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By: lowman02, Kyle
Nov 08 2017 11:00am
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Hey Folks,

In the Chainsaw Massacre Event 4.03, we saw a large re-emergence of blue decks making it to top spots in the tournament. I suppose that shouldn't be a surprise as we unbanned several powerful blue spells, which should make the color better in the format. I tend to think of blue as a strong support color, meaning it provides you with disruption, card selection, and card advantage, but typically blue decks tend to win (kill the opponent) with cards from another random color: Young Pyromancer, Tarmogoyf, Blightsteel Colossus. Sure there are some exceptions to that paradigm (and they're often format defining cards): Delver of Secrets, Morphling, Jace, the Mind Sculptor, and Tribe: Merfolk. In this week's event, we saw RobZDar make a solid meta call and play tight games of Magic to seize the tournament win with his Mono Blue Merfolk (Fish) deck - a deck where blue does its own beating down and has the benefit of efficient and generally evasive threats backed up by disruption to exploit a larger blue meta game.

Here's Rob's MonoUFish List, CSM 4.03 1st Place List:

MonoUFish
CSM 4.03 1st Place List - 115 Cards Total
Creature
1 Adaptive Automaton
1 Coralhelm Commander
1 Cosi's Trickster
1 Cursecatcher
1 Dakra Mystic
1 Grand Architect
1 Hangarback Walker
1 Harbinger of the Tides
1 Inkfathom Infiltrator
1 Kira, Great Glass-Spinner
1 Kopala, Warden of Waves
1 Lord of Atlantis
1 Master of the Pearl Trident
1 Master of Waves
1 Merfolk Sovereign
1 Merrow Reejerey
1 Mulldrifter
1 Phantasmal Image
1 Phyrexian Metamorph
1 River Sneak
1 Seahunter
1 Shorecrasher Elemental
1 Silvergill Adept
1 Snapcaster Mage
1 Sygg, River Cutthroat
1 Thada Adel, Acquisitor
1 Tidebinder Mage
1 Triton Shorestalker
1 True-Name Nemesis
1 Vendilion Clique
1 Venser, Shaper Savant
1 Wake Thrasher
1 Wistful Selkie
30 cards

Instant
1 Brainstorm
1 Counterspell
1 Cryptic Command
1 Cyclonic Rift
1 Daze
1 Dig Through Time
1 Dismember
1 Force of Will
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Misdirection
1 Remand
1 Snap
14 cards

Sorcery
1 Ancestral Vision
1 Bribery
1 Gitaxian Probe
1 Ponder
1 Treasure Cruise
5 cards
Artifact
1 AEther Vial
1 Smuggler's Copter
1 Sword of Fire and Ice
1 Vedalken Shackles
4 cards

Enchantment
1 Thassa, God of the Sea
1 Treachery
2 cards

Planeswalker
1 Jace, the Mind Sculptor
1 cards
Land
1 Blinkmoth Nexus
1 Cavern of Souls
1 Dust Bowl
1 Faerie Conclave
27 Island
1 Minamo, School at Water's Edge
1 Mishra's Factory
1 Mutavault
1 Myriad Landscape
1 Oboro, Palace in the Clouds
1 Rishadan Port
1 Seat of the Synod
1 Tolaria West
1 Wasteland
40 cards
 


Sideboard
1 Back to Basics
1 Blue Elemental Blast
1 Chill
1 Douse
1 Flash Flood
1 Hibernation
1 Hydroblast
1 Nihil Spellbomb
1 Relic of Progenitus
1 Saprazzan Legate
1 Submerge
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Tormod's Crypt
15 cards


In a meta with more Blue decks, Fish is a well positioned deck; however, similar to its brethren in Vintage, Legacy, and Modern, it tends to be a predatory strategy. What I mean by this is that it's not the best singularly at enacting the strategy of the aggro-control archetype.  The independently more powerful cards of Jeskai frame the best aggro-control deck in the 100 Card Singleton format. However, this most certainly does not mean that this deck cannot win, it obviously did, or that it wasn't the best option for this given tournament - what makes it best is what other players opted to bring to the tournament, solid play decisions by its pilot, and to a smaller extent Rob's pairings against the decks he wanted to face with this deck: blue-based control or blue midrange decks. I think we'll continue to see Fish swimming by islands as long as folks opt to play a lot of them - but I also think if we saw a large re-emergence of 4c Blood (non-blue midrange) this poor tribe would quickly become extinct - until then, for you players that want to play Island, go - beware!

