forgive me I just started the journey with this deck but how often Ezuri is killed on the spot, Needled, revoked or Spyglassed? I know hoof is hella expensive but with itlimoc I guess it is just an extra way towards the win I guess, not only a flashy one and it only takes one spot
It's not about being killed on the spot. Hoof cost 8 to Summon and Ezuri+ activation is 8. So you can essentially summon an Ezuri and activate for the same cost. You can also CoCo or cord on end step to activate Ezuri multiple times if you have the mana to make sure you have and a clear shot, but don't have Mana+ active in one turn. Also Hoof only helps once. Ezuri can also be cord in to help with regenerate if needed and get hit off of Coco if needed.
Hoof is a fun 1x splash to surprise your opponent but usually Ezuri is easier to use and more flexible. The benefit of hoof is if your Ezuri gets surgical extraction also and you still have a threat. Most also have Westvale Abby as a backup.
If spyglass and needle are a major threat try to main board at least 1x reclamation sage and a couple artifact destroy in side
She is not bad but far from the better 6-mana walkers like Elspeth or Chandra in terms of board control,
the Ult' is good but not better than the combo-walkers (Jace, Nahiri, Samut).
Here's my take on this deck:
I don't want to be doing anything on Turn 2 other than playing my second mana dork or Utopia Sprawl, so that I can play Doubling Season on T3. In fact, I don't want to do anything on T3 other than play Doubling Season, so I play 4 copies. I don't want any planeswalkers that don't either win the game on T4 or come down on T3 to help me survive and find the Doubling Season. For me, this deck is not about "playing a kooky fun superfriends deck", it's basically a sideways combo deck that cheats out Emrakul or the opponent's best cards... or both.
Speaking of helping me survive, the cards that make T3 Doubling Season possible also make T2/T3 Madcap Experiment into Platinum Empyrion very easy. I almost always side out the package once I know which hate to bring in.
My version is very streamlined and I find it quite fun:
I saw the deck online and looked like a blast. One I saw had a bunch of different walkers but I can see how your streamline could be more constant.
Have you killed yourself with Madcap Experiment into Emrakul, the Aeons Torn?
Got to play it a little vs friends. They play Death Shadow and Affinity went 3-1. Took a really bad hand and got land flooded vs one of the Affinity games. Felt pretty good but needs more testing. Bitterblossem and sisters are definitely best friends if they can stay on the field. Current deck updated in original post
Looks like a really fun deck. Might dismantle my CoCo version to try it. I think rancor might be a reason just to splash 1 green in there. How does this look? Thinking Bell strike over curse of chains to stop a few friends decks that can tap out an still get my before curse retaps it. I'm also guessing that curse of chains helps with the shouls. I've never used them and they look good vs some decks but unless tallowisp is on the field going 2 cards for 1 might be tough
I play artifact decks a lot so prob swap between Kataki, War's Wage and Selfless Spirit on the one spot
I think you're playing way too many enchantments. These things can easily be dead cards, and Path to Exile should always be mainboard. It's just to versatile. I know people love Curiosity and the idea of drawing a card, but it's not good enough.
That said, try it out and let the rest of us know. I haven't been playing the deck and I'll revisit it when my Eldrazi Ninja deck gets blown out or I get bored with it.
You're probably right about the path mainly wanted more enchant then side in the paths but they are almost always better main board
What do you think about Clout of Dominus as a 1 of to protect a wisp, or Spirit Mantle for creature protection for your attackers
Looks like a really fun deck. Might dismantle my CoCo version to try it. I think rancor might be a reason just to splash 1 green in there. How does this look? Thinking Bell strike over curse of chains to stop a few friends decks that can tap out an still get my before curse retaps it. I'm also guessing that curse of chains helps with the shouls. I've never used them and they look good vs some decks but unless tallowisp is on the field going 2 cards for 1 might be tough
I play artifact decks a lot so prob swap between Kataki, War's Wage and Selfless Spirit on the one spot
If you go into the soul sister forums in developing competitive I think the card has been brought up a couple times. I do mono white sisters and is fun. Testing out a bw sister vehicles doing well but not much testing done yet
Looks cool, but maybe lacking some punch? Pridemate is a good beater, and the vehicles are legit threats, but I don't think this beats down better than regular Soul Sisters. But my opinion doesn't mean much compared to testing! Run it and tell what happens!
Yeah I definitely need to test, but still need to figure out the land haven't done that part yet.
As for clock I think between the burn from market, and hit from vehicles and primate should be good. I can't do a crazy t2 threat like a 6/6 life link flyer turn 2 like soul sister can but that's not constant. Hopefully the swarm with bitterblossem can also help with keeping pressure and not having to worry about the loss of life due to the gain.
Drop 2 BIterblossom and 2 night market lookouts for 4 discard so you're not too soft to combo? Looks like you just fold to storm game 1.
LotV is really good if you run an urborg vs combo and tall creature strats. In fact, folding in some walkers could open heart of kiran? The crew cost is steep though. The 4 cmc sorin walkers seem like they play very well here. Spit out dudes to crew and give you stronger clocks in the air. T1 discard, Turn 2 heart/copter, T3 lili, t4 sorin is a legit clock and great disruption.
