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Until end of turn, creatures you control get +1/+1 and creatures your opponents control get -1/-1.
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Zealous Persecution Discussion
2 days ago
@User:Naksu I don't think I want to change the mana base any more than it is for a 1 of splash.
However I do like Zealous Persecution. My only problem is finding a place for it, it's hard finding something to cut for it. If you've got a suggestion for that I'm all ears.
2 weeks ago
I feel like you have to think about what you really want to be doing. It's a cool idea, but I think it's having a bit of an identity crisis right now. I'm just gonna throw a few thoughts out there, take them how you will.
Gonna start with what I believe to be unnecessary. First off, Archangel seems extremely out of place to me. This isn't really a life-gaining deck by any stretch. You have a grand total of 7 cards that gain you life, and if you're ever at the point where pumping your guys with archangel is relevant, you're probably already winning anyway. Plus you really want to keep your dude count low where you can so you get maximum value off YP and mentor. That said, I also think you could shave the grandmasters. Your manabase isn't especially painful and you certainly don't NEED to gain life, and I feel like you'll almost never be rebuying cards. I certainly don't think it's bad, but I might cut it back to 2.
Also not a huge fan of faithless looting. Good in theory, but it's just card disadvantage. Yeah you get card selection, but it hardly matters, nor does the 3 mana recast. I would like it a lot more if you plan on throwing a Bedlam Reveler or 2 in here, which could be really good if you ever start running out of gas.
I'm also gonna go out on a limb here and say that I think Impact Tremors is a trap, not to put anyone down. It's a card that sounds good on paper, but it doesn't actually advance your board. Yes it can do some cool things, but again, if you're making enough tokens to make the damage from the tremors relevant, you're winning anyway. It's a card that's much more well suited in a deck like Norin Sisters where the board is advanced innately. You really can't afford to expend your mana or dilute your draws or with things like this, because believe me, it's gonna feel a lot better casting a boros charm or another YP than dropping a spell that doesn't meaningfully affect the board.
I think this deck REALLY wants black honestly. Not a huge splash, but Lingering Souls and to a lesser extent Zealous Persecution seem too good to pass up. You could certainly afford it in your manabase too, as long as you have enough fetches, you only really need to play like 2 black sources.
While I'm on the subject of manabases though, it seems really sub-optimal in its current state to be honest. I like the number being at 22 or 21, but the actual selections and numbers seem wonky. I'm just gonna go ahead and throw out what I think would look better and go from there.
- 4 Plains
- 1 Mountain
- 4 Arid Mesa
- 3 Marsh Flats
- 3 Sacred Foundry
- 1 Godless Shrine
- 1 Blood Crypt
- 4 Inspiring Vantage
- 1 Vault of the Archangel
Extra basic is free because your color requirements aren't strenuous, more fetches for consistency/black splash, and Inspiring Vantage seems like a no-brainer. It'll almost always enter untapped and it's completely painless. If you don't plan on splashing black, I'd still keep the fetch/shock numbers the same but cut the black shocks for 2 clifftop retreats and the vault for another plains. Vault might be bad anyway, but man if you ever get to 4 mana with a bunch of dudes on board it gets nuts.
Aside from all that, I'll just throw out there that Rally the Peasants seems like a good 1 or 2 of. Potentially 2 spell casts and pumps the crew for a lot. Also it's instant speed, which is nice.
That's about it from me. Hopefully some of the things I said were helpful. +1 from me, good luck sir
2 weeks ago
I think Bauble, Souls, Visions, and Snappy should all easily be 4 ofs when you have to means to do so. Could go down stuff like Gigadrowse, Peek, and Research to make room. If you are going to have tempo stuff like Gigadrowse and Remand then I would be more in favor of something like Spell Pierce so that you can play Mentor on 4 with countermagic backup or Vapor Snag to save your Mentor and still make a token. Or, you could play a number of Inquisition of Kozilek and Thoughtseize to take away your opponents removal.
If you cant get the full playset of Snapcasters then I would add 2 Delve creatures to take advantage of all those cards that are gonna be in your graveyard. Gurmag Angler or Tasigur, the Golden Fang of course. Even with 4 Snapcasters it may be good to have at least 1.
Some other good stuff:
3 weeks ago
The strength in the tokens strategy doesn't lay purely in the ability to generate a lot of virtual card advantage but rather in grinding opponents out of the game.
I would value Thoughtseize and Inquisition of Kozilek over the Sisters by a fairly large margin, replace Castigate, and I'd run at least 6 of this effect, if not 7.There's no reason you shouldn't be running Fatal Push, between Push and Path to Exile again 6 or 7 of this effect is good. Cut Harsh Sustenance I've never seen it and not wished it was something else. Phyrexian Arena is also so-so.
Hero of Bladehold is fantastic in the side but I'm unconvinced with the sisters in there as they mean that your opponent may not board out all of their spot removal, I've often brought Hero out in game 2 to completely steal the game and they have no way of dealing with her as they've boarded out all their spot removal.
Consider Concealed Courtyard It's probably the single best land this deck can run as it's pretty greedy as far as colour requirement on different parts of the curve goes.
Lastly you can always shave a Bitterblossom if need be, it seems counter-intuitive but having 2 is usually not very good.
