the walking dead (b/w humans) finalized!

Standard* EnigmaEthos

SCORE: 32 | 80 COMMENTS | 7116 VIEWS | IN 11 FOLDERS


further, probably final adjustments —Aug. 19, 2014

-2 hero's downfall +2 ultimate price- the double black was far too clunky and the one extra mana put me in some unnecessarily tight situations.

-1 imposing sovereign +1 orzhov charm being able to kill something, bring something back at instant speed, or bounce it back to my hand in response to a kill spell seems pretty good, will see how it turns out might actually bring it up to two copies main board

sideboard changes

-2 renounce the guilds +2 gift of orzhova- this is because my local meta has changed with junk not really being played anymore and rabble red gaining popularity. Everytime I've played rabble red i've been land screwed which prevents me from racing or at least matching the board state, bringing in basically unblockable life gain should help against rabble red and mono-blue

EnigmaEthos says... #1

BUG23 it's something to consider but I like my one drops swinging in for damage early to apply pressure as quickly as possible. I'm considering putting in Willing to add life gain after sideboard for the mono red matchup though.

August 11, 2014 5 p.m.

tooTimid says... #2

Did my comment just get skipped?

August 11, 2014 6:43 p.m.

EnigmaEthos says... #3

my bad RedSoxFanKy I haven't changed the list on here yet but high priest of penance has in fact been removed, obelisk also has been removed, devouring light got replaced with altar's reap because of the instant speed card draw and synergy with necromancer, athreos, and return to the ranks, i now run two imposing sovereign main and one in the side, bile blight is something I've been considering but i like having straight removal better, I see some advantages but other then pack rat [which only one person plays in my meta] downfall seems better in most situations from my experiences. I'd like to keep the gods willings' in because it protects from detention sphere and banishing light and the scry is a nice touch since i don't run any temples for obvious reasons. I also think ajani's presence is better then ephemeral shields because it gets the pump and the strive makes a huge difference, it has saved me so many times in the grindy-er games. As for return to the ranks, it has proven to be huge tonight at my monday night magic league for example against control after the turn 4 verdict i was holding one brought back my stuff, drew into one two turns later following another verdict and won as a result. Also, late game with athreos out when people choose to put certain creatures in the graveyard and let others come back to my hand, bringing them back and swinging for game has happened a few times. Finally, same case scenario I replay the creatures that are returned to my hand, and then with the extra mana and the creatures themselves I just convoke with them since they cannot attack anyway and near double my board state. I like my two thoughtseizes I have 4 i just don't know what to bring out for them quite honestly. Thank you for taking the time to make such an in depth comment I honestly just forgot about it because I've been busy the last few days and have not had the time to type back a response to cover everything.

August 12, 2014 12:39 a.m.

zenny123 says... #4

just wondering, what's your game plan against hexproof decks; my meta has too many of these....

August 13, 2014 9:09 p.m.

EnigmaEthos says... #5

zenny123 my meta does not fortunately, but anything that destroys non creature permanents such as High Priest of Penance or Bramblecrush or Vraska the Unseen s minus ability, makes opponents sacrifice creatures Celestial Flare Devour Flesh , or cards with global effects such as Supreme Verdict are the best way to go. usually going after the auras instead of the creatures is the best bet. hope this helps!

August 13, 2014 11:52 p.m.

zenny123 says... #6

great, thanks for the tip; I was wondering if you ever considered Agent of the Fates , been playing him (with the hexproof and all rampant); what do you think?

August 14, 2014 2:23 a.m.

zenny123 says... #7

btw Pithing Needle is better until rotation comes around because Phyrexian Revoker can't name lands so opponents can still play their Underworld Connections

August 14, 2014 3:03 p.m.

EnigmaEthos says... #8

they can play them but not use them zenny123, i would use agent of the fates but i don't really have much to trigger his heroic, also the double black in the casting cost could be a problem thanks for the suggestion though. I was considering Glimpse the Sun God as a finisher spell what do you think about that?

August 14, 2014 7:13 p.m.

zenny123 says... #9

the activated ability comes from the land not the Underworld Connections card itself so it wouldn't stop them from using it even if you call it with Phyrexian Revoker , had the same problem at my local card shop too since the guy didn't realize the nonland part of revoker.

Glimpse the Sun God is meh, seems tacked on and situational; might be a card(s) that'll just sit in my hand the whole game but it's up to you.

August 14, 2014 10:05 p.m.

EnigmaEthos says... #10

for my deck it would be the turn 4-6 tap down my opponents board and swing for lethal ideally zenny123

August 15, 2014 2:03 p.m.

zenny123 says... #11

yeah if it works then use it, I never play-tested it so I wouldn't know how well it holds up so tell me how you do with it.

August 15, 2014 2:11 p.m.

EnigmaEthos says... #12

ill be testing it this weekend zenny123 but I'm focusing on a local modern ptq sunday so I'll get back to you on that

August 16, 2014 1:39 a.m.