Monastery siege

SirEpic, 9 years ago

Monastery Siege has proven itself to be worth a slot in the deck, replacing 2 copies of Day's Undoing with 2 copies of itself. It has proven its worth in combination with Horizon Chimera and Chasm Skulker as well as fueling the 1 new copy of Calculated Dismissal that has been put into the main board, and the one copy of Talent of the Telepath that has been put into the sideboard to deal with control and burn decks, as well as being reasonably good against Collected Company. Also, it is just a bit lighter on the wallet.

FNM 31JUL2015

5p3nc3r, 9 years ago

Round 1 against Temur Midrange. Game 1 I was on the play. We both actually had to mulligan down to 5 before we started. I ended up keeping on a hand of 4 lands and a Kiora Crashing Wave. Seemed good so I decided to fly with it. Certainly better than my 7 and 6 card hands having only 1 land each... Anyway, drew a Sylvan Caryatid and was able to resolve my Kiora by turn 3. Now the fun was keeping her alive. I ended up finding a couple Sylvan Caryatid and Courser of Kruphix and even though I was hurting for mana past my original 4, I used my Caryatids and Coursers as blockers just to keep Kiora alive. Keeping his Surrak at bay was key. Didn't help that everything he casted at that point had haste. Got Kiora up to 5 and he dropped a Thunderbreak Regent (with haste). Thank goodness I was holding a Hero's Downfall because had I not made that emblem I would've been absolutely done for. Game 2 I was on the draw and decided against sideboarding even though I could've maybe brought in Plummet for the dragons he was (probably) playing. But since I only saw one I ultimately decided against it. Unfortunately for my opponent he struggled on a couple land for a few too many turns. By the time I had gotten out a Nissa, Worldwaker and he had just finally gotten his 3rd land, he was just too far behind... He did manage to get a few threats down able to stop me from attacking for a few turns, but by the time I had like 5 4/4's with trample and had started removed said blockers it was just too much.

Round 2 against mono green devotion / hydra tribal. This deck was fascinating to play against. Game 1 I was on the draw and felt I was doing great with and Ashiok, Kiora AND Nissa all on the field... Bbbuuuttt no. He had a truck load of huge hydra's running rampant by like turn 5 or 6ish and by turn 8 hand played TWO Hornet Queen. Yeah no. I scooped. There was no freaking way! Hahaha game 2 I was on the play and I brought in Disdainful Stroke and Drown in Sorrow in from the sideboard. Didn't see any Drown in Sorrow, to deal with all his mana dorks, but the Disdainful Stroke saved my butt. Drew great removal this game and got a Kiora emblem ASAP and immediately got another Kiora. Overwhelmed his big creatures with even bigger creatures and hefty removal. Game 3 I was on the draw and knew we didn't have much time for the game so I played with needed to close out the game quickly in mind. By turn 3ish he had dumped a hand of mana dorks right into a Drown in Sorrow. After that my Nissa, Worldwaker wrecked house and since he couldn't cast anything but small stuff now, he couldn't deal with it. Closed out the game right on the 5-turn-warning.

Round 3 against Golgari Elves. This was a matchup I felt I was ready for. Even though I definitely feel his deck had the upper hand game 1. I was confident enough though game 1. Ended up loosing game 1 to and overwhelming amount of elves beefed up with a Hall of Triumph. After sideboard I was WAY more confident I could win. A Drown in Sorrow or Bile Blight would WRECK... Well... If I would've drawn either of those. Or any of my other 4 sideboard answer. Ugh. I love it when my deck does that too me. Hahaha!! Oh well. Can't win them all, right? He closed out the game swinging for exact damage after a couple clever combat tricks.

Round 4 against Temur Aggro (Tim). This was totally in my favor since Tim was using my Flash Flood deck from Fate Reforged season... so I kind of knew the deck forwards and back. Long story short, I knew exactly what I needed to answer and exactly when I needed to do so to close out both games fairly quickly. I have to say though that game 2 he was definitely applying some strong pressure, but I had somehow managed to resolve 4 Courser of Kruphix. How does that even happen?! He could swing with Savage Knuckleblade or Prognostic Sphinx and I wouldn't even have to block or anything and would just gain the life back for playing lands. It was just silly.