We also had two Bant lists in the top 4.  Michelle_Wong on a Bant loam control list took 2nd place and BoozeMongoose on Bant Midrange took 4th place. Although both decks share the same colors, these two lists play out quite differently. Michelle's list is a bigger mana control deck, with multiple, go over the top, haymaker cards and with the Life from the Loam engine to accrue vast card advantage in the control mirror, or in a board stall situation. BoozeMongoose's Bant list is more solidly midrange, it draws its power from being able to go over the top of aggressive strategies like Red Deck Wins and White Weenie, and it plays out similarly to an aggro-control deck when it has to face control decks. I've included Michelle's list below for a different take on Loam control, an archetype generally reserved for BUG colors, but certainly not less powerful when white replaces black in the list:

Michelle_Wong's BANT Loam Control, 2nd Place:

BANT Loam Control
2nd place, by Michelle_Wong - 115 Cards Total
Creature
1 Eternal Dragon
1 Kitchen Finks
1 Knight of the Reliquary
1 Obstinate Baloth
1 Primeval Titan
1 Reclamation Sage
1 Restoration Angel
1 Sakura-Tribe Elder
1 Stoneforge Mystic
1 Thragtusk
1 Thrun, the Last Troll
1 Tireless Tracker
1 True-Name Nemesis
1 Wall of Blossoms
1 Wall of Omens
15 cards

Instant
1 Brainstorm
1 Counterspell
1 Dig Through Time
1 Eladamri's Call
1 Fact or Fiction
1 Impulse
1 Intuition
1 Mana Drain
1 Mana Leak
1 Miscalculation
1 Mystic Confluence
1 Mystical Tutor
1 Negate
1 Realms Uncharted
1 Repeal
1 Sphinx's Revelation
1 Swords to Plowshares
17 cards

Sorcery
1 Ancestral Vision
1 Council's Judgment
1 Day of Judgment
1 Edge of Autumn
1 Entreat the Angels
1 Green Sun's Zenith
1 Life from the Loam
1 Nature's Lore
1 Oust
1 Personal Tutor
1 Ponder
1 Preordain
1 Search for Tomorrow
1 Supreme Verdict
1 Terminus
1 Three Visits
1 Wrath of God
17 cards
Artifact
1 Batterskull
1 cards

Enchantment
1 Courser of Kruphix
1 Mirri's Guile
1 Moat
1 Sylvan Library
4 cards

Planeswalker
1 Elspeth, Knight-Errant
1 Garruk Relentless
1 Gideon Jura
1 Jace, the Mind Sculptor
4 cards
Land
1 Arid Mesa
1 Breeding Pool
1 Celestial Colonnade
1 Dark Depths
1 Faerie Conclave
1 Flooded Strand
2 Forest
1 Glacial Fortress
1 Hallowed Fountain
1 Irrigated Farmland
2 Island
1 Karakas
1 Krosan Verge
1 Lonely Sandbar
1 Lumbering Falls
1 Marsh Flats
1 Maze of Ith
1 Misty Rainforest
1 Myriad Landscape
2 Plains
1 Polluted Delta
1 Razorverge Thicket
1 Savannah
1 Scalding Tarn
1 Scattered Groves
1 Seachrome Coast
1 Secluded Steppe
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Thespian's Stage
1 Tranquil Thicket
1 Tropical Island
1 Tundra
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
41 cards
 


Sideboard
1 Academy Rector
1 Blue Elemental Blast
1 Bribery
1 Circle of Protection: Red
1 Conclave Naturalists
1 Dispel
1 Faith's Fetters
1 Hydroblast
1 Kor Firewalker
1 Rout
1 Scrabbling Claws
1 Sphere of Law
1 Sword of Feast and Famine
1 Trinket Mage
1 Warmth
15 cards


The power of Life from the Loam cannot be overstated. if given time to setup, then the life from the loam engine will generate crushing and deterministic advantage that will win the game. This may sound like all upside for the blue-based Loam decks, but it's not really - the secret to beating Loam is presenting early threats - generally curving 1 drop, 2 drop, 3 drop - like a good draft deck, will just beat them because while Loam does generate vast card advantage; it accrues this at the cost of mana efficiency and card relevance in the early and mid-game. Certainly this deck has outs to fast critter flood of the board, but when you force a Loam pilot to react, then you've already begun the process of winning the match because they will be forced to expend resources staying alive, which will have effects down the road on the speed at which they can win, which is already glacially slow. The decks that will tend to languish against Loam style decks are midrange decks of the format - but I think builds like this Loam list are also what keep aggro healthy and viable, so I for one am happy to see decks like this getting into the format and doing what control should do - crush midrange and getting crushed by aggro.

