How would its etb work with say a 4/4 with 4 counters on it? Would it get +8/+8 then become a 20/20 (a 16/16 with 4 counters), or get +4/+4 making it a 12/12 (an 8/8 with 4 counters), or something else entirely?
Using card tags is mandatory in the Magic Rulings forum. Please check your private messages to see how to use them. I've added them for this post. -MadMage
Round 1 vs affinity 2-0
Game 1 he dropped his hand on turn 1 and I still was able to squeak out a win after he swings in with his only two flyers.
Game 2 he mulls to 5 and it wasn't much of a game.
Round 2 vs valakut 2-1
Game 1 i get down a turn 2 eidolon and he loses to the swings and damage it does.
Game 2 he gets there after a land heavy flood. I had a chance to tax his 2 summoners pacts but it would have left me with just a selfless spirit and I thought I could win the next turn if he didn't target one of my spirits with a trigger forcing me to sac a selfless. I still would have had game if I drew a spirit but it was another land.
Game 3 I stick a turn 1 vial, into turn 2 eidolon and wanderer on his turn, then double lord putting him too 2 and he scoops.
Round 3 vs amulet titan 2-0
Game 1 bolt the tribe scout and follow that up with an eidolon. The next turn is a lord and vial. This gets us to a turn where he plays pact I activate vial putting in a wanderer then spell quell his pact, he plays another with the wanderer trigger on the stack. I let it resolve doing the math and he gets titan and plays it. My turn I put him to 4. His turn he drops too 2 playing an amulet, attacks with titan goes up to 4 with the white land that gains 2 and gives it double strike while I'm at 10. I have the eidolon untapped and block taking 9 and he concedes cause I have 6 on the crack back.
Game 2 I drop a vial, then next turn is an eidolon followed by another the next turn, followed by lord and queller, followed by bolt for the win.
Round 4 vs abzan druid combo 2-1
Game 1 I just remember eidolon doing a lot of damage and a bolt on the druid and a queller on a coco.
Game 2 I spell pierced a coco which lets him stick a worship. I have an out if I draw a bolt but don't and scoop.
Game 3 I come out the gates hot with the eidolon on torn two followed by a lord and get him to where he has the vizier and druid in play but it has summoning sickness. I swing to put him to 2 and he is forced to block with the vizier and when he goes for the coco the following turn I have the disdainful stroke.
Round 5 vs a 4 color druid combo 2-0
Game 1 I bolt the bird and get a board presence that ends up with them eldrich evolutioning away a creature with me quellering it in response for the concession
Game 2 I hit a early eidolon with a vial back up and when he tries to path it I have the wanderer. I do end up bolting 2 of his 3 druids but the third is too late. I have leathal in the air.
Round 6 & 7 are both ID
Top 8 vs grixis shadow 2-1
Game 1 I mull to 6 on the play and get there. Don't remember much just that it was close.
Game 2 I mull, he then plays a thoughtsieze, followed by iok, and I scoop to a liliana, last hope
Game 3 I mull to a 1 lander + vial and he keeps a 1 lander with double hand disruption and triple push. I play vial he siezes and takes rattle chains. I miss land 2 and pass, he misses as well and tries an IOK and I vial in a wanderer and sac. Turn 3 I hit a fetch land and pass. He misses another land and passes. I hit a second fetch and pass. end of turn he tries to thought scour and I pop both fetches and queller it. his turn he somehow attempts to kill my queller and I vial in a captain. I then chip away at him and by the time he hits the next land my board is too much and he concedes.
Top 4 vs golgari 2-1 (we split and are playing for invites)
Game 1 I mull to 5 but the game is still close with me ultimately conceding.
Game 2 I get a turn 2 thalia that he wasn't expecting and it takes him enough I can slow him down to get to a board state with his life at 9 and me with the thalia, an eidolon, and a queller. He dropps a liliana, last hope and goes to 7. He kills the thalia and I swing for 4 to put him to 3 and then bolt him for the win.
Game 3 he mulls to 5 but I keep a land heavy hand. His only threat is a goyf and it ends up being a really close game with him getting some good top decks. However I end up swinging him to 2 life with a spirit lord back and an eidolon in play vs his goyf. He draws then concedes.
