Introduction:
After playing competitive Mardu for a while, I was sick of losing to two things: Graveyard hate and Tron.
With Tron being a format staple and graveyard hate being common nowadays, I wanted something that played in a midrange style but could go toe to toe with Tron and not get blown out by one sideboard card. I always was interested in Sultai (counterspells and flexible removal) and liked that
Noble Hierarch
enabled a "free" splash into white for hate cards while ramping. I didn't take my ideas too seriously though until two recent printings:
1.)
Assassin's Trophy
, which allows you to disrupt big mana strategies (the traditional enemy of midrange strategies) along with having more interaction against artifacts, enchantments, and large creature threats.
2.)
Teferi, Hero of Dominaria
, which happens to be best friends with Jace, the Mindsculptor and is basically a "free" splash off of
Noble Hierarch
and
Lotus Cobra
.
The U/W archetype performs really well, but a lot of players have said that they wished they could play a
Jace, the Mind Sculptor
or
Teferi, Hero of Dominaria
a turn earlier. Taking that into account, I decided to try a ramp philosophy that could do this and then some by incorporating
Lotus Cobra
which allows you to play a five drop on turn three. If you happen to have a
Noble Hierarch
and
Lotus Cobra
with the right combination of lands, you can also theoretically have up to 12 mana by the first three turns, which can allow you to really put the pressure on goldfish decks while still having a decent game vs. midrange and control strategies. Eventually I took out the Teferi's to have more of a creature tutor/value package that also presents a damage dealing threat, which has improved the deck's win percentage to some degree.
In essence, the deck is trying to ramp out and play some of the best cards in the modern format in a midrange/control style. Many of the payoffs are value cards that are two for ones so the player has usually gained some amount of advantage over an opponent even if the card is removed immediately. The deck is also kind of unique for the format (I think) and super fun to play!
Deck Colors:
The deck is base Sultai because it seems to have the most interactivity of all the color combinations between counterspells and dealing with resolved permanents. The splash for white is solely for a couple flexible answers that I can tutor via
Primal Command
, but it also allows the ability to play powerful white sideboard options if needed.
Strengths:
-
Snapcaster Mage
has very strong targets that are versatile for many matchups
-
The deck makes very good work of
Jace, the Mind Sculptor
as a win con, value engine (return cards with ETB triggers to hand), and even to temp other decks out via it's -1.
-
Has major ways to disrupt almost any synergistic or linear strategy in game one (burn, graveyard, big mana, etc...)
-
Seems to have game against all decks in the format and doesn't really "fold" to hate cards post board
-
The ability to ramp out a huge threat on turn three can be extremely difficult for a lot decks to deal with
-
Primal Command
enables a toolbox of creatures as well as fighting graveyard and aggro strategies
Weaknesses:
-
The deck is not easy to pilot, can be clunky sometimes, requires heavy mana tracking, and can cause mental fatigue because games go long
-
Creature swarm strategies can be difficult game one
-
Somewhat soft to
Blood Moon
effects and land destruction
-
Hand disruption (especially on game one) can be difficult for game one since the opponent can take out a key piece of your hand
-
Graveyard hate can be effective in disrupting the deck's graveyard synergies, however the deck is not totally reliant on the graveyard to win on purpose due to design
-
The deck can be mana taxed due to it only having three basic lands
Matchups:
After about ten modern tournaments in a pretty competitive metagame, I've found that it does fair against aggro strategies, is slightly favored against midrange, favorable against slow decks, unfavorable against some control strategies (especially Jeskai control) and has a good matchup against creatureless strategies. Some decks can simply go over top of this deck, but the ability to have a fast clock and disruption against non-interactive decks helps mitigates this significantly. Will update as I play more.
General Strategy:
1.) Objective:
Ramp out and play 5+ mana of spells on turn three while still being interactive on turns one and/or two.
2.) Goal Dependent Matchups:
The deck is to ramp giant threats against aggro or go full on control and naturally cast our threats, more aggro against control, and tries to outvalue midrange. For go big/combo decks, the goal is to ramp, disrupt, and be more aggressive. Ie. usually what a typical midrange deck attempts to do.