I managed to put the only Lonely Sandbar, non-blue deck, into the top 4, finishing at 3rd place with Pattern Rector, a base Abzan/Junk deck.  This deck wins through the fair beat down of efficient Abzan critters, but has the capability to apply a creature-based or land-based combo flourish to win the game. Here is my version of Pattern Rector:

lowman02's Pattern Rector, 3rd place:

Pattern Rector
lowman02, 3rd place - 115 Cards Total
Creature
1 Academy Rector
1 Anafenza, the Foremost
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Cartel Aristocrat
1 Dark Confidant
1 Deathrite Shaman
1 Doran, the Siege Tower
1 Elves of Deep Shadow
1 Elvish Mystic
1 Eternal Witness
1 Fauna Shaman
1 Fleecemane Lion
1 Fyndhorn Elves
1 Grim Flayer
1 Karmic Guide
1 Kitchen Finks
1 Knight of the Reliquary
1 Llanowar Elves
1 Lotus Cobra
1 Loxodon Smiter
1 Noble Hierarch
1 Primeval Titan
1 Protean Hulk
1 Qasali Pridemage
1 Ramunap Excavator
1 Reclamation Sage
1 Restoration Angel
1 Reveillark
1 Saffi Eriksdotter
1 Scavenging Ooze
1 Shriekmaw
1 Siege Rhino
1 Sun Titan
1 Sylvan Caryatid
1 Tarmogoyf
1 Thragtusk
1 Tidehollow Sculler
1 Tireless Tracker
1 Viscera Seer
1 Voice of Resurgence
41 cards

Instant
1 Abrupt Decay
1 Crop Rotation
1 Dromoka's Command
1 Eladamri's Call
1 Enlightened Tutor
1 Fatal Push
1 Path to Exile
1 Swords to Plowshares
8 cards
Sorcery
1 Diabolic Intent
1 Duress
1 Eldritch Evolution
1 Green Sun's Zenith
1 Inquisition of Kozilek
1 Maelstrom Pulse
1 Natural Order
1 Thoughtseize
1 Vindicate
9 cards

Enchantment
1 Courser of Kruphix
1 Pattern of Rebirth
2 cards
Planeswalker
1 Garruk Wildspeaker
1 Liliana of the Veil
2 cards

Land
1 Arid Mesa
1 Bayou
1 Bloodstained Mire
1 Blooming Marsh
1 Canopy Vista
1 Dark Depths
1 Dryad Arbor
1 Flooded Strand
1 Forest
1 Gaea's Cradle
1 Godless Shrine
1 Hissing Quagmire
1 Horizon Canopy
1 Isolated Chapel
1 Karakas
1 Marsh Flats
1 Misty Rainforest
1 Murmuring Bosk
1 Overgrown Tomb
1 Phyrexian Tower
1 Plains
1 Polluted Delta
1 Razorverge Thicket
1 Savannah
1 Scrubland
1 Snow-Covered Forest
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Thespian's Stage
1 Treetop Village
1 Twilight Mire
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
37 cards
 

Sideboard
1 Bitterblossom
1 Burrenton Forge-Tender
1 Choke
1 Collective Brutality
1 Darkblast
1 Deathmark
1 Dread of Night
1 Gaddock Teeg
1 Golgari Charm
1 Lone Missionary
1 Obstinate Baloth
1 Sylvan Library
1 Timely Reinforcements
1 Toxic Deluge
1 Zealous Persecution
15 cards


This deck has got a lot going on with it and several routes to victory. The most common route to victory is going to be by just casting efficiently costed and powerful creature cards to beat your opponent down or stave off weaker aggressive threats - just playing fair Magic. The second way it can win is through both a creature-based combo win and a land-based combo win. The land combo is quite simple and tends to be the combo du jour of Legacy Lands, an alternate win con for Dredge decks (Vintage), and a more focused deck called HexDepths (Legacy): Yes, you guessed it, Dark Depths and Thespian's Stage. Below is a simple chart that displays the numerous ways that the deck can get after presenting the 20/20 Indestructible Marit Lage token:

This combo often doesn't just win the game, although it obviously can, often times it forces an opponent to spend critical resources looking for answers to it and generally forces them to remain reactive to you, which allows you to continue beating down, or setting up another combo - the Pattern Rector combo and namesake of the deck.

