Tiny Geist

tiny geist

Tiny Leader Geist of Saint Traft

Tiny Leader Format


Creatures: 9
1 Banisher Priest
1 Eidolon of Countless Battles
1 Fiend Hunter
1 Geist of Saint Traft
1 Grand Abolisher
1 Mirran Crusader
1 Mother of Runes
1 Silverblade Paladin
1 True-Name Nemesis

Artifacts: 5
1 Isochron Scepter
1 Lightning Greaves
1 Sundial of the Infinite
1 Swiftfoot Boots
1 Sword of Feast and Famine

Enchantments: 7
1 Oblivion Ring
1 Banishing Light
1 Detention Sphere
1 Honor of the Pure
1 Spear of Heliod
1 Spectral Flight
1 Steel of the Godhead

Planeswalkers: 2
1 Ajani, Caller of the Pride









Instants: 9
1 Brainstorm
1 Counterspell
1 Cyclonic Rift
1 Disrupting Shoal
1 Swords to Plowshares
1 Path to Exile
1 Snap
1 Stifle
1 Unexpectedly Absent


Lands: 19
1 Cavern of Souls
1 Command Tower
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
4 Island
1 Mystic Gate
1 Opal Palace
5 Plains
1 Seachrome Coast
1 Temple of Enlightenment
1 Tundra

The deck is designed by one of the guys that runs the official Tiny Leader Facebook page and blog: Steven Hamonic. It’s an aggressive take on Geist of Saint Traft. The little enchantment sub-theme is cute, basically going for a bunch of exile enchantment effects all the while clearing the way for our Tiny Leader as well as bolstering Eidolon of Countless Battles. Then there’s the Instants suite, which is pretty sweet! with Isochron Scepter in the mix. Being able to cast Unexpectedly Absent on whatever our opponent plays is nice, doing it every turn is nasty. Also, you can do some ‘stack tricks’ with it and Oblivion Ring/Detention Sphere and repeatedly remove cards on your opponent’s side of the battlefield (assuming you have Isochron + Unexpectedly Absent in play). Snap on Isochron Scepter is nice as well, since it will be costing us 0 mana 🙂

 

sundialCute and dangerous

Sundial of the infinite is somewhat weird here, but it basically guarantees we get to keep our 4/4 angel token generated by Geist of Saint Traft.We simply need to activate at the end of combat trigger. It also ends our turn if our opponent played something like Celestial Flare, forcing us to sacrifice our attacking Geist of Saint Traft. There are a few more interactions with the Sundial, but you can probably find a ton on Google.

Otherwise, the deck also plays creatures that our opponents will have a tough time messing with, especially True-Name Nemesis and a Mother of Runes equipped with either Lightning Greaves or Swiftfoot Boots.

Steven also provided the sideboard:

Sideboard

Elixir of Immortality
Ethersworn Canonist
Ghostly Prison
Oblivion Stone
Phyrexian Revoker
Propaganda
Rest in Peace
Seal of Cleansing
Swan Song
Wall of Denial

Some nice defensive cards against more swarm-oriented decks. Rest in Peace doesn’t hurt us much, if any and is a concession to whatever graveyard interactions there might be in the format. Oblivion Stone is just great for when everything is going badly for you. Again, it’s just based on a local metagame so don’t hesitate to tweak it.

Tiny Leader Links

Tiny leader Blog Site

Tiny Leader Facebook page

Tiny Leader Ban List

Basics

Tiny Leaders Deck Construction:
– Deck Restrictions:
• 50 Card decks.
• Singleton (Only 1 of each card except for Basic Lands)
• All cards must be Converted Mana Cost 3 or less.
• Must include a LEGENDARY CREATURE as a General, which IS included in the 50 cards.
• Starting Life Total: 25
• No free Mulligan.
• No ‘Commander Damage’ rule.
• Tiny Leaders is a 2-Player format.

Give it a try!