3.) Opening Hand/Mulligan:
The ideal hand is one
Lotus Cobra
, one
Noble Hierarch
, a five drop, three lands (two being fetches), and some amount of interactivity. For game ones, it's best to have some amount of disruption (removal, counterspells) since game one will be difficult if you're facing an aggro or combo deck. Having four lands can be acceptable, but you risk the possibility of flooding and not finding a large threat. One land hands can be played on the draw with the right ramp creatures and threats, but only if against a non-interactive deck. This hand should be mulliganed against unknown opponents in game one. Even then, it's not recommended since being hamstrung on mana can cause you to fall behind and have threats stuck in your hand.
4.) Turn situation:
Turn 1 - Land,
Noble Hierarch
Turn 2 - Tap for
Lotus Cobra
, Play and crack a fetchland, play two to three mana worth of spells (ideally
Fatal Push
on main phase while still holding up
Logic Knot
).
Turn 3 - Play and crack fetchland, Play some combination of 6 mana worth of spells, preferably a five drop like
Primal Command
or possibly even more mana with
Hydroid Krasis
. Swing for 3 damage.
Turn 4 - If you are facing a non-interactive deck, start attempting to win immediately via creature combat with some interactivity if possible. If you are facing an interactive deck, start out-valuing the opponent (win via concession) or defeat with unblockable/evasive threats like
Creeping Tar Pit
in combat.
5.) Sideboard:
The main matchups that can be the most tricky are disruptive aggro, control decks, and midrange strategies like Jund and Mardu. The sideboard is meant to control creature combo decks by removing threats, eating up graveyard decks, take out key pieces of combo decks with
Unmoored Ego
, and switch to a more value based gameplan in attrition-based matchups. For attrition matchups, the ramp package is taken out since the deck will naturally get to a higher land count as the game progresses.
Vs. Artifact decks like Hardened Scales Affinity:
Unmoored Ego
,
Knight of Autumn
,
Engineered Explosives
,
Assassin's Trophy
,
Damnation
, and
Scavenging Ooze
.
Countersquall
can also be solid.
vs. Tron/Big Mana:
Disdainful Stroke
,
Unmoored Ego
,
Surgical Extraction
,
Assassin's Trophy
and
Countersquall
Vs. Burn:
Knight of Autumn
,
Scavenging Ooze
, and
Kalitas, Traitor of Ghet
.
vs. Dredge/Graveyard: Take out some removal and all counters but
Cryptic Command
which can tap the opposing board down or counter a key spell like
Conflagrate
; bring in
Damnation
,
Kalitas, Traitor of Ghet
,
Scavenging Ooze
,
Unmoored Ego
, and
Surgical Extraction
,
vs. Humans: take out most counters; bring in
Kalitas, Traitor of Ghet
,
Scavenging Ooze
,
Knight of Autumn
,
Engineered Explosives
,
Assassin's Trophy
, and
Damnation
vs. Spirits:
Kalitas, Traitor of Ghet
,
Countersquall
,
Disdainful Stroke
,
Scavenging Ooze
,
Knight of Autumn
,
Damnation
, and
Scavenging Ooze
Vs. Midrange:
Damnation
,
Ancestral Vision
,
Countersquall
,
Thrun, the Last Troll
,
Scavenging Ooze
, and sometimes
Kalitas, Traitor of Ghet
. If the opponent's deck is very removal heavy, it's usually recommended to remove most of the deck's ramp creatures.
Vs. Control:
Ancestral Vision
,
Countersquall
,
Scavenging Ooze
,
Knight of Autumn
, and
Thrun, the Last Troll
. Some amount of ramp creatures should be taken out if the opponent's deck is more spot removal heavy (ie. Jeskai control)
Contingency Plan:
-
Graveyard Hate: Against strong graveyard hate like Rest in Piece or
Leyline of the Void
, the goal is either to destroy the permanent with something like
Assassin's Trophy
or play around it. Many of the cards are meant to be powerful on their own right without graveyard interaction, and if it's a one time effect like
Nihil Spellbomb
, the graveyard will eventually be filled again. If the opponent is going very hard against graveyard hate, the deck's graveyard can be taken out.
