Value Emeria Titan

Modern bvowles

SCORE: 8 | 44 COMMENTS | 2349 VIEWS | IN 5 FOLDERS


veeonix says... #1

Sword of... everything is basically better than Godsend, except maybe Body and Mind. Fire and Ice, Light and Shadow, Feast and Famine will all give you better results. Especially Light and Shadow in a deck that seeks to recur small creatures with ETB abilities. Not to mention, the +2 toughness to anything puts them out of Bolt range, essentially giving you Pro Red by proxy. It's value and presence on the battlefield is infinitely better than Godsend. Not to mention, unlink Light and Shadow, and opponent can simply play Terminate, Path, Maelstrom Pulse or... you know, literally any other removal spell in their deck on the titan with the Godsend. Can't simply do that against Light and Shadow.

4 Emeria is probably too many. While it is a great card and the thing that gives your deck inevitability, there is a few things innately wrong with it. It requires 7 Plains out of the 23 lands you run in your deck. That is almost a 3rd of the lands from your land count. The fact that you are less likely to be making land drops as plains because of this, could potentially be a problem. I suggest cutting it to 2, in all honesty, that is all you really need.

One of the Ghost Quarter in this deck should be a Tectonic Edge. Normally, I would suggest Ghost Quarter is the better card over-all. However, there is an exception. As far as a land to recur again and again in the late game, Tectonic Edge serves a better purpose. Ghost Quarter is better in shorter games, or against decks like Tron/Scapeshift where you have to hit their lands quickly. But for the sake of recurring with Titan, Tectonic Edge should be a 1 of in the deck.

3 Flooded Strand is not enough. Many of these builds are running 6-8 Fetches, with both a full set of Hallowed Fountain and a full set of Prairie Stream.

The deck could use a Celestial Colonnade or two for a backup win condition or something to do when you flood out.

Your counter magic package is a bit weak. The Ojutai's Command is a nice touch, being able to recur a few things. Negate is a bit problematic at times when you run into creature heavy decks like Merfolk, Zoo and other similar creature based strategies. Even against burn, where you can counter a Lightning Bolt, just the fact that you are spending 2 mana to their 1 in the early turns of the game while they attack you with haste creatures is a problem. This means you are spending your mana to counter a 3 point burn spell, while not spending it on removal or blockers for the creatures in play. Consider trying out Mana Leak, Logic Knot or Spell Snare, seeing as they will have more targets more often.

A single Sphinx's Revelation usually does wonders in these decks, even if it's in the side board.

You spend way too many slots running 4 of's on your creature lineup. While it is true it increases consistency of those cards showing up, some of them don't work well in all situations. It is a good idea to slim it down some for a few more slots for some versatility.

Knight of the White Orchid can help you get your Plains engine running. Low mana investment creature, worth recurring and attacks/blocks well.

July 23, 2016 5:21 p.m.

bvowles says... #2

Thanks for the suggestions and the comment, it's greatly appreciated! I just started playing the deck, and all of your points are helpful.

I've replaced Godsend with Sword of Light and Shadow, Negate with Spell Snare main, gone down to 2 Emeria's, tweaked the creature list, added Knight of the White Orchid, added Sphinx's Revelation in the sb, and a couple other things here and there. 2 Emeria scares me slightly, but with the card draw and Court Hussars I trust it.

What are the worst matchups for this deck? Scapeshift, Ad Nauseum, etc.? Wondering if my sideboard is okay, although I want to play around with one Austere Command.

July 23, 2016 5:53 p.m.

veeonix says... #3

Aggro can be tough, since they run a lot of efficient creatures. This deck can wrath turn 4, but with only 4 true "removal" spells you can cast before then, it can be rough.

Jund is also rough. You out-value them in the latest of game, but in the mid game, they have Liliana and Thoughtseize to wreck your hand. Considering you have to get to the late game to cast your higher-mana costed spells, this can be rough.

Tron is just the most powerful long-game deck in Modern. Nothing out-values it, not even Emeria. You need to disrupt it somehow. White has the best hate cards for sideboards.

Combo decks "if" you keep a low counter magic setup. Personally, even in a primarily creature based shell, I would still run a fair amount between the board and deck.

Kitchen Finks should be here... somewhere?

4 Sun Titan is too high. You don't actually need to draw it until after Emeria is online. Also, opening or drawing a stream of these with Verdicts can be bad, considering how much mana they take to cast.

Cryptic Command is often considered for these decks.

Flickerwisp is great synergy, but virtually useless on an empty board, consider dropping it to 2/3 instead of 4.

Cryptic Command is probably one of the best strengths this deck has. Also, Snapcaster Mage has a powerful Etb ability, lets you recast Path/Snare, and can block early attackers if need be.

July 23, 2016 6 p.m.

bvowles says... #4

Briefly playing with Lone Missionary, I liked the automatic gain 4 life aspect over the two stage 4 life with Finks, but overall Finks is strictly better.