Doran the Explorer

doran the explorer

francis avatar final

I’ve always had a love/hate relationship with midrange decks. On the one hand I love how consistent they are and how you don’t just lose to some random piece of hate. On the other hand, I hate how they are just a bunch of good cards with minimal synergy. I’m a synergy lover! Doran kind of makes it possible for me to build a midrange deck and enjoy it. I like how the card randomly affects the opposing board and makes things interesting. Here is a list of the most relevant things Doran, the Siege Tower can do to your opponent’s board, separated in positive effects (for us) and negative ones:

+
Cranial Plating
Vendilion Clique
Ensnaring Bridge
Kitchen Finks
Flickerwisp
Silvergill Adept
Master of Waves
Rancor
Hellspark elemental
Signal Pest
Delver of Secrets
Pestermite
Vengevine
Creeping tar-pit


Wall of Roots
Ornithopter
Restoration Angel
Spellskite
Deceiver Exarch
Tarmogoyf
Loam Lion/Kird Ape
Linvala, Keeper of Silence
Pendelhaven
Kor Spiritdancer
Courser of Kruphix
Hero of Bladehold
Elesh Norn, Grand Cenobite
Sundering Titan
Archangel of Thune
most Living End creatures

doranAlmost as annoying as Dora the Explorer

Notice that some negative effects such as Spellskite and Deceiver Exarch are not the end of the world since Doran is bigger than them. The most significant drawbacks are the ones given to creatures with evasion, since our creatures are mostly ground based. In the end i think the positive effects outweigh the negative ones. For instance vs. affinity having 2/2 Ornithopters is very annoying, but negating Cranial Plating is huge.

The most important things Doran does is obviously improve our own creatures. I built this deck with the midrange mentality, choosing creatures that are good by themselves, but also work well with Doran.

This is my current list:

Doran the Explorer

Modern Format

Creatures: 22
2 Treefolk Harbinger
4 Birds of Paradise
4 Dark Confidant
4 Qasali Pridemage
2 Brimaz, King of Oreskos
2 Courser of Kruphix
2 Scavenging Ooze
2 Doran, the Siege Tower
2 Wilt-Leaf Liege

Instants: 8
4 Path to Exile
4 Abrupt Decay

Sorceries: 6
3 Thoughtseize
3 Inquisition of Kozilek

Lands: 24
1 Eiganjo Castle
1 Shizo, Death’s Storehouse
2 Tectonic Edge
1 Vault of the Archangel





3 Stirring Wildwood
4 Marsh Flats
4 Verdant Catacombs
2 Godless Shrine
1 Temple Garden
1 Overgrown Tomb
1 Murmuring Bosk
1 Forest
1 Swamp
1 Plains

Sideboard:

2 Kor Firewalker
1 Gaddock Teeg
2 Aven Mindcensor
2 Eidolon of Rhetoric
2 Nyx-Fleece Ram
1 Safe Passage
2 Thalia, Guardian of Thraben
2 Stony Silence
1 Rest in Peace

The disruption

Let’s cover the boring part first. Inquisition of Kozilek, Abrupt Decay, Path to Exile and Thoughtseize are the usual suspects. In a world of unfair things, we need to interract with our opponent’s gameplan. These spells are a collection of the most commonly seen removal/discard. They are mandatory for decks in these colors.

Note that Path to Exile usually doesn’t see play in Junk(now Abzan) decks these days because right now the trend is for a soft white splash for Lingering Souls. We are more committed to white so there is no reason not to play what is arguably the best piece or removal in the format.

The meat

We play a number of 3 drops and they get better with mana dorks, so Birds of Paradise comes in. In addition to fixing, the flying ability is relevant more often than you’d think. I’ve won games in stalemate by beating in the air with Wilt-leaf Liege + Doran, the Siege Tower boosted Birds. Sometimes they just chump a flyer to give you that extra turn you need for the win. They are also valuable versus Blood Moon. The other one drop is Treefolk Harbinger, which naturally serves the purpose of fetching Doran, the Siege Tower. On occasion, when having a starting hand low on lands, you’ll fetch a Forest/Murmuring Bosk, but that shouldn’t happen too often.

Brimaz, King of Oreskos is seeing some play in modern. He is a beating! His clock goes up with every hit and he gets better with Doran and Wilt-Leaf Liege. He is also a legend so we can use our legendary lands on him. Courser of Kruphix is crazy value. In addition to the card advantage, he gains us precious life points vs. anything aggressive and he can go in beatdown mode with Doran in play. Fetches also potentially improve your Courser of Kruphix draws. Also note that all of the deck’s 3+ drops are Lightning Bolt proof, which is in my opinion mandatory for a card that makes you spend 3+ mana.

