|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Uncommon|
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Creature — Elemental
When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
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2 days ago
I've tested my G/W Hatebears against the deck yes as well as my Mono-White build sparingly, however I mainly have tested for other people and done substantial testing against my turns deck I have been working on.
I think ponza is not well positioned against the mono-white version of death & taxes especially against more experienced pilots. The deck inherently does not care too much about it's mana, and as a precaution I always play Weathered Wayfarer regardless. As I assume you know the best way to beat the deck is to deny the Aether Vial, yet even then there are ways we can work around that, for example the aforementioned Weathered Wayfarer. The mono-white version is closer to the legacy deck and as such runs it's own mana disruption plan too, Blood Moon removes that threat but at a cost. So basically in my testing my gameplan piloting your deck while I was developing matchup knowledge was turn 1-3 deny Aether Vial and try to land some kind of threat, from there Blood Moon and mana denial, not allowing D&T to rebuild in a turn.
As the death and taxes player however, I decided to go the agro route leaving most of my control to be gobbled, a landed Thalia, Guardian of Thraben could go a long way however. I'll be sure to test Death & Taxes more against your deck so I can give you more concrete tips, but my gameplan when I did use D&T was the agro route whereas others may try to go controlling.
As an aside note I have seen people try to side in Chalice of the Void to shut off one and two for me and I'll admit it can be effective but risky.
Some advice for the matchup I can give psychologically is pay attention to your opponent game one, often D&T players will chose which route they take the deck in game one at some point and you can see which route they take through there plays, for example a player who flickers Blade Splicer with Flickerwisp is favoring agro and is testing to see if game two they can out tempo you, a player who plays a Flickerwisp to deny you resources is likely attempting to use a more controlling strategy (though I'll admit against ponza, getting rid of Sprawl is always tempting). Also a turn three Mirran Crusader or Brimaz, King of Oreskos is probably the clearest indication that the D&T player is going agro and trying to win quickly (when someone does this it may be because they don't have experience however so be wary). People underestimate mono-white D&T as well, the deck will make your life miserable and use a variety of tricks to keep you off balance; I always tell players to not adapt to what a D&T player is doing as that is what we want you to do, if you adapt you are letting us influence your gameplan and from there D&T shines as it builds up a lock on the game the longer you let it go.
Never be afraid to establish priority against D&T, honestly most players forget this but many interactions in D&T rely on priority and the state of the stack. Though more impactful in legacy, D&T still plays mana denial and it will do anything to keep you from achieving your goal. At it's heart it is agro control and must be give the same amount of respect as that U/W control deck or U/B list.
So general notes on my experience against ponza. The most impactful card I have faced was Chalice of the Void (specifically on two), it makes the deck much less adaptive.
Ironically, the least impactful cards I have found, at least against the gameplan I like to use, were the land hate cards, making them more expensive and then landing Weathered Wayfarer made it feel irrelevant.
As I said, I really like your build of ponza so I'll be sure to test my mono-white against it more so I can give you more specific tips. If you made it this far, thanks for putting up with my rambling.
4 days ago
I question the point of making a Death & Taxes with less than the full 4 Flickerwisp. Taxing 2-drops and Wisp shenanigans is literally the reason to play the deck. I was also pretty disappointed with Selfless Spirit in testing. Thraben Inspector has pretty clearly established itself as the 1-drop of choice. Eldrazi Displacer with only 1 Eldrazi Temple is pretty clunky. With the rise of Shadow decks, Relic of Progenitus has become Taxes' graveyard hate piece of choice. Not really getting what the Surgical Extractions are in there for.
6 days ago
Oops forgot rev is limited to 2 power... Alright so we don't want to abuse the grave but we want to get a ton of stuff out and smash. I can work with that.
Rishkar's Expertise, Baral's Expertise- These are really good for getting ahead and staying ahead. The other 3 expertises might be good but have far fewer targets for cheating out. Yahenni's Expertise would probably be the only other one I would play since your stuff mostly lives.
Dread- Why not punish people for hurting you?
Door of Destinies, Call to the Kindred, Mirror Entity, Urza's Incubator, Cryptic Gateway, or even any of the rest of these EDH Tribal Staples. Hopefully that is more helpful. Don't forget to go through the commander 2017 stuff I'm sure there will be some gems in it.