-
Land Destruction/Blood Moon Effect: The gameplan will be to disrupt the opponent by taking out these effects in their hand and countering them when possible while fetching for basic lands. Having access to swamps and forests should be a priority since those are the deck's main ways of dealing with a resolved
Blood Moon
. If this is not possible against a
Blood Moon
that will resolve, mana should be tapped in response to
Assassin's Trophy
it in response. As a last ditch effort, mana dorks can be held until it's possible to set up a situation where a G/B spell like
Assassin's Trophy
can be cast targeting
Blood Moon
.
-
Hand disruption/Liliana: Prolong the game by trading when possible with what is left of your hand. Against
Liliana of the Veil
, counter or remove immediately, even if it means taking damage in the later turns. Do not put down a creature if it will be edicted.
Combos and Synergies:
-
A single
Lotus Cobra
can allow for 5 mana worth of effects to happen as early as turn 3. If this is combined with a turn one mana dork, this can even allow for 6 mana worth of effects to happen on turn 3 and possibly a mana advantage on turn 2 as well (tap dork and land for
Lotus Cobra
, play fetchland, landfall trigger, etc...).
-
Jace, the Mindsculptor can use its minus one ability on
Eternal Witness
and other value creatures, which allows for a slow value engine that tutors for spells in your graveyard
-
Noble Hierarch
buffs evasive creatures like
Creeping Tar Pit
and
Shriekmaw
, allowing you to close out games more quickly.
Noble Hierarch
also helps make many of your 2/1 creatures become more potent threats
-
multiple
Eternal Witness
es can create a slow value engine. If this is combined with a
Primal Command
, it can be a very effective package in more midrange matchups to outvalue the opponent.
-
Eternal Witness
and
Cryptic Command
allows for a loop to continually counter a spell each turn. If you are ahead of your opponent (clear board, have another attacker), this can really allow you to seal the game.
1.) Synergies critical to victory?
-
The ramp package helps to beat non-interactive decks
-
Value based graveyard synergies helps to out-value opponents in grindy matchups
-
Tutor creature package allows for answers to many strategies and problematic cards
2.) When the synergies are developed:
- Ramp: The synergies are developed during your opening hand. When playing this deck, it is important to have ramp cards in your hand rather than expecting to draw into them since they are not as effective if not played on turns one or two.
3.) How the interactions can be disrupted:
- Ramp: Interactions can be disrupted via hand disruption, creature removal, and tempo plays.
4.) How do you execute the interactions?
- Ramp: This happens immediately at the beginning of the game, but excess mana can be used for activating multiple
Creeping Tar Pit
s, or having extra mana to cast more spells gained from the deck's value engines.
Card Choices:
Noble Hierarch
:
This card ramps and fixes the deck's mana and makes creatures more threatening of offense throughout the game. It can be more revelant as a topdeck than it may seem since it buffs evasive creatures like
Shriekmaw
Birds of Paradise
:
This deck is four colors, so this really helps improve the mana consistency of the deck while allowing for more explosive draws.
Lotus Cobra
:
Is the catalyst for the deck's most powerful play (ramp to six mana on turn three) while fixing mana.
Lotus Cobra
's ability does not cause it to tap, so it can still participate in combat while ramping.
Snapcaster Mage
:
Versatile creature that allows the deck to replay the flexible instants and sorceries in the deck.
Deputy of Detention
:
Being able to tutor for a
Detention Sphere
can be very handy in several situations. Recursion via cards like
Eternal Witness
and protection via Counterspells can help protect or re-use this card even if the opponent does have some removal options.
Eternal Witness
:
With so many powerful value cards and threats in the deck, having this card as a one of is worth it. There are effectively two copies of it in the deck due to
Primal Command
, which helps develop a more consistent gameplan. Being able to get back a fetchland to help ramp or fix your mana is also extremely helpful due mana requirements and converted mana cost of the cards in the deck.
Scavenging Ooze
:
This is a card that can act as a finisher in more grindy creature games while being a good early drop against aggro decks like humans and burn.
Kalitas, Traitor of Ghet
:
This card has real runaway potential if it gets going and helps to hose graveyard (creature) and burn strategies. Counterspells and
Eternal Witness
effects can make sure it sticks on the battlefield and isn't able to be used after one removal spell is tossed at it.