The 2 drop aren’t particularily synergistic with Doran, but they are all around good stuff. Dark Confidant needs is an obvious choice: our curve includes 16 one mana spells as well as 24 lands so he shouldn’t hurt us tthat much (although you’ll occasionally reveal the unlucky Wilt-Leaf Liege). His anti-synergy with Doran is mostly irrelevant. Pridemage is the occasional disruption and occasional aggro. It is not uncommon to attack with a lone big creature in this deck. He also becomes a 4/4 with Wilt-Leaf Liege. Scavenging Ooze, like Qasali Pridemage, is also a mix between occasionally relevant disruption and aggro. Like Dark Confidant he has become a staple of the format.

Wilt-Leaf Liege is the top of the curve and it is quite powerful with the rest of the deck, adding another synergy aspect. In addition to what was already mentionned, a 7/7 Doran is quite scary. The discard clause is rarely useful. Once in a ‘blue moon’ you’ll cheat it into play, but the most significant thing this ability accomplishes is making the liege Thoughtseize proof.

wilt-leafOr just play Wilt-Leaf Cavaliers if you are running the low budget version, er…mayeb not

The lands

The best land in the deck is Stirring Wildwood. In addition to fixing, he’s already good at blocking problematic flyers by itself. He gets super good with Doran and Wilt-Leaf Liege (he happens to be green-white!). Tectonic Edge is obviously good,but I think we can’t play more than 3 no color lands since the deck is color-intensive. The other land that does not produce colored mana is Vault of the Archangel. The purpose of this land is to allow us to attack and win the race at times we would otherwise have to leave our army to block.

The sideboard

The sideboard consists mainly of hatebears and traditional choices for any white deck. Some of the creature were chosen because they synergize well with Doran, like Eidolon of Rhethoric and Nyx-fleece Ram. It is very important to bring in a lot of cards vs burn because unless we draw the life-gaining part of the deck we are pretty vulnerable to Red decks. Thalia, Nyx-fleece Ram and Kor Firewalker all come in, maybe safe passage as well. They replace Dark Confidant and some removal, depending on how creature-heavy the opposing deck is. The absolute worst card we might face is without a doubt Twisted image. It was a trend for Splinter Twin decks to play a number of these, sometimes main deck in order to fight opposing Spellskites. Losing Doran, the Siege Tower to it while our opponent draws a card for one single mana is totally wrong. Losing our turn one Birds of Paradise is pretty bad as well. Still, we should be well equipped to fight Splinter Twin decks, with all the removal and discard we are packing. Most blue decks that run Twisted Image play only one or two copies. Other than that, Game 2 and 3 should be favorable for us vs most decks since there aren’t any other devastating sideboard options to fight us. If you expect sweepers from the board we can easily not overextend and still put a lot of pressure with a single copy of one of our higher-powered creatures.

Conclusion: improving the deck

One thing that might have struck you while looking at my list is the absence of Tarmogoyf. This is mainly because I don’t own any. If you want to build the deck and own some of those then they would definitely be a good choice. Still, I’ve had positive results with the deck without ‘Goyfs – so they are not mandatory.

Looking at Khans of Tarkir spoilers there are a few cards that are interesting for this deck. The most obvious one is Windswept Heath. Not being able to fetch a forest with Marsh Flats has been an issue. Very often I’d rather not shock myself turn one just to cast a Birds of Paradise. Also Murmuring Bosk is our best color-fixing land if we have a Treefolk in our starting hand, so being able to search for it with all of our fetchlands seems great. Another possible inclusion is Anafenza, the Foremost. She is an efficient beater, a legendary creature that works with our legendary pump lands and works well while attacking with something that would normally not do damage (like a Birds of Paradise). The graveyard ability is what we should consider before deciding whether to include her in the main deck or not. If your metagame is filled with Birthing Pod decks, then i’d probably run her main deck. Otherwise our two Brimaz, King of Oreskos and Scavenging Oozes might just be better. Also, note the slight anti-synergy with her and Scavenging Ooze. The last card is Abzan Charm: It does seem nice but i’m unsure whether they are better than an Abrupt Decay or not. Additional draw, additional exile and a sweet combat trick all seems appealing. The charm doesn’t kill the format’s main combo creatures though (Deceiver Exarch/Pestermite and Melira/Murderous Redcap) so i wouldn’t play more than one (if any).