Finals we don't play since we split cash in top 4 and each now have an invite. He says he is just a few points short of 1300 and I offer him the win.
I know a lot of people don't like the main deck eidolon of the great revels but I have won so many games with my opponent at 2 and one of those out I am sold on them. They speed up the clock dramatically. There are very few decks in modern I don't want them in against. I want to drop one of the images for a second cleric and fit some leyline of sanctity in the board and an echoing truth or two. Other than that I thought the deck felt really strong.
so...
Yeah you read the title correctly. This is a deck that tries to abuse Thud and Torgaar, Famine Incarnate or the better target the later the game goes Kraul Harpooner. I've built it to be all in but I'm open to suggestions.
Of course it is very hit or miss, but when it hits it can go off turn 3. But in everywhere that isn't Magical Christmas land it can still be very fast and win out of nowhere. Sometimes by just keeping a thud then returning a Harpooner back from the grave and catching your opponent off guard. I added the barriers recently as a replacement for Dusk Legion Zealot. The zealots drew cards but were to slow. Now the problem I'm having is I hit too many lands. I am thinking of being really crazy and dropping 1 or 2 but for what I'm not sure. Maybe a [card]Wand of Vertebrae[card] but that feels bad. I'd like something to get back a milled thud. Maybe the rare golgari split card.
The deck is just a rough draft but so far playing it has been a blast. I am thinking of a black splash for the board and maybe [card]Battle at the Bridge[card]. I am looking for/open to any and all suggestions. As well as a board.
So I stopped playing this deck for a little while but picked it back up when wizards gave us an insta win combo. Started playing this list and has been performing really great.
I have only been playing it for a little bit but it has been really strong in testing. Being able to just win without attacking has been great for dodging settle the wreckage. The deck can either play out like a sram deck or just get the combo of wand equipped to paladin + lifelink. The paladin has been great to just give lifelink to outside of being equipped, then swing with, kind of a weaker vigilance. It can just win as early as turn 4 if you don't get any interference.
I know the fear of not getting value out of your creatures. That is why I was thinking of the Mox. I haven't tested it yet (the mox or this build of the deck), but it seems like going turn 2 sram into 1 drop enchant is worth it. The same with Valduk, going turn 3 him into red cartouche then swinging for 7 seems great. Even if they then follow it up with a kill spell you got the damage in. I feel like I also want as many 1 drop auras as possible. That is what makes sram so good. Just untapping then dropping 3 enchantments without the card disadvantage. I feel like if you are really worried about non destroy removal then the new knight of grace seems like the answer. I feel like if the deck isn't going to run Valduk then there is no reason for red. Just keep it WU, especially with cards like arcane flight, curator's ward, and deep freeze coming out not to mention the already incredible auras we get in blue, the cartouche and curosity (I have been working on a UW list as well but that's for another thread). I know sheltering light doesn't give hexproof but it does do something that defense and dive down don't, scry 1.
I had stopped playing sram but with Dominaria coming out I wanted to pick it back up. I was thinking just red and white. Something along the lines of....
I saw it. He may be correct. I just like the dive down because of the hexproof. Indestructible doesn't protect from vraskas contempt, hostage taker, and the new baffling end. I also am running a few desserts holds for scarab god and hazoret. Instead of the skymarcher I'm running slither blade.
I had put this deck on hold since I felt it was still missing another creature. Well with the new set it looks like we might get it and some more great enchantments. slippery scoundrel seems like what this deck needs, I don't think soul of the rapids is viable, but I may be wrong (5 just seems too high a cost). I know it needs to get the city's blessing to get the buffs but I don't think it will be that difficult. curious obsession, squire's devotion, and maybe even baffling end seem like decent additions. Squire's devotion may be/is probably better then cartouche of ambition, since it gives a creature.
You may be right about the black. The draw off the blue and instant speed hexproof was what drew me to that color. With black I could play the black edict enchantment for Max cartouche value.
I really thought about green for the Hydra and defense but I want to keep the creatures cheap. It may be necessary though.
I'll work on a list some tonight.