This deck capitalizes on the power of Academy Rector to find Pattern of Rebirth.  When this is coupled with a sacrifice outlet (Cartel Aristocrat, Viscera Seer, Phyrexian Tower, Diabolic Intent) and a "patsy" creature (for purposes of this deck, a creature that can receive the Pattern of Rebirth and then be sacrificed to the Sun God to ensure Protean Hulk makes it rain win conditions) it tends to mean you win. So how does this work: 1. you must get Protean Hulk and a sacrifice outlet into play.  Ideally, you want a sac outlet that can be activated infinitely many times in the same turn when you initiate the combo chain; Academy Rector and Pattern of Rebirth are a route to getting to this point, but not per se the operative part of how the deck wins with the combo.  These two cards can be bypassed with cards like Natural Order, Worldly Tutor (to hard cast the Protean Hulk or find Academy Rector if you have the sacrifice outlet), Eldritch Evolution, or Enlightened Tutor to find Pattern of Rebirth and enchant a "patsy" creature if you have a sacrifice outlet in play. All of that aside, the true engine is begun by having Protean Hulk and a sacrifice outlet in play. Once you have achieved this game state, you can sacrifice the Protean Hulk to find Karmic Guide and one converted mana cost worth of creatures - it's crucial in this version of the deck that if you do not already have Viscera Seer or Cartel Aristocrat in play that you use this one CMC worth of creatures to find the Viscera Seer. The Karmic Guide will then bring back the Protean Hulk, which will again get sacrificed by your sacrifice outlet, and now find Saffi Eriksdotter and up to 4 CMC worth of other creatures.  I recommend Siege Rhino unless you enjoy running through infinite and arduous loops on MTGO to grind your opponent's morale down (doubly not recommended, because you're likely not a cool person at that point). Once you've got Saffi on the board, you will sacrifice her targeting the Guide, then sacrifice the Guide with your outlet; the Guide will return to play, you will target the Hulk in your graveyard, returning it to play. At this point you sacrifice the Hulk again with your sacrifice outlet, finding Reveillark. You will now sacrifice the Rhino and Guide with your sac outlet, then sacrifice the Lark with the outlet, returning Saffi and Guide - Guide gets back Lark and the loop goes on to infinity or until your opponent reaches 0 life from siege rhino recursion.

If you do not have Siege available, you can replace it in the loop with Kitchen Finks against an aggressive opponent to gain arbitrarily infinite life,Tidehollow Sculler to delete their hand, or Eternal Witness for truly eternal value, or you can continue to loop Hulk to pull all of the creatures out of your deck and likely just win anyways. This is a fairly convoluted chain to follow, but once you've practiced it on MTGO, which is a chore if your opponent is obdurate, then it becomes pretty intuitive. I will say this, the way I've described the loop above is not the only way to generate it: there are a few ways, some of these steps are communicative (in the logical sense), but not all are, so be careful because this loop can be screwed up pretty easily on MTGO. Below I've included a quick chart that displays this loop which is predicated upon Hulk, Reveillark, Saffi, and Guide:

So what does this deck not want to face: primarily hard control decks, against aggressive decks the combos tend to come out for more fair creature cards or interactive cards in the early game. The combo finishes tend to work best against the other midrange decks of the format, serving as a mirror breaker. The board could likely further exploit this deck's concerns with control matchups - in the end, the only game we lost was against Michelle's Bant Loam list. However, I think due to this deck's inherent hedge and inclusion of a generally less efficient set of cards to gain these powerful combos it does lose some efficiency and consistency, which are slightly in its detriment if compared to more pure midrange decks of the format. I tend to think the loss is nominal in comparison to the midrange mirror you can break with the over-the-top power of having the Hulk engine in this deck. Even vs. control if you're able to keep them on the back foot, you can tend to randomly assemble the combo while your opponent is busy spending resources dealing with your better individual threats. The deck is very fun and it always feels like it has an out, ie you're one top deck away from victory.

I didn't play exceptionally well this tournament unfortunately, due to recovering from some bug and likely some sleep deprivation.  I made a sizable play error in our round 1, game 1 vs Michelle where I fetched the wrong land and proceeded not to play Magic. However, that happens to us all and I was able to refocus myself and not allow a speedy R1 loss to wreck either my fun or ability to stay in the game, pulling out a tidy 3-1 run in this week's Chainsaw Massacre Event. And if the God's of Skill took away a game from me against Bant Loam, the God's of Luck were able to steal one back against player stsung's 100CS Lands! deck, in a last turn miracle draw.