Sorin is fantastic in this deck, Anguished Unmaking has often saved an otherwise difficult situation. Secure the Wastes can steal games pretty hard, and Zealous Persecution has a lot of versatility, it often acts as a board wipe if not stealing the game.
As far as the sisters go, in practice this deck is very good at utilising life totals as a resource, it doesn't always need the sisters help though but personal preference
3 weeks ago
That Mentor of the Meek and Bygone Bishop give a much greater number of cards over the course of the game, but are more fragile and more conditional. That the mentor gets completely shut off if I have more than one Honor of the Pure on the battlefield, and then I only have 19 creatures for the bishop...
If we add Smuggler's Copter into the list of potential card advantage tools, which do you think would be the strongest? Or should I just test with each of them on MTGO. I was planning on cutting the Elspeth, Knight-Errant and the Zealous Persecution for a 3x of the card advantage spell.
Finally, is Desert of the True too slow for this deck? The cycling would give a bit of flood prevention.
4 weeks ago
If affinity is a problem, and this can help with elves and merfolk too, why not run Zealous Persecution in the board for those matchups? I feel one would be better in the main than the third Thoughtseize, however, I do understand why you run it.
Yahenni's Expertise may also actually be worth looking at to turn the corner. I've played it several times against elves and affinity and each time it has worked perfectly. Probably not better than Dusk / Dawn, but definitely worth the thought. I don't know how much a board wipe is desired in a Bitterblossom deck anyway.
4 weeks ago
Thx for your comment and the upvote. I feel the same about Monastery Mentor - he had some minor appearance in recent Modern-Gameplay and that's why I also wanted to build something around him.
The results so far have been as expected - he dies easily to removal, that's why I needed to include cards like Turn Aside. However, when he stays on the field for a while, he can be a real powerhouse. Unfortunately I feel he is at his strongest in a shell with lots of instants and the current Deck-Version doesnt support this too much. One possibility is to make the Esper shell more controlling, include cards like Thought Scour and go more towards Delve-direction, so that the token-generation becomes more like a nice addon.
However, I really like the tokens, therefore I'm more thinking about cutting blue and make this deck only . Then we would have access to more pump-effects like Intangible Virtue and Zealous Persecution, asymetric boarwipes like Hour of Reckoning and the card-draw is also not bad, for example Painful Truths or Altar's Reap. We would lack counterspells, but I think being able to destroy everything should also be enough.
1 month ago
@MrSilk: Thanks for your compliment!
This is turning into a wall of text, so I'll split it up and hide it...
It is very important for color fixing without investing in fetch and dual lands.
The stuff that lets my opponent lose life and protects me is (Suture Priest, Blood Artist, Authority of the Consuls, Ghostly Prison, Zealous Persecution). These are the cards I have to be able to cast, as giving my opponent too many tokens without being protected from them or him losing life is pretty much suicide.
Now, as I said, the black and white cards are important, so I want to be able to play them early on. I could run fetch and dual lands to achieve that and still be able to pay the red and blue for the other cards, but, you know, money. So I only run Swamps and Plains, and do the other colors with Forbidden Orchard. And because 4 lands that can produce or aren't enough, I need a few more, this is where City of Brass comes in. The life usually doesn't matter, as I gain enough of that.
I can't give you a definite rundown. It really depends on your hand. Nevertheless, here are a few pointers:
Generally, as I said above, you don't want to give your opponent too many tokens without him losing life or being protected (at least gaining life from Authority of the Consuls). Then again, if you have the right cards and think you can be fast enough, go for it (see below).
If you have Varchild's War-Riders and Suture Priest in hand, play the Riders first, as that way around will result in more damage, even if you miss the trigger of the first token. Also, if you control the Riders and Blood Artist, attack with the Riders. Most (casual) opponents who haven't yet played against this deck will block with all tokens, which results in them getting 2 damage plus losing life for every token (and you gaining that much).
Hunted Phantasm provides the most value with Suture Priest. But you should play it even if you don't control the Priest. It adds 5 damage to Rakdos Charm and Blood Artist and is an unblockable attacker!
You can take damage! If your Ghostly Prison gets destroyed, depending on your hand and board, it might be better to take the damage than to kill the tokens with Ratchet Bomb. Saving up tokens is almost always better than killing them off in small bursts, and you should have gotten plenty of life with Authority of the Consuls.
While Rakdos Charm has three very relevant modes, I think you should only destroy an artifact or exile a graveyard if not doing so would lose you the game. Let them have a small advantage in order for you to win so much easier.
Maths! Be sure about your numbers! I lost a few games because I thought I couldn't deal enough damage this turn and decided to wait, only to realize later that I hadn't considered the tokens from tapping the Orchard for casting Rakdos Charm or similar things.
I think this is the fastest this deck can win (life without considering combat):
- Turn 1: Forbidden Orchard, Authority of the Consuls. Tokens: 1, my life: 20, opponent's life: 20.
- Turn 2: Forbidden Orchard, Suture Priest. T: 3, ml: 22, ol: 20.
- Turn 3: Forbidden Orchard, Hunted Phantasm. T: 11, ml: 31, ol: 12.
- Turn 4: Forbidden Orchard, Rakdos Charm.
You could manage that with only one Forbidden Orchard in turn 1 (turn 3: 8 tokens and 14 life, turn 4: attack with Phantasm, Rakdos Charm), but if we go to Magical Christmas Land, we might as well go all the way.