You're probably correct about dropping a god. There have been games where it has just sat in my hand. The srams though usually don't stick around more than a turn so multiples are never a bad thing. I think I'll drop a god, one conviction and one dive down for the other two sirens and fourth cast out.
So I was playing Vamps and thought Adanto Vanguard was just really good. This lead me to thinking about a boggles style standard list and this is what I came up with.
This is just my first draft. I'm still testing and tweaking it. I like the storm callers since they protect my creatures and me and allow me to cast chart a course turn 2 for full value. I was trying to fit in a 4th Cast Out but don't know what I want to cut. I'm also thinking about trying to fit in Hope of Ghirapur. Seems like protection against wrath but not sure I need it since my creatures already have protection from wrath and Storm caller protects me from settle the wreckage. I'm open to thoughts and suggestions. none of this is set in stone, even the board is just a rough thought. I am still not sure if I want to stick with WU or go WG. Maybe even WUg.
How would its etb work with say a 4/4 with 4 counters on it? Would it get +8/+8 then become a 20/20 (a 16/16 with 4 counters), or get +4/+4 making it a 12/12 (an 8/8 with 4 counters), or something else entirely?
Using card tags is mandatory in the Magic Rulings forum. Please check your private messages to see how to use them. I've added them for this post. -MadMage
4 Mausoleum wanderer
4 rattlechains
4 selfless spirit
4 eidolon of the great revel
4 supreme phantom
4 drogskol captain
4 spell queller
3 phantasmal image
1 remorseful cleric
Spells 8
4 Aether vial
4 Lightning bolt
4 flooded strand
1 island
1 plains
3 spirebluff canal
4 cavern of souls
2 unclaimed terroity
1 hallowed fountain
1 sacred foundry
2 steam vents
1 cascade bluffs
2 Thalia, guardian of thraben
2 kataki, wars wage
2 distainful stroke
3 spell pierce
1 kira, great glass-spinner
1 remorseful cleric
2 lavinia, azorius renegade
2 spirit of the labyrinth
Round 1 vs affinity 2-0
Game 1 he dropped his hand on turn 1 and I still was able to squeak out a win after he swings in with his only two flyers.
Game 2 he mulls to 5 and it wasn't much of a game.
Round 2 vs valakut 2-1
Game 1 i get down a turn 2 eidolon and he loses to the swings and damage it does.
Game 2 he gets there after a land heavy flood. I had a chance to tax his 2 summoners pacts but it would have left me with just a selfless spirit and I thought I could win the next turn if he didn't target one of my spirits with a trigger forcing me to sac a selfless. I still would have had game if I drew a spirit but it was another land.
Game 3 I stick a turn 1 vial, into turn 2 eidolon and wanderer on his turn, then double lord putting him too 2 and he scoops.
Round 3 vs amulet titan 2-0
Game 1 bolt the tribe scout and follow that up with an eidolon. The next turn is a lord and vial. This gets us to a turn where he plays pact I activate vial putting in a wanderer then spell quell his pact, he plays another with the wanderer trigger on the stack. I let it resolve doing the math and he gets titan and plays it. My turn I put him to 4. His turn he drops too 2 playing an amulet, attacks with titan goes up to 4 with the white land that gains 2 and gives it double strike while I'm at 10. I have the eidolon untapped and block taking 9 and he concedes cause I have 6 on the crack back.
Game 2 I drop a vial, then next turn is an eidolon followed by another the next turn, followed by lord and queller, followed by bolt for the win.
Round 4 vs abzan druid combo 2-1
Game 1 I just remember eidolon doing a lot of damage and a bolt on the druid and a queller on a coco.
Game 2 I spell pierced a coco which lets him stick a worship. I have an out if I draw a bolt but don't and scoop.
Game 3 I come out the gates hot with the eidolon on torn two followed by a lord and get him to where he has the vizier and druid in play but it has summoning sickness. I swing to put him to 2 and he is forced to block with the vizier and when he goes for the coco the following turn I have the disdainful stroke.
Round 5 vs a 4 color druid combo 2-0
Game 1 I bolt the bird and get a board presence that ends up with them eldrich evolutioning away a creature with me quellering it in response for the concession
Game 2 I hit a early eidolon with a vial back up and when he tries to path it I have the wanderer. I do end up bolting 2 of his 3 druids but the third is too late. I have leathal in the air.