But, then again, why do we play cards like Natural Order or Pattern of Rebirth - because they are powerful, and in a top deck war, they win you games.

Videos of my matches are available on YouTube: here.

Hope this recap of the top decks from this event and analysis of the deck I brought inspires you to make it out one Saturday and try your hand at this very cool format.  Thanks folks and have a great week and keep your chainsaws ready for next Saturday.

8 Comments

Realms Unchartered by MichelleWong at Thu, 11/09/2017 - 07:21
MichelleWong's picture
5

Thanks Lowman for this nice article.

May I ask what you think about the card Realms Unchartered in a Loam deck?

Every time I drew it, I was very underwhelmed because I never had an active Loam out with Realms Unchartered. Most times I saw it, I thought "Oh, it's you. Please, anything but you!!". I'm ditching it from now on. Never again!

Content Inception by lowman02 at Thu, 11/09/2017 - 15:09
lowman02's picture

Wanted to back up my theory, in regards to Realms Uncharted, with something, so I suppose this is content in content (is that inception):

Use the following links to see a deck tech for a 100CS Lands! deck and some gameplay:

DeckTech: https://www.youtube.com/watch?v=CYBTWNlJeuU

GamePlay: https://www.youtube.com/watch?v=ovm3uqJHi3E&feature=youtu.be

And I actually used my headset so the sound is actually decent :)

Realms Uncharted by lowman02 at Thu, 11/09/2017 - 08:10
lowman02's picture

Michelle,

I think this card is actually playable, but I think it requires a significantly larger build around than you provided it in your list. I think it's kind of obviously a throwback card to Gifts Ungiven, which I think very few people would debate is a bad card--it is the glue that tends to hold the Modern variants of storm together. However, the reason that gifts does this is because the graveyard zone is a deliberate play zone in that specific modern deck--not incidentally providing value, but generally necessary to win. When you play a card that is similar in nature (pun intended), ie Realms Uncharted, I think it tends to narrow your construction down because you want to run more high synergy cards with it to ensure that Realms Uncharted is a 4-1 and not solely a 2-1 (which essentially means it just became a divination for the 3rd and 4th best lands in your deck, and that might not even be true...some of them may only be truly great together with another land). So, I guess where I'm going is if you intend on running this card you need to ensure your deck can truly exploit it for 4-1 advantage and not just getting 4 land cards into your hand off of loam recursion because while that is card advantage it's not actualized as a boon for 4 turns (because you're only playing one of these a turn in this deck). For example, Ramunap Excavator, Titania, Protector of Argoth, Gitrog Monster (Tracking he has B in his CMC), Crucible of Worlds, Zuran Orb, Fastbond, Exploration, Asuza, Oracle of Muldia--even more radical or all in Lands! decks would likely run 5 color, but they'd also opt to use far more utility lands, barb ring, cabal pit, glacial chasm, tabernacle etc.

Not all of the cards listed are likely good enough, but I think when you're trying to effectively use a card like Realms Uncharted you need to both break the rules often and early on how many lands you can put into play and you need to have many ways to recurs land cards from your graveyard. At this point you're likely looking at a lot of lands to even make this work and replacing many of your creatures and spells with them.

So, to close out a fairly didactic answer: Yes, this card is good enough. Is it good enough in a control shell that will tend to win with midrange threats (ie thrun, thragtusk, TNN, or tireless tracker) or possibly the DD combo? No, I tend to think you can do better--in this shell it's like running Guided Passage in 100c (ie prepare to play the world's most expensive ancestral recall for the three worst cards in your deck).

Thanks Lowman, I really by MichelleWong at Fri, 11/10/2017 - 09:32
MichelleWong's picture
5

Thanks Lowman, I really enjoyed your deck tech. I liked it a lot and thank you for your helpful advice.

Can I recommmend:

1. Damnation (or Gaze of Granite) instead of Horn of Greed, in order to stop the beats. Since the weakness of this deck is curve-out aggression/midrange, I think it's best to shore up this matchup rather than focus on the Horn. Don't you have enough card advantage without the Horn?

2. Rolling Earthquake instead of Countersquall (since you are tapping out like crazy in your lands deck). This card will really send a message to the aggressive decks. Great both early and late game.

3. Oracle of Mul Daya instead of Garruk, since both are 4 mana and Oracle capitalises on the strengths of the deck more.

4. What about Personal Tutor or Mystical Tutor? Are they not better than Preordain and Ponder in this deck?

Card Selection by lowman02 at Fri, 11/10/2017 - 11:57
lowman02's picture

Hey Michelle,

Glad you enjoyed it and thanks for the inspiration to pick this build back up and give it further consideration (I've got about 3-4 lands decks in this format that I've played around with since the unbanning of Fastbond, but haven't felt like I got them right).

