still running the same number as traditional Team Geist, just distributed differently. Therefore I can run Unsubstantiate, which helps me clear the way for Geist.
As for how individual cards have been slightly under-performing, Electrolyze is doing decently still, but I am now willing to consider other options which might be stronger. Same with Vendilion Clique and Elspeth. All of these cards still work well, but I am willing to try alternatives because they aren't quite as versatile or useful as they used to be and Modern has changed a lot since the days of Team Geist.
Matchups:
I've primarily been testing against 4c Death's Shadow, which is a close matchup (though slightly in their favor because of all the hand disruption, Burn (the traditional, non-Lurrus variant) and combo decks like Scapeshift and Amulet Titan. I've also gotten some sporadic testing in against various Vial decks and a homebrew Boros Stoneblade. Overall, I'm pretty happy with the results I have been able to get, but I can't say if the deck will perform well in the more current state of Modern. -
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ccc1522 posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )I dont know where else to post this but Im already super tired of lurrus.Posted in: Deck Creation (Modern)
Im tired of modern getting absolutely warped with each new set. The solution is a separate entity controlling B&R. WoTC is really screwing its player base by printing OP cards, making profit then banning it. We really really need someone to step up and take control of a B&R list or we will continue to get completely warping cards until they decide they should ban it (after all profits are made) This is THE solution to this problem. I guarantee you if someone else takes control of the b&r decisions WoTC will stop their broken designs immediately bc their broken cards will not be sold at all since they will be halted at the gate. -
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CurdBros posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )We are basically a family here on this post so if you are having fun with another deck feel free to talk about it. I am not a huge stickler on the rules as long as a majority of the thread is about delver/prowess based decks. There is a lot to be learned about playing with other decks so it's always fun to share.Posted in: Deck Creation (Modern)
I do think once the new cards come out and people start looking into prowess (with Sprite Dragon), delver with of one mind & the new octopus, and once they get into jeskai with the new jeskai dragon and spells we will get more traffic on here. -
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CurdBros posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )I think modern horizons was a double edged sword. There were some great cards that were much needed like Force of Negation, Force of Virtue, Magmatic Insight, Archmage's Charm, Ice-Fang Coatyl, Giver of Runes, Eldamiri's call, Plague Engineer, Pyromancer, and tons more. However, there were some big misses like Hogak, Astrolabe, and possibly Urza. Wren and Six I think has been ok so far. I really really dislike astrolabe and what it has done to the format. With that said, I do like seeing them push the envelope in terms of power level to really spice things up. The major mistake they made was simply adding too many new threats and not enough new answers at the same time. They really should have had a charm cycle in modern horizons that acted as modal removal spells that would help more midrange builds. If they had done that it would have really smoothed over the set. If they had made a line likePosted in: Deck Creation (Modern)
1WG-Sorcery- Exile target planeswalker, enchantment, or creature
1WB-Instant- Exile target non-land permanent with a converted mana cost 4 or less
1UR-Instant- Choose one- *Deal 5 damage to target creature or planeswalker, *Draw 2 cards, a card, *Destory target artifact.
1UW-Instant- Choose two- *Destroy all creatures with toughness 2 or less,*Gain 6 life,*destroy target artifact,*destroy target enchantment.
and so on . Really powerful charm spells on the level of kologhans command would be extremely good for modern midrange and tempo lists. They could be two drops as well, but would obviously have to be less powerful. They could also go with harder to cast mana costs like URR,WWU, GGB, etc. Then they could be on the very strong end which I would love to see.
I think planeswalkers are getting a bit to strong without strong answers. WOTC simply has not offered a strong answer to planswalkers yet. We need a spell or spells that can deal with them cleanly. Really answers in general are just a little to weak in the past 5 years or so when compared to the threats that keep getting better. I love bounce spells, but when every single creature enters the battlefield with a spell attached to them it becomes very hard to play and bounce spells anymore. Most of the spells that are attached to a body are the exact same cost as the spell. Why not play the creature at that point? WOTC needs to seriously think about creating decent answers to combat the threats in modern. Specifically in modern horizons 2 which will happen given the financial success that modern horizons 1 had. - To post a comment, please login or register a new account.
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Last couple of days I continued with the same build, ending up 7-3 in the last ten matches with some sweet victories over Sultai Control, Esper Shadow, and Skred Red.
And tomorrow I'm finally gonna play my deck in paper at FNM!
After selling my Jeskai collection last December this will be my first event in my LGS this year.
Over the course of the last ten days I ordered my deck and now I have all the cards, well, almost all of them because the Batterskull got lost in the mail. I hope that I can buy one at my LGS before the FNM starts.
