Burn at the Stake is incredible. One of my favorite cards in the set for sure.
Seconded Brother LC, dripping with flavor. I hope the art is the business
Also: Riders are some crazy Sideboard hate, I'd even consider them maindeck staples for RW humans in Inn block cons. Valuable even in the mirror match . . .. .hmmmm. Pity the four drops are already spoiled for choice atm with Hellrider and Instigator gang etc .
I will post more info, number of the cards and partial names as soon as posible tomorrow, here is night and im oversleep. I will try to get some pictures too.
Chur for that Cuz.
All this spoiler leakage feels just like old times haha.
This doesn't follow the pattern of other allies we've seen. All allies so far either grow or have an effect that increases with the number of other allies you play. This just has an effect that happens repeatedly. I would have expected something more along the lines of "Target creature gets +X/-X where X is the number of allies you control."
Was away for a while, my list from up there in the topic is correct with little exception of 2 main deck sanctifiers instead of 1 spell pierce and 1 ior ruin expedition (os I have 2 sanctifiers, 2 spell pierce and 3 expeditions).
However I had found recently my list being in a bit of disadvantage vs mirrors running conqueror's pledges. 1 sphinx in defense is a waste vs it because you still take a lot of damage (5+4+3+2+1 = 15...) before he kills them 1 by 1, spot removal is equally useless so it is down to having DoJ and/or emeria angel with some fetchalnds... a bit bad
A recommendation:
Arrow Volley Trap is pretty decent vs Pledge, also not bad versus Bushwacker decks I've found (Or elemental appeal/Zektar Shrine etc)
It's taken from a handful of lists I got from the MTG online [ZEN] tourneys modified slightly.
The original list had a couple of Rampaging Baloths main deck, but I often found myself sac'ing the second forest to Harrow to optimize the Valakut Engine, so they were dropped. However, Obsidian Fireheart is an interesting card in testing, late game it give you considerable reach (or overkill which ever you perfer ;)) early game gives you a healthy body to speed bump your opponent. It's not uncommon for this deck to have 15-20 lands out in a decent game, and Fireheart's blaze is proving quite a valuable use of that economy.
Sideboard is up in the air, but I really like the idea of an transformational sideboard game 2 & 3. One idea was to run more of the blue fetchlands miandeck and have Shpinx of Jwar Isle in the sideboard (With Mountains or course, plus Lavaball trap and turn it into a "Gaining Ground/Big mac" Style ramp deck. Slots are limited, so It'll take some crunching, but I'll probably be able to test that and post it here once it's done.
This deck has considerable game versus UW control, they pretty much can't do anything to stop you from going off. Vamp's is trickier as they can race you and gain considerable life quite quickly. Mono W Armory & Control are a mixed bag, but mostly gmaes come down to establishing a Valakut threat as soon as possible to stabilize the board (if it's in their favor) then shooting to the dome for the win. I have had all four Valakut out in at least a few games in testing, but 2 is generally all that's needed with either a live Khalni Exp, Harrow or Oracle in play.
I really do agree that the deck seems to win out of nowhere, as most games it looks like just a straight ramp deck (which it is to a degree) then it just drops a slew of mountains and you're dead.
Oh and about the land count. I originally started with 24 lands, but I can see why people play 28 now, you want plenty of mountains if you're reduced to top deck mode, and you do not want to miss a single land drop each turn. 27 - 28 seems optimal, with at least half being mountains would be my personal recipe.
Mono Green midrange (which is going to be a great deck in block, with that awesome Nissa engine going).
note the date of this comment. . .
I just wanted to post and say, I picked Nissa being the shiz early... more than a month ago even. Anyone who tested her would easily surmise that she was incredible in an actual game despite being somewhat underwhelming on paper.
My list has changed a little, more to include Sphinx of Jwar Isle and a more robust removal suite. I haven't tested, but I'm keen on the Emeria Angel, only because I haven't had a full assortment of Fetch lands to abuse her with. She's in my current list to try tonight at FNM.
Will report with how the deck went, with a full decklist in my next post.
I swear everytime someone posts this, (whatever) god (you happen to believe in) kills a kitten.
So I have to ask: What are you basing this on?
I'd actually like to see some results if that's what you're claiming. Or, at the very least, a detailed explanation of how exactly you survive beyond the fourth turn with little or no anti-Jund specific cards main or sideboard. I just can't imagine what I'd do with this deck against, Putrid, followed by blightning, let alone followed by a BBE cascading into another blightning.
And yeah, as stupid as that sounds that's really what you're up against.
The deck has changed a bit since it's inception. I've dropped from 4 Mindbreak Trap to 2, and included the underrated Summoner's Bane instead. 99 times of 100 I've found Mindbreak Trap to be an overcosted Canel, but because we're already light on countermagic, it'll have to do.