Round 6 & 7 are both ID
Top 8 vs grixis shadow 2-1
Game 1 I mull to 6 on the play and get there. Don't remember much just that it was close.
Game 2 I mull, he then plays a thoughtsieze, followed by iok, and I scoop to a liliana, last hope
Game 3 I mull to a 1 lander + vial and he keeps a 1 lander with double hand disruption and triple push. I play vial he siezes and takes rattle chains. I miss land 2 and pass, he misses as well and tries an IOK and I vial in a wanderer and sac. Turn 3 I hit a fetch land and pass. He misses another land and passes. I hit a second fetch and pass. end of turn he tries to thought scour and I pop both fetches and queller it. his turn he somehow attempts to kill my queller and I vial in a captain. I then chip away at him and by the time he hits the next land my board is too much and he concedes.
Top 4 vs golgari 2-1 (we split and are playing for invites)
Game 1 I mull to 5 but the game is still close with me ultimately conceding.
Game 2 I get a turn 2 thalia that he wasn't expecting and it takes him enough I can slow him down to get to a board state with his life at 9 and me with the thalia, an eidolon, and a queller. He dropps a liliana, last hope and goes to 7. He kills the thalia and I swing for 4 to put him to 3 and then bolt him for the win.
Game 3 he mulls to 5 but I keep a land heavy hand. His only threat is a goyf and it ends up being a really close game with him getting some good top decks. However I end up swinging him to 2 life with a spirit lord back and an eidolon in play vs his goyf. He draws then concedes.
Finals we don't play since we split cash in top 4 and each now have an invite. He says he is just a few points short of 1300 and I offer him the win.
I know a lot of people don't like the main deck eidolon of the great revels but I have won so many games with my opponent at 2 and one of those out I am sold on them. They speed up the clock dramatically. There are very few decks in modern I don't want them in against. I want to drop one of the images for a second cleric and fit some leyline of sanctity in the board and an echoing truth or two. Other than that I thought the deck felt really strong.
Yeah you read the title correctly. This is a deck that tries to abuse Thud and Torgaar, Famine Incarnate or the better target the later the game goes Kraul Harpooner. I've built it to be all in but I'm open to suggestions.
4 Barrier of Bones
4 Llanowar Elves
4 Pelt Collector
4 Stitcher's Supplier
4 Glowspore Shaman
4 Kraul Harpooner
4 Merfolk Branchwalker
4 Moulderhulk
4 Torgaar, Famine Incarnate
4 Thud
Lands
4 Overgrown Tomb
4 Dragonskull Summit
4 Rootbound Craig
2 Memorial to Folly
3 Swamp
3 Forest
Of course it is very hit or miss, but when it hits it can go off turn 3. But in everywhere that isn't Magical Christmas land it can still be very fast and win out of nowhere. Sometimes by just keeping a thud then returning a Harpooner back from the grave and catching your opponent off guard. I added the barriers recently as a replacement for Dusk Legion Zealot. The zealots drew cards but were to slow. Now the problem I'm having is I hit too many lands. I am thinking of being really crazy and dropping 1 or 2 but for what I'm not sure. Maybe a [card]Wand of Vertebrae[card] but that feels bad. I'd like something to get back a milled thud. Maybe the rare golgari split card.
4 Metalwork Colossus
2 traxos, scourge of kroog
1 herald of anguish
Artifacts/Enchantments 31
4 Sarkhan's Unsealing
3 Sunbird's invocation
4 renegade map
4 fountain of renewal
4 metalspinner's puzzleknot
4 prophetic prisim
4 inspiring statuary
2 cultivator's caraven
2 Orazca relic
2 Karn, Scion of urza
land 20
4 Spire of industry
4 Zhalfirin Void
2 Inventor's Fair
5 Mountain
1 swamp
4 dragonskull summit
This is the resulting list
4 Metalwork Colossus
4 Barricade Breaker
Artifacts/Enchantments 30
4 Sarkhan's Unsealing
2 Sunbird's invocation
4 renegade map
4 fountain of renewal
4 metalspinner's puzzleknot
4 prophetic prisim
4 inspiring statuary
2 cultivator's caraven
2 mirrage mirror
2 Karn, Scion of urza
land 20
4 Spire of industry
4 Zhalfirin Void
2 Inventor's Fair
10 Mountain
The deck is just a rough draft but so far playing it has been a blast. I am thinking of a black splash for the board and maybe [card]Battle at the Bridge[card]. I am looking for/open to any and all suggestions. As well as a board.