Lands
Main
(Batterskull is going to replace the Mask of Memory)
Side
As always suggestions are welcome
Last week one of my opponents was using Angelic Overseer and that card seems amazing for my deck... if I only could cast it. CMC5 unfortunately is not feasible in a deck that only runs 21 lands
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Mono White Riddle of Steel (65% win rate so far during 150 matches)
Overview of the Deck
What is steel compared to the hand that wields it, right? This deck runs 31 creatures that wield enough steel crush your opponents. And while they're crushing your opponents they also present them with a riddle. This fact, and being a big Conan fan, led me to the title for this primer. Hopefully it's catchy enough so that at least a few players will actually read it
I've played Jeskai Tempo for years and always created my own lists instead of using netdecks. About two months ago I started working on a mono white list and after a lot of changes and tuning I think that my deck is good enough to deserve it's own primer.
The deck keeps pressuring the opponent while making it difficult to remove the threats since they're very good at protecting each other. They also hinder the opponent in the execution of his own plan so that you'll have enough time to win.
I proudly present...
4 Champion of the Parish
1 Dauntless Bodyguard
3 Giver of Runes
1 Charming Prince
1 Selfless Spirit
3 Stoneforge Mystic
3 Thalia, Guardian of Thraben
3 Thalia's Lieutenant
2 Knight of the Holy Nimbus
2 True Believer
1 Thalia, Heretic Cathar
3 Ranger-Captain of Eos
2 Hero of Bladehold
2 Luminous Broodmoth
4 Aether Vial
2 Path to Exile
1 Sword of Light and Shadow
1 Batterskull
Lands- 21
2 Castle Ardenvale
1 Cavern of Souls
1 Eiganjo Castle
2 Field of Ruin
1 Ghost Quarter
2 Sunbaked Canyon
12 Plains
1 Path to Exile
2 Soul-Guide Lantern
1 Celestial Purge
2 Disenchant
1 Spirit of the Labyrinth
2 Kor Firewalker
1 Damping Sphere
1 Sorcerous Spyglass
1 Eidolon of Rhetoric
1 Mirran Crusader
1 Nevermore
1 Worship
Card Choices
Champion of the Parish - Perfect T1 play. Pressures opponent or draws a Bolt/Push that doesn't hit SFM.
Giver of Runes - Protects SFM and Hero of Bladehold or makes a big Champion of the Parish unblockable.
Stoneforge Mystic - Searches up Sword or Batterskull and puts them into play...
Thalia, Guardian of Thraben - Disrupts opponents that play more non-creature spells than you (almost all of them).
Thalia's Lieutenant - Pumps all Humans in your team (22) and can do it again when Broodmoth brings him back.
Knight of the Holy Nimbus - Perfect early blocker, hard to remove. Opponent's that don't read the card hate Flanking
True Believer - Prevents hand disruption mainly, also Lily edict and burn to the face.
Ranger-Captain of Eos - Pure value, tutoring for Giver mainly. Can also prevent unfair decks from going off and buy that one turn.
Hero of Bladehold - Finisher! Attacks for 7 and for even more when you have other attackers in play.
Luminous Broodmoth - Brings back your dead creatures, giving you additional enter-the-battlefield triggers!!!
Now I want to explain some of the other card choices.
Sword of Light and Shadow is the best sword for this deck because it brings back all your fallen creatures.
Soul-Guide Lantern is better than Rest in Peace in this deck because of Broodmoth which is also shut down by RiP.
The combination of Spirit of the Labyrinth, Sorcerous Spyglass, Eidolon of Rhetoric and Nevermore has proven to be very powerfull against combo/control decks. Soul-Guide Lantern, Celestial Purge and Mirran Crusader are very good against GBx decks. Kor Firewalker and Worship work well against aggressive red decks.
Matchups
The deck has a good matchup (win rate above 65%) against Jund, Death's Shadow, Eldrazi Aggro, UW Control, Bant Control, Dredge, Gruul Utopia, Ad Nauseam, UR Storm.
The matchup is balanced (50-50) against Boros Burn, Humans, UrzaTron, Amulet Titan.
The deck doesn't win often against Infect, Bogles or creature-based combo decks like Toolbox, Goblins and Elementals, because it doesn't have enough removal. It also looses often against the new Hardened Scales deck because of Ballista.
Here are a few short vids that show the deck in action.
First I want to show how Ranger-Captain and Thalia can help you win against combo decks like Gyruda. In this game a Fragmentize from the SB and a lot of early pressure were enough to win (in the older version I was still running Fragmentize). In the next game Ranger-Captain bought me the time I needed and even came back thanks to Broodmoth.
Here's another vid that shows how powerful the Moth is in my deck. I am able to beat hand disruption, removal, Batterskull and several planeswalkers! (Unfortunately I can only record 5 minutes but the next turn my opponent conceded in face of the second Giver of Runes.)