Sphinx of Lost Truths is underwhelming at 5 mana (not kicked), but at 7 (kicked) it breaks games. ol'Bob Marley will block most creatures in the block format, and draw you a bunch of cards, but, the real star of the deck is Sphinx of Jwar Isle. An unanswerable flying beatstick that allows you to get the most from your current turns by sneaking a peek at the next card you'll draw. So good.
Ior Ruin Expedition: Great card, very undervalued at the moment, highly reminiscent of Ancestral Visions back in TSP block decks. Drop it on turn two and you're grabbing a couple new cards on turn 5 with ease, with no mana down. Another good thing about this card is you get to choose when you pop it for the cards, so if your opponent is playing (the quite good combo with another underrated card) Guul Draz Specter backed by Mind Sludge, you can weather the storm and break the expedition after the spells have dropped if you don't have counter magic back-up.
Magosi the Water Veil is very good in the control mirror or directly following a DOJ. Also has great synergy with Luminarch Ascension if your opponent has no live threats. So may times I've let me opponent Time Walk with no available threats (or myself simply having countermagic/removal back-up) just to power out the angels. Once Luminarch goes live, and you untap, you basically win right there.
The sideboard is a mess atm, I like the idea of the kracken and crab coming in along wide Archive trap for a mill deck transformation, but I really feel like the sideboard should include at least one more Sphinx of Jwar Isle too. . . hmmmm, any thgouths would be appreciated.
The deck is currently going 3 - 2 versus Vamp aggro, 3 - 1 versus Mono Red, 3 - 0 versus WW, and 3 - 3 with Mono Green midrange (which is going to be a great deck in block, with that awesome Nissa engine going). Still a long way off being really decent, but I have strong hopes for UW control as I test it more and more.
Any thoughts, suggestions, questions or theories, they're most welcome.
I've been running the Hatchling also, and found it very impressive on the play versus Goblins/vamps.
The ability to stall you out for 2 - 3 turns at least and/or eat up a removal spell that could be used on one of your other creatures is great. Very underrated. I suspect it'll shine more in constructed than in limited though, which is cool.
Seconded Brother LC, dripping with flavor. I hope the art is the business
Also: Riders are some crazy Sideboard hate, I'd even consider them maindeck staples for RW humans in Inn block cons. Valuable even in the mirror match . . .. .hmmmm. Pity the four drops are already spoiled for choice atm with Hellrider and Instigator gang etc .
Chur for that Cuz.
All this spoiler leakage feels just like old times haha.
Any Chance you could help the number crunch thread out with some names Nath bro? Even partial names would be awesome as.
Can't see any reason why she wouldn't be one of our planeswalkers; fits the description of being 'unknown' too.
As in Kamigawa. Dope as!
Joraga Bard, Kabira Evangel and Seascape Aerialist would also like a kind word with you Necro bro.
A recommendation:
Arrow Volley Trap is pretty decent vs Pledge, also not bad versus Bushwacker decks I've found (Or elemental appeal/Zektar Shrine etc)
4 Grazing Gladeheart
4 Oracle of Mul Daya
3 Obsidian Fireheart
4 Burst Lightning
4 Khalni Heart Expedition
4 Harrow
1 Lavaball Trap
2 Misty Rainforest
3 Verdant Catacombs
4 Valakut, the Molten Pinnacle
14 Mountain
It's taken from a handful of lists I got from the MTG online [ZEN] tourneys modified slightly.
The original list had a couple of Rampaging Baloths main deck, but I often found myself sac'ing the second forest to Harrow to optimize the Valakut Engine, so they were dropped. However, Obsidian Fireheart is an interesting card in testing, late game it give you considerable reach (or overkill which ever you perfer ;)) early game gives you a healthy body to speed bump your opponent. It's not uncommon for this deck to have 15-20 lands out in a decent game, and Fireheart's blaze is proving quite a valuable use of that economy.
Sideboard is up in the air, but I really like the idea of an transformational sideboard game 2 & 3. One idea was to run more of the blue fetchlands miandeck and have Shpinx of Jwar Isle in the sideboard (With Mountains or course, plus Lavaball trap and turn it into a "Gaining Ground/Big mac" Style ramp deck. Slots are limited, so It'll take some crunching, but I'll probably be able to test that and post it here once it's done.
This deck has considerable game versus UW control, they pretty much can't do anything to stop you from going off. Vamp's is trickier as they can race you and gain considerable life quite quickly. Mono W Armory & Control are a mixed bag, but mostly gmaes come down to establishing a Valakut threat as soon as possible to stabilize the board (if it's in their favor) then shooting to the dome for the win. I have had all four Valakut out in at least a few games in testing, but 2 is generally all that's needed with either a live Khalni Exp, Harrow or Oracle in play.