Shriekmaw
:
Being a split card makes
Shriekmaw
very valuable in this deck since it's essentially a bridge into the midgame against a lot of deck strategies. This is one of the cards that gets sideboarded out the most (artifact and black creatures), but when it's good, it's very good. Being able to evoke this card, buy it back with
Liliana, the Last Hope
or
Eternal Witness
, and have the ability to evoke it again the same turn or stockpile it for later is great. It's also a tutorable "removal spell" with due to
Primal Command
.
Hydroid Krasis
:
Great finisher that also is good when recurred. If you're going to play a card that should be cast for 6+ mana, this is one that provides value and a threat. Works very well with the abundance of ramp is the deck, where against uninteractive decks like humans it can be cast for X = 6 or more. The cast clause ensures that value occurs even if countered.
Fatal Push
:
Cheap creature removal that can hit a large amount of targets. It can be pretty easy to hit 3cmc and 4cmc creatures due to the amount of fetchlands in the deck as well
Assassin's Trophy
:
Extremely versatile and efficient spell that gives the deck more game against a variety of decks in the Modern format. This is one of the key cards that allows the deck to compete with big mana decks.
Abrupt Decay
:
Overloading on
Assassin's Trophy
can have drawbacks, and the uncounterable clause has some applications as well.
Countersquall
:
Being able to counter non-creature spells for only 2cmc can be a bargain especially when it comes to countering opponent tutors, planeswalkers, and removal spells. The life loss also helps chipping in for damage in grindy matchups and speeds up the clock against slower strategies and when racing.
Cryptic Command
:
Very flexible card that serves as removal and card advantage. Also allows "pickup" of ETB creatures which can be very helpful in more grindy matchups when returning an ETB creature to your hand may be more worthwhile than drawing a card.
Primal Command
:
With the ramp, this helps make more consistent early plays against different problematic strategies. The typical play is the find a card that is most effective in the matchup, but it can also tutor for less all-in strategies that are more value-based like
Eternal Witness
or
Snapcaster Mage
. The card also has versatility in a lot of matchups (graveyard, aggro/burn, big mana, etc...) due to it's four modes. Bumped this card up to a two-of because it has overperformed in a lot of matchups and allows for more consistency in terms of finding specific answers post-board.
Logic Knot
:
Because this deck has a ramp strategy, it can still be a relevant card when the opponent is using graveyard hate and is overall a solid enough option as a cheaper, almost hard counter.
Jace, the Mindsculptor:
Ramping out planeswalkers really helps in terms of inevitability, and this card also provides the invaluable ability to help smooth out draws and find answers. Ramp decks can struggle when in top deck mode or if the wrong parts of the deck are drawn, so Jace, the Mindsculptor's zero ability is perfect in preventing this. Since the deck has other ways of drawing extra cards and gaining value, the card's plus two ability can be used more quickly to ensure game's end in our favor.
Lands:
The deck has a lot of mana commitments and five taplands, which means sequencing spells in the first two turns can be difficult. That being said, the deck doesn't have a lot of issues in terms of playing threats later on because of the ten ramp creatures and twenty-five lands which amount to a total of thirty-five mana sources. It can be difficult at times to get to five mana if the opponent is removing ramp creatures, but your early drops are largely focused on removing and countering an opponent's threats, which helps to get to the later turns of the game.
There are a high amount of fetchlands because the synergy with
Lotus Cobra
enables the deck's ramp strategy. As well, fetchlands work very well with
Jace, the Mind Sculptor
's zero activations to get a new look at cards.
Taplands aren't as bad in this deck due to
Lotus Cobra
's landfall ability adding a mana. This means you can still "curve out" with taplands when
Lotus Cobra
is on the battlefield.
Creeping Tar Pit
seems like the ideal manland for the deck because you very much want to get to at least 3-4 blue sources in a game, and the unblockable ability gives the deck a degree of inevitability. Plus the synergy with
Noble Hierarch
can sometimes speed up your clock by a turn or so. The two-of
Hissing Quagmire
s are to have more green sources, but it is also helpful when the deck needs to be more defensive since it trades very well. This can sometimes hold off attackers which can allow you to play more of your instant speed spells to your favor.
Flex Slots/Maybeboard:
The "flex" spots right now are listed below. Because this is a "goodstuff" control-ish deck that can splash a fourth (or fifth) color, it can be flexible in adapting to the metagame.
Event Report:
Being redone since deck has had a major overhaul.