Last but not least I want to show a convincing 2-0 against Grixis Shadow. You can watch game 1 here and game 2 here.
Conclusion
I hope that some players have actually made it to this paragraph and that I have been able to spark their interest in my deck. Please give this a try and post your constructive feedback so that we can work together to make this deck even better. Thanks
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@CurdBros: Nice card! Snapcaster, Mission Briefing, Light Up The Stage, Chandra... It's just hard to find the right balance between card advantage and power to actually win the game, while not losing too much tempo...
I actually love this dude for my white deck:
They'll be so annoying. Either they come back flying or leave behind a Knight or both. Muahaha!
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Anyways, I am really excited about the white cards that have been spoiled so far.
This seems like a very good CMC4 drop, but I don't want to use more than four in this deck and the two Broodmoths are set. So is Mangara better than a Hero of Bladehold in this deck? Since the deck wants to be the aggressor I'd say no. Thoughts?
What about this card in the SB? It really hoses a lot of strategies but it also shuts down Aether Vial. Would it make sense to play 2 Priests SB and switch out 2 Vials for them during sideboarding?
During the last six matches with the deck I tested Angelic Destiny over one Hero of Bladehold since many games end up with board states where both I and the opponent have a considerable ground force and neither player can attack profitably, but one flyer could end the game.
I've won all six matches but I didn't cast Angelic Destiny even once. So much for testing...
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There are quite a few interesting cards in your version. Fire Prophecy for example wasn't on my radar at all but I might try it in my deck as well.
Narset of the Ancient Way has been very good so far, better than expected. I also think that you should definitely run Fact or Faction! There's no better deck for that card than Jeskai Lutri.
Oh, and I am very glad you like my videos. I'll continue to post the most exciting matches here
And about what CurdBros wrote, "Just value on top of value.", I think so too!
Adding Dire Fleet Daredevil was a very good decision. Together with Lutri, Snappy, Dreadhorde Arcanist, Ranger-Captain and many other spells the value is often too much for my opponents.
Edit:
I am having a good run with Lutri. Pic related
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It's more Jeskai Control than Tempo but it also looks sweet:
ZXROGUE (5-0)
1 Jace, the Mind Sculptor
1 Narset of the Ancient Way
1 Narset, Parter of Veils
1 Ral, Izzet Viceroy
1 Teferi, Hero of Dominaria
1 Teferi, Time Raveler
1 The Royal Scions
Creature (3)
1 Bonecrusher Giant
1 Brazen Borrower
1 Snapcaster Mage
Sorcery (4)
1 Inspired Ultimatum
1 Serum Visions
1 Supreme Verdict
1 Time Warp
Instant (18)
1 Abrade
1 Archmage's Charm
1 Burst Lightning
1 Cryptic Command
1 Deprive
1 Electrolyze
1 Fact or Fiction
1 Force of Negation
1 Into the Story
1 Izzet Charm
1 Lightning Bolt
1 Lightning Helix
1 Logic Knot
1 Mana Leak
1 Opt
1 Path to Exile
1 Remand
1 Spell Snare
1 Arcum's Astrolabe
Enchantment (2)
1 Search for Azcanta
1 Whirlwind of Thought
Land (25)
4 Flooded Strand
2 Hallowed Fountain
4 Mystic Sanctuary
1 Raugrin Triome
1 Sacred Foundry
4 Scalding Tarn
4 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
3 Steam Vents
1 Aether Gust
1 Anger of the Gods
1 Ashiok, Dream Render
1 Celestial Purge
1 Chandra, Awakened Inferno
1 Dovin's Veto
1 Dragon's Claw
1 Engineered Explosives
1 Grafdigger's Cage
1 Lutri, the Spellchaser
1 Mystical Dispute
1 Relic of Progenitus
1 Timely Reinforcements
1 Wear//Tear
1 Wrath of God
I checked on Youtube but unfortunately Squa Chief didn't upload this one, only his games with Temur and Grixis Lutri.
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Played four more matches with the deck today and I am 5-1 now.
I think I'd still take my mono white list to a big tournament but so far I am having a blast playing Lutri!
Just played an exciting match against Mardu Death's Shadow. My opponent won game 1. You can watch game 2 here and game 3 here.
In the other matches I didn't even need Lutri copying spells to win but in this match the otter did really shine
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Here's my interpretation
I've put quite a few surprises for the opponent in there, like Mana Tithe, Test of Faith, Jötun Grunt and Lightning Angel. It's really fun to never know what to expect from the next draw and I think it's hard to play against for the opponent.
15 creatures plus 4 PWs seem to be enough pressure. I've played two matches so far and won both.
There are just so many other great cards I'd like to add as well...