STD 1 / 4
Tasigur, the Golden Fang feature for The Grind

FNM 7-31

alexo774, 9 years ago

I only won 1 round, the other two decks were abzan midrange though so what can ya do

FNM at LGS

m-d-an, 9 years ago

That last FNM - my first one with this deck - was really, really fun! And I also went 4-0 :) 1st Match 2-1 vs. Bant Devotion: This was the hardest match this evening. First game I could surprise him with several Knuckleblades in row with some Craters Claws in between for his Deatmist Raptors. A CoCo hitting an Angel sealed the deal. I lost game two to several Deathmist Raptors while only drawing ramp and lands after a mulligan to 6. Game three was really close, as we both played cards on curve with ramp. I had to run through his Hornet Nest, so he got some insect tokens. After that I was forced to stop attacking until I had enough power on board. In his last turn I could counter his DL Ojutai with Disdainful Stroke while also hitting an Angel and a Rabblemaster with CoCo on eot. A Temur Charm to prevent blocking and a Claws for 2 dealing 16 damage this turn were enough. After that turn he could have played Mastery and flip a Den Protector with many creatures, so it would have become very difficult for me. 2nd Match 2-0 vs. WU Heroic: The first game was really crazy, as I only attacked once in turn 5 and won. I played an early Temur Ascendancy in turn three, followed by a CoCo in turn four. I totally forgot the Ascendancy and therefore I casted it on opponent's eot. I hit two Rabblemasters and played the 3rd in turn 5, attack for 24 damage, win. Crazy! In the second game I hit two CoCos in sequence putting 16 power on the battlefield simply overrunning his few creatures. 3rd Match 2-0 vs. Abzan Rally: The first game I won by constantly attacking with an Angel he had no removal for, while the ground was shut down by many of his creatures. The second game went similar: I also won in the air with a Boon Satyr attached to an Angel. Unfortunately my opponent had many problems in terms of missing black mana for his Lili in hand, which would have helped him to stabilize. 4th Match 2-0 vs. UB Tempo Control(?): The last match was fairly easy, as he didn't counter a single spell in both games. It seems, he relied only on removal, which is a bad idea vs. CoCo as I could put more threats onto the battlefield than he could remove. He also played Living Lore and Harbinger, but they only delayed the inevitable. Especially in game two, when I had boarded my counter spells. All in all I was very surprised the deck went that well. I am especially satisfied with the 4-of Illusory Angel, the 1-of Temur Ascendany and the Temur Charms in the sideboard.

FNM

pastorpain, 9 years ago

Pretty good night at FNM. First night of Origins for me at an FNM. The red deck went 2-2. First round was against a Blue Red deck. No Creatures. The only card that came out to do damage was Jace, Vryn's Prodigy  Flip and the first game Jace wasn't an issue. The killer card in this deck was Sphinx's Tutelage. This nasty card is a mill card. Basically blue came out and Negate every creature, spell, whatever. I also had to Mulligan both games down to 5 cards and still did;t get the hand I wanted either time.

Second Round was against a blue black control. Same issue with mulligans and bad hands. Also same issue with Dissolve, Negate, Hero's Downfall, and other spells. The first game I got killed by Hangarback Walker and Ashiok, Nightmare Weaver. Attics first ability causes the top three cards of my deck to be exiled. Those cards are then playable against me. The second game I put in Smash to Smithereens to handle the Walker, but Ashiok and the removal spells provide to be too much. Languish was a killer.

Third round went fairly quickly against a solid white deck. Pacifism was a fun little card that tied up a few of the creatures, but there was no removal spell and so red deck wins.

Fourth round was against a blue white deck. Silkwrap worked like Pacifism but again, there was no removal spells. Red Deck wins.

I see the reason people splash in green for removal of enchantments. However, if I get the right opening hand, removals aren't that big of an issue.

Swapping AEtherize into side and Spell Pierce main

Korlus, 9 years ago

Mainboard:

-3 AEtherize

+3 Spell Pierce

Sideboard:

-1 Spell Pierce

+1 Annul

The AEtherize are essential in many match-ups, but worthless in others. Spell Pierce are good in almost all match-ups, and so are now in the main rather than the sideboard.