1 week ago
1 week ago
Very interesting breakdown! I had NOT considered the ambush Cat, but with Aether Vial it certainly seems interesting and at 3 CMC it's perfectly at the top end. A reusable Swords to Plowshares with Flickerwisp is definitely worth testing, though it's sad that the value goes down somewhat after being Aether Vialed in, since afterwards the effect is broadcasted.
I think the Notion Thief cat at 4 mana will see marginal sideboard play AT BEST, entirely depending on how many Jace, the Mind Sculptor decks are around. 4 mana is not where you want Vial to be and it's pretty expensive to hardcast. But I don't play the deck, so I dunno!
1 week ago
I'm actually liking some of the new cards in the upcoming Commander release. I figured we could use a thread to discuss what cards are playable in the new set and people's thoughts on them from a non-EDH perspective.
Some of my thoughts so far:
This seems solid in Ad Nauseam, but I'm not experienced with the deck to know whether this is better than any of the other Angel's Grace cards. The nice thing is you can respond to a Doomsday or Ad Nauseam as usual, but you're not stuck at 1 life. You can also use it defensively to phase out your permanents to protect yourself from Wasteland.
You can also use the protection on yourself so you can dodge cards like Hymn to Tourach.
I might play around with this in Goblins. Getting Lotus Petals each turn seems strong in conjunction with Aether Vial. Might also try some kind of weird R/x Prison deck with Mishra's Factory beatdowns.
The mana costs on this are lower than Mirage Mirror. An activation cost of seems solid when you want to create multiple Goblin Piledrivers, hatebears, or Priest of Titania. The downside is that it can only be used on tribal cards and you need to have a creature in play worth copying.
Not sure if this will find a home in any Legacy decks, moreso that it's kind of a cute beatstick. I was thinking Maverick may have a slot for it, since there's some synergy with Qasali Pridemage. You could also make some weird Illness in the Ranks deck. Hunted Troll , Hunted Phantasm , and Forbidden Orchid would be the other cards, but this doesn't seem like a viable strategy in Legacy to me.
Another piece of removal for Hatebear strategies. I like this guy, especially since it gets rid of the creature permanently and you don't have to do weird Flickerwisp + Fiend Hunter things. The only downside is you can't deal with a creature before it attacks, specifically Emrakul, the Aeons Torn in the Show and Tell matchup. Still, I'm 99% positive this guy finds itself taking over slots in D&T.
Any other cards people are thinking about playing in their Eternal non-EDH decks? As far as I know, the full card spoiler hasn't been released anywhere, so there will likely be other new playables or staples coming out. I don't think we're going to see anything on the level as True-Name Nemesis, but some of these come close.
1 week ago
I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.
I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.
G/W Death & Taxes
List --> G/W Ramunap Death & Taxes
Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.
List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online
Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.
Oath of Nissa Bant Superfriends
As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.
So my list is not on here but this list on the site has a similar idea --> Salt Sisters
That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.
Mono White Flicker
Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.
Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.
I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.
Other Questions and Comments
I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.
Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.
Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.
Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.
Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.
I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!
2 weeks ago
It feels like you are trying to do everything with your creatures and I would try and stick to the "hatebears" plan, by dropping some of the creatures that dont hate on your opponents gameplan, as modern is a quick format and putting in creatures that dont do anything for a turn or 2 is a easy way to lose. Also to up the consistency of the deck I suggest having more 4 of's.
Soul Warden - great card but i'm not sure why you'd want the lifegain, other cards would be more impactful. -4
Elvish Visionary - doesnt allow you to hurt the opponents gameplan. -4
Borderland Ranger - same as elvish visionary. -3
Azorius Arrester & Azorius Justiciar - detain is a outdated and quite weak ability which stops lots of creatures doing a few things, but still allows creatures to keep passive abilities, crew vehicles and be sacrificed to pay for costs. Dark Confidant for example wont mind that hes detained, he will still draw the extra card. -8
Flickerwisp - I would up this to 4 in your deck, it not only hits hard in the air, but also aids your "flicker" gameplan. +1
Blade Splicer - This is a great creature already, but gets better if it gets flickered. I would add 4 into the deck. +4
Knight of the White Orchid - First strike is a great keyword, but the ability to fetch a land if your behind is a great target to flicker. +4
These are suggestion in what you could do with the deck and keep it budget, although my suggestion is that you turn your deck mostly white, meaning you may want to drop the green or only play green late game, e.g. acidic slime at 5 CMC.