Maybe some kind of mana sink? Deck is super low to the ground, what happens when you hit 4-5 lands? I'm not sure what that is - just Saying you may benefit from something you can sink mana into.
I don't see too much combo so no crazy worried about it except for the side I'll have to include some discard in the side.
A walker or two might be a solid plan. I was looking at Sorin, Lord of Innistrad. I'm not a fan of Heart of kiran I'd need to include too many walkers to make it worth it.
Was try to keep pretty low to the ground and win with bitterblossem, primate and vehicles. Also have a little help from market while gaining life so I have no downside of having bitterblossem on the field.Also pain Seer should help with some draw.
Edit
Added some discard to main board. Still need to build when I'm not at work to test and figure out mana base, and sideboard added
Grats on the results Xarnithru I've had bad luck with my deck lately. At work so can't tell you the side. I'm running the basic Hawks build at the moments. I'm agreeing with you. Trying to move away from the hawk build also
How is dusk//Dawn working for you? Haven't used it yet
I'm going to test a vehicle that I was thinking of when I get a chance hopefully that works ok deck is below. Not sure if I should of made my own thread or posted it here since it's a complete change to the deck
Has anyone plaued against the new deck floating around? The one that has Vengevine and Hollow One and wants to have creatures for free? I don't know what the deck is called. The guy that consistently tops an LGS near just calls it "Free Dudes".
I have not but this is the one your talking about I think. It looks fun. It don't have Vengevine, but this is the one I see winning stuff
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
From the field. And Saving Grasp is way too gimmicky and doesn't help with board presence. You still need to be able to get some pressure in. The best card is probably Faerie Impostor if I really needed something. I just haven't really tested it out.
You may want flash to save from removal kind of like Deputy of Acquittals or vapor snag to Target your opponents. saving grasp sounded interesting due to flashback
I might try this build look like a ton of fun. Do you use the counter effect of your fliers often?
Yes and no. the biggest advantage is that it forces opponents to always need to play around the dudes. I want to try Siren Stormtamer instead of so many Force Spike Flyers. I don't know if that'll help or not though.
As for last night, I went 2-2, losing to burn and troll worship, and beating Death and Taxes and Eldrazi Tron. I think my biggest problem is keeping bad hands against Burn and especially the Troll Worship deck, which i have no idea how to beat. And weaknesses are starting to appear in the deck as I continue to play, the vast majority of the deck has some pretty weak creatures, and if Deepfiend can't get it done, it's hard to come back. Just a huge explosion then it fizzles away, there isn't really a late game. I need a way to return the ninja back to my hand outside of combat. And taking Bant Eldrazi's playbook of Displacer and Skyspawner was great. I take it back about Displacer, I should add another one if my mana can fit it, take out another Reshaper.
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
How many Caverns would you guys recommend? I see some lists run 2, some run 3, and others run 4. I suppose the deck is still playable without the Caverns, but would be at a huge disadvantage vs blue?
Blue-based decks aren't really the problem since they would most likely save their counters for Cocos and Chords. Caverns are for Chalice, especially those with SSG. Without Caverns, turn 1 chalice for 1 is backbreaking for us.
Thanks for the reply! I was wondering how many Canverns should I invest in? I was only planning to get two over time...
I guess that I should list my current deck and see if there other upgrades I should get over Caverns.
Your deck is close to mine. Cavern big plus is if you know your going to run across chalice or control. Otherwise you can use Unclaimed Territory with good results also. Since your black splash gilt-leaf palace is really good also. If your not going to face control cavern has the bad side of not giving you any color so can just not use it to keep a easier color base.
Edit
Haven't played my elf deck in a bit. Below is mine. Anyone else using Throne of the god-pharoh. I'm having a lot of fun with it.
I've seen that devoted druid and Vizier of Remedies is being tested a lot. Is that a stronger build than the previous GW or GB?
It's not about being killed on the spot. Hoof cost 8 to Summon and Ezuri+ activation is 8. So you can essentially summon an Ezuri and activate for the same cost. You can also CoCo or cord on end step to activate Ezuri multiple times if you have the mana to make sure you have and a clear shot, but don't have Mana+ active in one turn. Also Hoof only helps once. Ezuri can also be cord in to help with regenerate if needed and get hit off of Coco if needed.
Hoof is a fun 1x splash to surprise your opponent but usually Ezuri is easier to use and more flexible. The benefit of hoof is if your Ezuri gets surgical extraction also and you still have a threat. Most also have Westvale Abby as a backup.
If spyglass and needle are a major threat try to main board at least 1x reclamation sage and a couple artifact destroy in side
I saw the deck online and looked like a blast. One I saw had a bunch of different walkers but I can see how your streamline could be more constant.
Have you killed yourself with Madcap Experiment into Emrakul, the Aeons Torn?