4 Sram, Senior Edificer
4 Famished Paladin
3 Sacred Cat
3 Knight of grace
Auras and equip 22
4 Cartouche of Knowledge
4 Cartouche of Solidarity
4 Curious Obsession
3 Desert's Hold
1 On Serra's Wings
3 Squire's Devotion
3 Sorcerer's Wand
3 Dive Down
1 Prepare//Fight
Land 20
4 Glacial fortress
4 Irrigated Farmland
2 Scattered Groves
3 Shefet Dunes
2 Zhalfirin Void
3 Plains
2 Island
2 Tocatil Honor Guard
2 Spell Pierce
2 Negate
3 Fragmentize
1 On Serra's Wings
1 Knight of Grace
1 Dive Down
3 Gideon of the Trials
I have only been playing it for a little bit but it has been really strong in testing. Being able to just win without attacking has been great for dodging settle the wreckage. The deck can either play out like a sram deck or just get the combo of wand equipped to paladin + lifelink. The paladin has been great to just give lifelink to outside of being equipped, then swing with, kind of a weaker vigilance. It can just win as early as turn 4 if you don't get any interference.
4 adanto vanguard
4 Sram,senior edificer
4 Valduk, Keeper of the flame
2 Kari Zev, Skyship Raider
Enchamtment/ Artiface 21
4 Mox Amber
4 Cartouche of Solidarity
4 Cartouche of Zeal
3 Consumeing Fervor
3 Squire's devotiion
2 Tilonalli's Crown
1 Conviction
3 Board the Weatherlite
4 Sheltering Light
Lands
4 Clifftop Retreate
4 Inspiring Vantage
8 Plains
2 Mountain
This is just a rough draft. Some other cards I was thinking of including were, Pride of Conquerors and maybe Path of Mettle. I also want to up the legendary count for the mox ambers so I was thinking of trying to fit in Danitha Capashen, Paragon and maybe even Shalai, Voice of Plenty.
I had put this deck on hold since I felt it was still missing another creature. Well with the new set it looks like we might get it and some more great enchantments. slippery scoundrel seems like what this deck needs, I don't think soul of the rapids is viable, but I may be wrong (5 just seems too high a cost). I know it needs to get the city's blessing to get the buffs but I don't think it will be that difficult. curious obsession, squire's devotion, and maybe even baffling end seem like decent additions. Squire's devotion may be/is probably better then cartouche of ambition, since it gives a creature.
I really thought about green for the Hydra and defense but I want to keep the creatures cheap. It may be necessary though.
I'll work on a list some tonight.
2 Siren Stormtamer
4 Sram, senior edificer
4 Adanto Vanguard
4 Kefnet the Mindful
4 Cartouche of Knowledge
4 Cartouche of Solidarity
3 Conviction
3 Cast Out
4 Chart a Course
2 Fumigate
4 Glacial Fortress
4 Irrigated Farmland
4 Field of Ruin
5 Plains
5 Island
4 Sacred Cat
1 Fumigate
2 Jace's Defeat
3 Negate
2 Storm Caller
3 Forsake the Wordly
This is just my first draft. I'm still testing and tweaking it. I like the storm callers since they protect my creatures and me and allow me to cast chart a course turn 2 for full value. I was trying to fit in a 4th Cast Out but don't know what I want to cut. I'm also thinking about trying to fit in Hope of Ghirapur. Seems like protection against wrath but not sure I need it since my creatures already have protection from wrath and Storm caller protects me from settle the wreckage. I'm open to thoughts and suggestions. none of this is set in stone, even the board is just a rough thought. I am still not sure if I want to stick with WU or go WG. Maybe even WUg.