Change Log:
12.4.18: -2
Opt
, +1
Field of Ruin
, +1
Forest
, -1
Hallowed Fountain
, +1
Temple Garden
, -3
Verdant Catacombs
, +3
Misty Rainforest
, +2
The Gitrog Monster
, -1
Overgrown Tomb
, -1
Assassin's Trophy
, -1
Obstinate Baloth
, +1
Ramunap Excavator
12.15.18: -1
Spell Snare
, -1
Bojuka Bog
, -1
Golgari Charm
, -1
Polluted Delta
, +1
Hissing Quagmire
, +1
Fatal Push
(in sideboard), +2
Thoughtseize
, +1
Verdant Catacombs
,
Collective Brutality
moved to mainboard,
Abrupt Decay
moved to sideboard
12.18.18: -1
Damnation
, -1
Ceremonious Rejection
, -2
Hornet Nest
, +1
Primal Command
, +1
Glen Elendra Archmage
, +1
Windstorm
in sideboard, +1
Yahenni's Expertise
in sideboard, Moved
Kalitas, Traitor of Ghet
to sideboard
Match Report:
4.13.2019: Major overhaul in the mainboard, with the inclusion of
Cryptic Command
, more lands, more ramp effects, and a change in creatures that act as answers in matchups. The curve has been lowered significantly to allow for more early game plays.
4.29.2019: Reduced land count by one to add in a fourth
Noble Hierarch
to help with ramp consistency. As well,
Gavony Township
has been removed because it can be too much of a liability depending on your drawn hand. Finally, the sideboard has been reworked for less creatures to tutor.
5.11.2019: Added in 2
Scavenging Ooze
, 1
Abrupt Decay
, and 1
Kalitas, Traitor of Ghet
to the main deck. Removed
Spell Snare
,
Thragtusk
,
Knight of Autumn
,
Carnage Tyrant
, and
Greenwarden of Murasa
. Reworked sideboard to include
Dovin's Veto
and some of the cards from the main into the SB.
5.18.2019: Removed 1
Hallowed Fountain
for 1
Eternal Witness
. The deck seems to benefit from two
Eternal Witness
effects.
5.27.2019: Removed
Flooded Grove
for
Hallowed Fountain
to allow for more white sources and targets off of fetchlands.
I will not put in report of early, prototype versions, but the deck had difficult matchups vs. 5c Humans, graveyard strategies, and midrange. The reason for this is the previous versions did not have certain cards in the sideboard that could readily compete with certain strategies, and the deck was changing daily. As well, this was my first time playing with counterspells and ramp in the Modern format, so it's taken sometime to learn things like sequencing, what threats to counter, etc.... Finally, the deck has been tuned to have better matchups against midrange, aggro, and graveyard strategies, which will be more reflective of how the deck is moving forward.
5c Humans (1-2): While the opponent can have nut-draws that are very difficult to beat, our nut-draws lined up very well in terms of stabilizing the board against them.
Mantis Rider
can allow them to win over-time, but it is possible for this deck to put enough pressure and disruption to beat through it. The biggest card that is problematic is actually
Reflector Mage
since it allows the opponent to bounce our stabilizing threats. Overall a tricky matchup, but post-board the match seems winnable due to the deck's ability to stabilize quickly while having access to board wipes.
Affinity (1-0):
Etched Champion
is a huge problem for the deck, but it is otherwise a winnable matchup.
Jund (2-1): The key to this matchup seems to really hinge on
Liliana of the Veil
.
Liliana of the Veil
can be extremely difficult to fight through so it's important to keep the
Inquisition of Kozilek
in hand to disrupt it from hitting the battlefield. Overall, the deck can out top-deck the opponent a lot of times which means the deck has a natural long-term advantage.
B/G Rock (1-0): Very tough matchup. It seems the best way to beat them is keeping them off Lilliana of the veil in the early turns while hitting your land drops throughout the game. Since the deck is slightly bigger and more controlling, it's possible to stabilize and turn the corner.
Ancestral Vision
also helps the deck outvalue the opponent in card advantage as well.
Spirits (0-2): The quick clock and interaction seems to make this a difficult matchup. Will update as I play the matchup more. Seems winnable if you draw the right 5cmc cards since they effectively dodge
Spell Queller
.