1. Damnation and Gaze of Granite: Damnation is actually already in this build, gaze was a consideration, but because the deck relies heavily on specific critters, artifacts, and enchantments to get to big mana where gaze tends to become great, I felt like it didn't really have a home here. However, I agree Horn is a bit too hopeful, but I wanted to see what it could do. Realistically, it was actually serving as a place holder for Knight of the Reliquary because I feel like this deck very much so wants to use white, primarily for the inclusion of Enlightened Tutor to find either FB, Courser, or Crucible (given the assumption that I've found one of the three previously and can establish a lock by finding another piece).

2. Rolling Earthquake: I think you're right the deck likely wants another sweeper effect, but I tend to think this build would be happier with a card like Firestorm, while it does tend to tap out pretty regularly, it's also playing a lot of tapped lands (the cyclers) and lands that don't tap for mana at all, so being able to spend one mana at the cost of cards which I can recurse with loam, crucible, excavator, makes a lot more sense I think. If firestorm wasn't a thing, then I'll likely look to Sickening Dreams before I'd look to an Earthquake sytle effect because in the early and mid game you can often find yourself with less mana available due to the use of spell lands or tapped lands--obviously on the nut draw where you go to near infinite mana (or actual infinite mana) on T1-2 with this style of deck, then the Earthquake effect is better (while I suppose not on infinite mana because that would lead to some drawn games :P)

3. Garruk: he needs to go, but I don't think oracle is quite right, I feel like the oracle is better in a deck that can afford losing her after accruing value and then cast some obnoxious monster afterwards. The 4 mana for 2/2 body is just a lot, and not that I'm looking for her to be a clock, but the fact that she just dies to any shock is pretty disheartening. I think this slot would likely go Enlightened tutor because this will tend to ensure that I can get this effect (FB or Exploration) or another relevant effect (ref Crucible or Courser) to lock the game up (ie it's a lot more flexible than Oracle). A counter argument is that Asuza dies to the same thing, but I'm a lot happier losing a 3 CMC card for a 1-2 CMC card.

4: Personal Tutor is fair, it should probably be in the deck; Mystical Tutor already is in the deck.

I don't think this deck wants two double U counterspells, so I think Counterspell should actually go and Mana Drain should get in there, it's randomly great if you have the Primeval Titan.

Another notable missing card is Karakas, which becomes a lot more free if you include KoTR and Enlightened Tutor. I think given a shift to a very moderate W splash, you'd likely want to run Savannah, Karakas, Riftstone Portal, and likely Horizon Canopy.

Another cool land that I missed on first throwing this list together was Cephalid Coliseum, which is a boss with loam and the ability to play multiple lands in a turn, basically says ancestral recall if you can afford going back a turn on mana and can play cards from your graveyard with ease. But, this was just a first attempt (well I've attempted it before, but I often just start over, so I can mind map the deck and determine its theory of play), I'm sure future iterations will get better.

Again, another creative line that could be taken is using the Dreams cycle of cards (Insidious et al) as these cards that are inherent card disadvantage at the cost of selection can be turned into legitimate card advantage with the engine of the deck--Ideas (A)Unbound :)

I'll likely keep tooling around with the build and see how good I can make it. But, don't be afraid to "explore" the changed format, there's a lot of really cool things that can be done with some of the cards we've let back into the wild.

Highlights by RobertZdar at Fri, 11/10/2017 - 15:05
RobertZdar's picture
5

Great write up, Lowman!

Some memorable moments in this tournament on my end:

Against stsung I was able to steal Crucible of Worlds out of the library using Thada Adel, then reuse Myriad Landscape every turn thereafter.

Vs. Kokonade: In game 1 after a mulligan to 5 I was dealt 20 damage by a single Seekers' Squire! All of my merfolk were brutally murdered. However I managed to comeback and actually won game 3 by using JtMS ultimate.

Great article, looking by ML_Berlin at Sun, 11/12/2017 - 09:26
ML_Berlin's picture
5

Great article, looking forward for the next ones!

Appreciate It by lowman02 at Sun, 11/12/2017 - 13:24
lowman02's picture

Hey folks,

Appreciate all the support and comments, hope to see you all out next week--bring a friend--and hopefully the articles keep coming.

Take care now and have a good week.