Is it easy to consistently be able to cast Cryptic turn 4 on? I was hesitant in adding it before thinking I wouldn't be able to consistently take full advantage of it, but I think with the land changes it's probably easier now.

July 23, 2016 6:18 p.m.

veeonix says... #5

That partially depends on how many mana fixing lands you run. The only way to ensure you have constant access to blue mana, while not lowering your availability of "Plains" for Emeria is to run more fetchlands. This gives more physical targets to play to search out your dual (Plains/Island) lands to support both Cryptic and Emeria.

Kitchen Finks is strictly better than Missionary. Not saying Missionary shouldn't be in the deck. He supports and works with what you are trying to do. However, Finks is a huge value card at 3 mana in white, wards off aggressive decks and is resilient to removal.

July 23, 2016 7:03 p.m.

Oof_Magic says... #6

Could this deck make use of Lunar Force?

August 28, 2016 9:26 p.m.

bvowles says... #7

Hey Happymaster, I haven't personally tried it yet, but I've seen that some people have tried it out and it didn't work out well. The thread for this deck idea on mtg salvation has some people's experiences with this card.

August 28, 2016 10:11 p.m.

bah-bammmm says... #8

actually, i used to play U/W titan, and i remember seeing Michael Segal place with the deck at a scg tournament. you want 4 Flooded Strand, 2 Hallowed Fountain, 2 Prairie Stream, seven Plains, and 2 Islands, along with 4 Ghost Quarter. i would focus less on creatures, as Michael Segal only ran 16. he didn't have any equipment, but his control package was very good. Gifts Ungiven does so well in this type of deck.

Here is Michael's list, it was probably the best U/W titan list i have seen.https://www.mtggoldfish.com/deck/315193#online

August 30, 2016 7:37 p.m.

bvowles says... #9

Thanks for the comment! What a great deck list that is, and interesting to note the low creature count compared to almost all other lists. His list is slightly outdated; Spellbomb was only really run in Titan for stopping the Twin combo, for instance, but I definitely get what he was doing with it. I've thought many times about cutting the creature count and going for a real control package, but I kept focusing on the full value aspect and couldn't cut the creatures down accordingly. I know that deck placed, and is probably much better than my version, but I'm confused as to how he used Emeria? I've been playtesting this deck for weeks now, and one thing I've learned from messing with the number of Pilgrim's Eyes is that you need 4 if you want a chance at Emeria activation in almost every matchup. Also tried the two islands for a while, and really really disliked the second one in the deck. Seeing a second one in a game has lost me the game a few times because I ended up one or two turns behind an active Emeria. The lands could definitely always use tweaking though.

Gifts Ungiven is absolutely brilliant in this deck and I really don't know why I haven't tried it yet! Seems like the perfect addition, and I think I'm going to tinker around with that card quite a bit.

August 30, 2016 7:56 p.m.

bah-bammmm says... #10

if you don't like the landbase, i understand. the 2 islands were an inclusion due to the number of counters he ran.

emeria is not the necessary wincon that Segal wanted, he wanted a more control game, and he only used emeria when it got to a really long game.

yeah, it is outdated a bit, but it is the best list i have seen personally.

August 30, 2016 7:59 p.m.

veeonix says... #11

The successful builds I have seen ran a lower creature count and a larger control shell. The reason that the decks are built with a control shell is to force the game to go long. When the game goes long, you see more cards drawn, and increase your amount of lands played during said game. Which both helps grind out opponents with the control strategy, or get Emeria online to win with.

There is no need for a lot of redundant creatures. By the time you have 8 lands in play, you have likely seen 20 cards, and are on turn 12 or 13. With seeing that many different cards, you are surely going to have something of value to get back with either Emeria or Titan. So, running a higher density really isn't that important. Making it to later turns, and not being vulnerable to Wraths is far more important IMO.

August 30, 2016 11:44 p.m.

bvowles says... #12

Playing the deck as the list is currently does make it to late game consistently though. The approach of this specific list is to play whatever value creatures you need when you need them to gain incremental advantages i.e. card advantage, life, etc. Having so many copies keeps the creatures- and therefore the incremental value plan consistent. Multiple pilgrims eyes allows you to get the plains necessary for activating emeria, wherein the sun titan, flickerwisp, sun titan, phantasmal image copying sun titan targeting anything else really ends almost any game.

Having so many creatures also allows early to late game chump blocks putting creatures in the yard, and also is the reason I run 3 supreme verdict main, as I don't mind losing 3 of my creatures, whereas they will most likely mind losing all of theirs.

This build has been really fun to play in general, and to be honest if I decided to go more classic control with it, I'd sooner just make a very different deck. I love the suggestions though, and who knows, maybe I will end up changing this list quite a bit. I don't expect it to ever really be competitive as it's my fun deck, but the idea of trying to make the deck idea more competitive is also very appealing.

August 31, 2016 12:09 a.m.

veeonix says... #13

I see. It's your deck and certainly your decision. Just trying to offer suggestions where I can.

Not that I have anything against a U/W midrange deck over a control shell, but G/W will give you better results for making the same efforts.