I've also added an annul to the sideboard to help against decks like affinity and boggles.

MDN 51 / 70
Ninja of the Deep Hours feature for Ninja Miscreants

Sun_Tail_Hawk, 9 years ago

Testplay

Arjenqwer, 9 years ago

Gave it a try yesterday against some friends. Was a pretty good deck, only danger was to get overrun, when I didn't get wing shards

big changes after time

insaninater, 9 years ago

made the deck more elf-tribal, and more aggressive.

Win-Cons and stuff

chadjshonk, 9 years ago

Got a few great ideas from people posting. Maelstrom Pulse went right in. Lord of Extinction and Mossbridge Troll are the kind of win-con cards I was looking for. So thanks for those.

Ran into a situation the other night where I had "Jarad-ed" the other two players down to zero, but one player had out a Platinum Angel and the other had a Clone of him. Worse, one had Swiftfoot Boots on. Realized my one sweeper, All is Dust didn't cut it there (my only out was Sever the Bloodline) so I'm thinking about putting in my Damnation instead.

Not All Foil For The Time Being

rbk84, 9 years ago

Yesterday I thought I had the final build, but after consulting with others, I'm making more edits for it lol. So here it goes:

MB -> SB Path to Exile: Wanted another Aura mainboard, so I moved this to SB,
+1 Goblin Guide: Just better than Goblin Glory Chaser in most situations,
+1 Spirit Mantle: see Path to Exile,
+1 Mana Confluence: More colored mana + untapped land is always good,
+1 Plains: see Mana Confluence,
-1 Harness by Force: Just never brought it in at all from SB; mostly a cheeky card,
-1 Slayers' Stronghold: The only Colorless mana producer was holding me back in too many games, oddly enough,
-1 Goblin Glory Chaser: see Goblin Guide,
-1 Temple of Triumph: The only tapped land in the deck and it's still awkward lol. Was in a similar awkward position as Slayers' Stronghold was.

3-1, 5th place, standard FNM

superbirdy2, 9 years ago

Match 1: Selesnya Renown (2-1 WIN)
+2 Glare of Heresy, +1 Banishing Light, -3 Valorous Stance

Match 2: Jeskai Burn (0-2 LOSS)
+1 Gods Willing, +1 Ajani's Presence, +2 Surge of Righteousness, +3 Silkwrap, -1 Ainok Bond-Kin, -1 Phalanx Leader, -4 Valorous Stance, -1 Defiant Strike

Match 3: Selesyna Heroic (2-0 WIN)
+3 Silkwrap, +2 Glare of Heresy, -4 Valorous Stance, -1 Center Soul

Match 4: Mono B Aggro (2-1 WIN)
+3 Silkwrap, +2 Surge of Righteousness, -4 Valorous Stance, -1 Gods Willing

I haven't even touched Devouring Light or Radiant Purge, need to consider alternative sideboarding options!

Playtests

Blinddragon, 9 years ago

I tried the deck vs one of my best friend's burn and G/R Atarka Devotion, he was always a little bit faster than me. So to deal with fast decks I added Shelldock Isle and Consuming Aberration.

FNM Modern

Hawaiiwong, 9 years ago

Went 2-1-0 at FNM Modern tonight.

Magic: Origins

Lhurgyof, 9 years ago

Origins has been quite good to me, and by extension this deck. I have pruned the elf-based cards and some other underperforming cards to add in some goodies, including Nissa and a bunch of the Nissa-themed cards.

I think my new favorite land in the deck is Foundry of the Consuls!

EDH 6 / 6
Lord Windgrace feature for Terra Solutus

Reset discussion

Anonygod, 9 years ago

STD 6 / 4
Defend the Hearth feature for TurboMill

update

MestariAhti, 9 years ago

Played deck in FNM, Got mana screwed too many times. - Added one land -1 think twice +1 Celestial Colonnade

Raging_Squiggle, 9 years ago

I took out Avenger of Zendikar and replaced it with Second Sunrise. The Avenger wasn't doing much in the way of helping the deck achieve a win, or defend against a loss. Second sunrise greatly helps against most board wipes, whether it be all my enchantments, creatures, or even land wipes.