I really do agree that the deck seems to win out of nowhere, as most games it looks like just a straight ramp deck (which it is to a degree) then it just drops a slew of mountains and you're dead.
Oh and about the land count. I originally started with 24 lands, but I can see why people play 28 now, you want plenty of mountains if you're reduced to top deck mode, and you do not want to miss a single land drop each turn. 27 - 28 seems optimal, with at least half being mountains would be my personal recipe.
note the date of this comment. . .
I just wanted to post and say, I picked Nissa being the shiz early... more than a month ago even. Anyone who tested her would easily surmise that she was incredible in an actual game despite being somewhat underwhelming on paper.
My list has changed a little, more to include Sphinx of Jwar Isle and a more robust removal suite. I haven't tested, but I'm keen on the Emeria Angel, only because I haven't had a full assortment of Fetch lands to abuse her with. She's in my current list to try tonight at FNM.
Will report with how the deck went, with a full decklist in my next post.
Um, he's a planeswalker.
I swear everytime someone posts this, (whatever) god (you happen to believe in) kills a kitten.
So I have to ask: What are you basing this on?
I'd actually like to see some results if that's what you're claiming. Or, at the very least, a detailed explanation of how exactly you survive beyond the fourth turn with little or no anti-Jund specific cards main or sideboard. I just can't imagine what I'd do with this deck against, Putrid, followed by blightning, let alone followed by a BBE cascading into another blightning.
And yeah, as stupid as that sounds that's really what you're up against.
Captain black said "Squee Planeswalker" art was seen for Worldwake.
Makes sense this rumor could be about him.
3 Sphinx of Lost Truths
2 Sphinx of Jwar Isle
Spells (30)
3 Spell Pierce
4 Into the Roil
3 Journey to Nowhere
2 Pit trap
4 Ior Ruin Expedition
2 Luminarch Ascension
4 Cancel
2 Summoner's Bane
2 Mindbreak Trap
4 Day of Judgment
4 Sejiri Refuge
4 Kabira Crossroads
2 Magosi the Water Veil
10 Island
5 Plains
Sideboard looks like this at the moment:
4 Kraken Hatchling
1 Journey to Nowhere
2 Pitfall Trap
4 Hedron Crab
4 Archive Trap
Some findings:
The deck has changed a bit since it's inception. I've dropped from 4 Mindbreak Trap to 2, and included the underrated Summoner's Bane instead. 99 times of 100 I've found Mindbreak Trap to be an overcosted Canel, but because we're already light on countermagic, it'll have to do.
Sphinx of Lost Truths is underwhelming at 5 mana (not kicked), but at 7 (kicked) it breaks games. ol'Bob Marley will block most creatures in the block format, and draw you a bunch of cards, but, the real star of the deck is Sphinx of Jwar Isle. An unanswerable flying beatstick that allows you to get the most from your current turns by sneaking a peek at the next card you'll draw. So good.
Ior Ruin Expedition: Great card, very undervalued at the moment, highly reminiscent of Ancestral Visions back in TSP block decks. Drop it on turn two and you're grabbing a couple new cards on turn 5 with ease, with no mana down. Another good thing about this card is you get to choose when you pop it for the cards, so if your opponent is playing (the quite good combo with another underrated card) Guul Draz Specter backed by Mind Sludge, you can weather the storm and break the expedition after the spells have dropped if you don't have counter magic back-up.
Magosi the Water Veil is very good in the control mirror or directly following a DOJ. Also has great synergy with Luminarch Ascension if your opponent has no live threats. So may times I've let me opponent Time Walk with no available threats (or myself simply having countermagic/removal back-up) just to power out the angels. Once Luminarch goes live, and you untap, you basically win right there.
The sideboard is a mess atm, I like the idea of the kracken and crab coming in along wide Archive trap for a mill deck transformation, but I really feel like the sideboard should include at least one more Sphinx of Jwar Isle too. . . hmmmm, any thgouths would be appreciated.
The deck is currently going 3 - 2 versus Vamp aggro, 3 - 1 versus Mono Red, 3 - 0 versus WW, and 3 - 3 with Mono Green midrange (which is going to be a great deck in block, with that awesome Nissa engine going). Still a long way off being really decent, but I have strong hopes for UW control as I test it more and more.
Any thoughts, suggestions, questions or theories, they're most welcome.
The ability to stall you out for 2 - 3 turns at least and/or eat up a removal spell that could be used on one of your other creatures is great. Very underrated. I suspect it'll shine more in constructed than in limited though, which is cool.
I wouldn't worry about it so much, there's plenty more product to be opened.