August 31, 2016 12:27 a.m.

bvowles says... #14

The thread over on mtg salvation for this deck has a lot of great content concerning g/w emeria vs. U/w emeria. I am personally of the opinion that g/w mainly makes emeria activate faster and doesn't compare favorably to the u/w versions interaction, but gives you better creature selection.

Mainly this deck list looks terrible, I know, but that is part of the fun lol. The synergy is off the charts, and it's always fun to watch people's reactions when you start chaining creatures together.

Here's a link to that mtg salvation thread I mentioned: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/600378-mono-value-control-aka-azorious-titan?page=72

August 31, 2016 12:48 a.m.

veeonix says... #15

I think you may have misunderstood something I said. Let me try to clarify.

  1. I never suggested running G/W Emeria, nor was I suggesting to even consider it.
  2. I wasn't comparing U/W Emeria vs G/W Emeria.
  3. I feel U/W is the best deck for Emeria. It will net the best results.
  4. I am not suggesting to run G/W Emeria. U/W is better.
  5. G/W is a better "Midrange" deck than U/W Emeria. The reason this is, is because U/W Emeria is more successful as a control deck, rather than a midrange deck.

When I say G/W Midrange, I'm referring to decks running Kitchen Finks, Loxodon Smiter, Qarsali Pridemage, Knight of the Reliquary, Eternal Witness, Voice of Resurgence, Gavony Township etc. I never implied Emeria should be anywhere near this type of deck.

Sorry for the miscommunication. I hope I've cleared up what I was trying to say.

August 31, 2016 12:58 a.m.

bvowles says... #16

Oh yeah, I got it. Total mix-up on my part.

I think of it as control in the idea that I play non impactful creatures for the advantages and to have something available for recursion or flickering, keep them up for blockers, and basically hold out until emeria activates and then hopefully end the game very soon after. Just that instead of sorceries or instants, most of the ones in here are sorceries or instants on a stick. I guess this deck is not really control, per se, at least in the classic sense. It does, however, usually play out like one when successful. I rarely expect to do more than 4 damage by the time a sun titan hits the board, as I don't play offensively until the late game. I think a good combination of these two exists somewhere in cards like Meddling Mage, it's just that the problem with cards like meddling mage or spell queller have large downsides, especially when you factor in that they are not very good with flicker.

August 31, 2016 1:11 a.m.

bah-bammmm says... #17

i know you like your build, but if you wanted competitive play, and the idea seems appealing, then i would definitely change right to the michael segal list.

August 31, 2016 1:11 p.m.

bvowles says... #18

That's a good point. I could switch up the deck between casual and competitive whenever I'm in the mood. I think I might do both!

August 31, 2016 1:58 p.m.

veeonix says... #19

The problem with making your deck directly between two themes is, it will not be as good as other midrange decks, or as good as other control decks. In matchups where you needed to be a control deck to win, you will lose. In games where you needed to be the Midrange deck, you will also lose. The mid section creates positions where you don't have enough force to fight off aggro, and you don't have enough resilience to fight the attrition war with other midrange/control decks.

September 1, 2016 12:06 a.m.

bvowles says... #20

Oh yeah, I agree with you. By switch up the deck, I meant literally switching between two different decks, not combining them.

September 1, 2016 6:40 a.m.

DomVito89 says... #21

This deck sucks...Great Job!

September 4, 2016 4:38 p.m.

bvowles says... #22

Haha, thanks Dom!

September 9, 2016 9:32 p.m.

ChiefBell says... #23

Having played both decks at a high level GW is actually infinitely better. In any high level metagame you're going to face a lot of very fast decks. The repeatable blocking abilities of Kitchen Finks and Voice of Resurgence are actually essential if you want to beat things like infect and affinity or they run over you.

September 10, 2016 1:06 p.m.

ChiefBell says... #24

Primeval Titan also makes the deck super consistent and Sakura-Tribe Elder means you go off faster. All of this on a shell that's more about to stall for time with repeatable blockers and you still get access to wrath effects. Actually wrathing with Voice of Resurgence and Kitchen Finks on the board is FAVOURABLE.

September 10, 2016 1:08 p.m.

bvowles says... #25

Kitchen Finks can be played (and is) in both versions. Stony Silence, detention sphere, wrath effects, ghostly prison, and paths usually do enough against affinity and other fast aggro. Also, personally I've never cared for green/white in general. All of my favorite decks have contained blue, so it's all subjective.

Board wipes are favorable for this deck. None of my creatures sticking around really matters, because you want as much to recur late game as you can get. The creatures are used most of the time simply as ETB value that helps get you to late game, and the board wipes are there to replace the need for a sac engine. That's when the deck just overpowers a lot of strong decks late game.

Really, the decks do different things, and as I've explained in this thread before, this is my fun deck, and that's why I play this. I'm not some super competitive player who has delusions of becoming a pro one day.

As for g/w emeria being "strictly better", I'd have to disagree, as it's really meta dependant in my opinion.

September 10, 2016 1:58 p.m.

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