Added to side
2 Rest in Peace
1 Kambal, Colsul of Allocation
You're probably right about the path mainly wanted more enchant then side in the paths but they are almost always better main board
What do you think about Clout of Dominus as a 1 of to protect a wisp, or Spirit Mantle for creature protection for your attackers
I play artifact decks a lot so prob swap between Kataki, War's Wage and Selfless Spirit on the one spot
4 Mausoleum Wanderer
1 Kataki, War's Wage
4 Rattlechains
4 Tallowisp
3 Drogskol Captain
3 Geist of Saint Traft
1 Kira, Great Glass-Spinner
4 Spell Queller
Spells:14
2 Oppressive Rays
1 Rancor
4 Reach Through Mists
2 Singing Bell Strike
1 Spectral Flight
1 Weight of Conscience
2 Steel of the Godhead
1 Angelic Destiny
1 Breeding Pool
1 Eiganjo Castle
4 Flooded Strand
2 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mistveil Plains
2 Moorland Haunt
2 Plains
2 Seachrome Coast
1 Temple Garden
2 Windswept Heath
2 Kami of False Hope
1 Kataki, War's Wage
3 Selfless Spirit
1 Curiosity
4 Path to Exile
1 Spirit Link
1 Unstable Mutation
1 Canopy Cover
1 Gift of Immortality
Yeah I definitely need to test, but still need to figure out the land haven't done that part yet.
As for clock I think between the burn from market, and hit from vehicles and primate should be good. I can't do a crazy t2 threat like a 6/6 life link flyer turn 2 like soul sister can but that's not constant. Hopefully the swarm with bitterblossem can also help with keeping pressure and not having to worry about the loss of life due to the gain.
I don't see too much combo so no crazy worried about it except for the side I'll have to include some discard in the side.
A walker or two might be a solid plan. I was looking at Sorin, Lord of Innistrad. I'm not a fan of Heart of kiran I'd need to include too many walkers to make it worth it.
Was try to keep pretty low to the ground and win with bitterblossem, primate and vehicles. Also have a little help from market while gaining life so I have no downside of having bitterblossem on the field.Also pain Seer should help with some draw.
Edit
Added some discard to main board. Still need to build when I'm not at work to test and figure out mana base, and sideboard added
What do you guys think?
How is dusk//Dawn working for you? Haven't used it yet
I'm going to test a vehicle that I was thinking of when I get a chance hopefully that works ok deck is below. Not sure if I should of made my own thread or posted it here since it's a complete change to the deck
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/785450-sister-vehicles
3x Concealed Courtyard
1x Flooded Strand
3x Godless Shrine
3x Isolated Chapel
4x Marsh Flats
2x Plains
2x Swamp
1x Vault of the Archangel
1x Westvale Abbey Flip
Instant (4)
4x Path to Exile
Creature (18)
1x Auriok Champion
2x Crested Sunmare
3x Night Market Lookout
4x Pain Seer
4x Soul Warden
4x Soul's Attendant
3x Lingering Souls
3x Thoughtseize
4x Bitterblossom
1x Legion's Landing Flip
3x Aethersphere Harvester
4x Smuggler's Copter
2x Auriok Champion
1x Blessed Alliance
3x Inquisition of Kozilek
2x Kambal, Consul of Allocation
2x Kataki, War's Wage
1x Legion's Landing Flip
2x Rest in Peace
2x Worship
Creature (2)
1x Paladin of Atonement
1x Suture Priest
1x Fatal Push
I have not but this is the one your talking about I think. It looks fun. It don't have Vengevine, but this is the one I see winning stuff
4 Flameblade Adept
4 Bloodghast
2 Flamewake Phoenix
4 Hollow One
4 Street Wraith
4 Gurmag Angler
Spells:20
4 Burning Inquiry
1 Call to the Netherworld
4 Faithless Looting
4 Lightning Bolt
3 Cathartic Reunion
4 Fiery Temper
1 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
3 Mountain
1 Stomping Ground
2 Swamp
3 Verdant Catacombs
2 Lightning Axe
3 Thoughtseize
3 Ancient Grudge
3 Dragon's Claw
4 Leyline of the Void
You may want flash to save from removal kind of like
Deputy of Acquittals or vapor snag to Target your opponents. saving grasp sounded interesting due to flashback
Do you need to return them from the grave or from play? Maybe something like saving grasp would work if your trying to grab it from the field
Your deck is close to mine. Cavern big plus is if you know your going to run across chalice or control. Otherwise you can use Unclaimed Territory with good results also. Since your black splash gilt-leaf palace is really good also. If your not going to face control cavern has the bad side of not giving you any color so can just not use it to keep a easier color base.
Edit
Haven't played my elf deck in a bit. Below is mine. Anyone else using Throne of the god-pharoh. I'm having a lot of fun with it.
I've seen that devoted druid and Vizier of Remedies is being tested a lot. Is that a stronger build than the previous GW or GB?
4 Elvish Mystic
4 Heritage Druid
4 Llanowar Elves
3 Nettle Sentinel
4 Dwynen's Elite
3 Elvish Visionary
4 Elvish Archdruid
2 Ezuri, Renegade Leader
4 Shaman of the Pack
2 Throne of the God-Pharaoh
2 Chord of Calling
2 Lead the Stampede
4 Collected Company
Lands:18
3 Blooming Marsh
4 Cavern of Souls
6 Forest
4 Gilt-Leaf Palace
1 Westvale Abbey