Sideboard


-Thoughts on Tormenting Voice-

After Trying insolent neonate builds, and tome scour builds, I have discovered much to my excitement that tormenting voice is just better in every way. the reasons are quite simple. Visualize two 6 card hands that look exactly the same except for one card. Both have 3 lands (one a forgotten cave, one a fetchland, and one a copper line gorge), both have a stinkweed imp, and both have a cathartic reunion. Now imagine the difference being one hand has an insolent neonate and the other has tormenting voice. For both hands i will simulate a possible game scenario where the opponent does the same thing and that the deck is jund.

(Neonate build) Turn 1 -you play copper line gorge and insolent neonate. opponent-turn 1 -they play land and inquisition. They discard cathartic reunion. At their second main phase you sac neonate discarding stinkweed imp dredging fairly well. 1/12 of the deck. You also hit another stinkweed imp (best case scenario). however you are down 1 card from neonate. Turn 2 -You dredge stinkweed imp and now are relying sole on what you dredged in the top 1/6 of your deck.

(Tormenting voice build) Turn 1 -you play copper line gorge and pass. opponent-turn 2 They play land and inquisition away cathartic reunion. At the end of their turn you cycle away forgotten cave and draw something (for this thought experiment lets pretend it was a land aka worst case scenario) Turn 2 -You play land and then cast tormenting voice discarding stinkweed imp. You then also hit Another stinkweed imp and you have dredged well. From this point forward you now must rely on what you dredged in the top 1/6 of your deck.

-Both scenarios dredge 1/6 of the deck. however one allows you to cycle forgotten caves on turn 1 (sometimes becoming another cathartic reunion or tormenting voice or a dredger, which happens a lot), and tormenting voice also doesn't put you down a card which is huge for post board games when trying to find nature's claim. Most importantly now that the deck plays 3-4 cycling lands there will be busted hands with two stinkweed imps, two cathartic reunions, a neonate, and two lands, one being a cycling land, which you are not gonna want to mulligan just because you have a cycling land that enters tapped. It's much better to be able to keep as many hands as possible. If you play tapped land turn one you cant play neonate on turn one. If you play neonate on turn one you cant play cathartic reunion on turn 2. If you cathartic on turn two then neonate is sitting in hand still waiting to be used (dont get me wrong its good to have back up enablers in case the opponent exiles the graveyard and you need to restart your engine) but again in this case a neonate on turn 4 or 5 to restart you engine is not as good as tormenting voice. and if you like taking mulligan's purely because you have an awkward curve and under powered ways to restart the engine then play neonate. But if you are like me, when you play cathartic reunion on turn 2, for the remainder of the game (even if i have tormenting voice or a second cathartic reunion in hand) id rather rely on the cycling lands and loam so i don't overextend into grave hate and if this happens id rather have tormenting voice than insolent neonate to get the engine started again. Neonate is not the replacement for looting and i admit tormenting voice is not the replacement for looting. However the replacement for looting is forgotten caves. Now that we have forgotten caves the only thing that matters is having the highest impact enablers.

Updated - october 16, 2019 Removed 1 conflagrate. Added 1 Golgari thug. The deck MUST have access to a dredger by turn 2. The way this 75 loses is by not having a dredger to pitch to thrill of possibilities or cathartic reunion and consequently having to look for a dredger as a result is backbreaking. So having 12 dredgers (not counting shriek horn) should help. also added 2 engineered explosives for eldrazi tron matchup because chalice on 2 is game over. every card in our deck that matters costs 2 mana including what was my only answer to chalice (shenanigans). because of this having access to EE for 0 is huge. and can come out early to avoid TKS. I also added chalice of the void because chalice on 0 is so good against URZA OUTCOME.

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Date added 4 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

28 - 5 Rares

13 - 3 Uncommons

19 - 7 Commons

Cards 60
Avg. CMC 2.24
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