Ponza (1-0): Played a value version of the deck, and the matchup vs.
Blood Moon
was not as bad as anticipated. The ample amount of fetches and basic allows the deck to fight through the effect until it can be removed. The deck overall seems to top deck better than the opponent, and their removal does not line up well against the deck's larger threats.
Blue/White Control (1-3): Having an early threat seems very important overall in order to put pressure on the opponent. It appears to be critical to hit your land drops in order to cast your threats consistently while having counterspell mana available.
Jeskai Control (1-3): The matchup feels very winnable because the deck can start swinging in for damage on turn two with
Lotus Cobra
and/or
Snapcaster Mage
. The opponent is forced to use their removal on these cards which allows our later threats to stick. Hand disruption + counterspells can also "tax" the opponent's counterspells and removal while making sure the coast is clear before resolving a hard to deal with threat like
Teferi, Hero of Dominaria
or
Thragtusk
. Creaturelands also help get past counterspells.
Hollow One (3-1): Includes one
Arclight Phoenix
variant. Seems to be a decent matchup since a lot of the deck's creatures matchup favorably against the deck's namesake card.
Arclight Pheonix (1-1): The games are much more favorable post-board, but this deck can still win the first game.
Infect (2-0): The disruptive elements of this deck really make it difficult for the opponent to gain traction. Once the deck has stabilized and dropped a large threat, it can be difficult for the opponent to win unless they have an unblockable creature.
Titanshift (2-2): The matchup seems favorable since the deck can also ramp to large threats, but has the added element of land destruction and interaction via counterspells. Some of the typical grindy cards the deck plays in the sideboard like
Tireless Tracker
or
Obstinate Baloth
don't always matchup well with the deck's threats.
Amulet Titan (2-1): The matchup seems favorable due to interaction via counterspells and hate cards.
Dredge (1-0): Definitely a tough game 1, but subsequent games are more favorable. I don't think the deck is favored overall though and it might be less than 50% odds to win or just around 50%.
Affinity (1-1): Seems like an easy matchup due to the amount of artifact hate, removal, and counterspells. If the person sticks an
Etched Champion
it can get much more tricky however.
Grixis Shadow (4-0): Overall seems very winnable. The deck just outvalues the opponent and trades more effectively, especially after game 1 where more of the mana ramp is taken out for a value package.
Bogles (1-0): The matchup feels more winnable than anticipated since the deck has counterspells and cards that can destroy enchantments. As well, some of the threats are large enough to go toe to toe with their enchanted creatures. Instant speed enchantment destruction can also mess with combat in your favor to nerf the opponent's creatures.
Merfolk (0-2): The matchup feels winnable, but the Merfolk deck can have a fast clock that can attack for a lot of damage. It is possible to fall behind or for them to assemble a board that is evasive enough to close the match out before your deck can stabilize. Being able to destroy an
Aether Vial
early makes the games a lot more easy overall.
G/W Tron (1-0): Game one feels very unfavored, but postboard it becomes a lot more winnable. The goal is to tempo the opponent out with a fast draw of
Lotus Cobra
s while keeping them off Tron via
Assassin's Trophy
and
Unmoored Ego
.
Green Tron (1-0): Game one is about getting lucky and tempo, but following games become easier.
Cheerios (1-0): Very winnable matchup that gets better postboard by bringing in more counterspells and removal
Faeries (1-0): Becomes a very grindy matchup. Cards like
Carnage Tyrant
and
Thrun, the Last Troll
help to break the game open. Important to keep
Bitterblossom
in check.
Abzan Company (1-0): Very grindy matchup that is tricky. The goal is to take out most ramp pieces and instead control and eventually outvalue the opponent.
Feedback:
Thanks for reading everyone. I really like how the deck plays overall, and it feels inherently powerful. That being I said, I could use help fine tuning things, especially the mainboard. I'm happy with it overall after playtesting and playing live with the deck. I've noticed that it's easy to know what hand is a keep vs. mulligan for the most part, but the deck overall is pretty difficult to pilot since it has a lot of decisions and mana counting. With long matches, it can gas you mentally. Any help on improving my matchup vs. midrange decks and/or
Liliana of the Veil
would be helpful since I feel those type of matches seem to be the most tricky.