ananfeI’m sure even the goats would agree that Anafenza is awesome

 

Tiny Marath

tiny marath

ddt avatar final

Tiny Leaders is a good little exercise in deckbuilding since you don’t just run the infinite amount of X tutors and ramp spells – most of your spells mean business. Time to trim the fat off Commander decks. It’s not for everyone and it’s not yet a Wizards of the Coast ‘endorsed format’, but I believe its time will come. Commander/Elder Dragon Highlander didn’t just randomly pop up a few years ago. The format existed many many years before that. I wanted to build a zoo-like Tiny Leader deck in order to see the efficiency of a ‘beatdown’ deck in this format. In Naya colors, my options are (according to the Gatherer) :

martahBambi’s big brother

mayael

Finding ‘Tiny Leaders’ in the colors you want to play is as easy as going on the Gatherer. From there, you can run this search (under Advanced)

gatherer tiny

Legendary Creatures at 3 or less Converted mana? Check!

So going back to the Naya deck… This is a format where creatures are obviously smaller and if you are going to be aggressive, then you also need to be efficient. It’s actually quite a far cry from Commander in that sense. Your cards like Wild Nacatl and Tarmogoyf are much much better here. Also, for the rest of the format’s rules and restrictions > Tiny Leaders Blog

I decided to go with Marath over Mayael, since again, thanks to the Gatherer … 29 matches (minus 10, because they are flipped Werewolf matches). So 19 creatures, most of which have drawbacks and a lot of which are frail like Ball Lightning and co. There’s really no way to properly use Mayael, unless you just want to pump out an oversized blocker (I’m looking at you Groundbreaker!).

A few of the card choice are really just personal preferences. I know that Clan Defiance is quite good in this format, but I opted to go for a more ‘mana tight’ build. Some really early threats combined with Naya-colored hatebears. Of course, any and all suggestions are appreciated because I am a total noob to this format and mostly wanted to make more of a ‘demo deck’ than anything else. The sideboard is in the works, but not having played much Tiny Leaders – you can imagine that it’ll end up being very generic.

Tiny Leader Marath

Commander Format


Creatures: 19
1 Marath, Will of the Wild
1 Stoneforge Mystic
1 Tarmogoyf
1 Kird Ape
1 Mother of Runes
1 Aven Mindcensor
1 Knight of the Reliquary
1 Eternal Witness
1 Kitchen Finks
1 Fauna Shaman
1 Wild Nacatl
1 Loam Lion
1 Fleecemane Lion
1 Figure of Destiny
1 Qasali Pridemage
1 Thalia, Guardian of Thraben
1 Voice of Resurgence
1 Scavenging Ooze
1 Loxodon Smiter

Artifacts: 2
1 Sword of Light and Shadow
1 Sword of Fire and Ice

Enchantments: 2
1 Oblivion Ring
1 Sylvan Library

Planeswalkers: 2
1 Ajani, Caller of the Pride
1 Domri Rade









Instants: 6
1 Lightning Bolt
1 Punishing Fire
1 Lightning Helix
1 Wear/Tear
1 Swords to Plowshares
1 Path to Exile


Lands: 19
1 Plateau
1 Forest
1 Razorverge Thicket
1 Arid Mesa
1 Raging Ravine
1 Mountain
1 Grove of the Burnwillows
1 Temple Garden
1 Sacred Foundry
1 Plains
1 Windswept Heath
1 Stomping Ground
1 Taiga
1 Maze of Ith
1 Copperline Gorge
1 Fire-Lit Thicket
1 Savannah
1 Wooded Bastion
1 Command Tower

A lot of the creatures are just ‘big’. Big being a very relative term when it comes to Tiny Leader. Others are good utility and there were a few last minute changes on that front. Fleecemane Lion replaced Gaddock Teeg in the main. Knight of the Reliquary came in to replace a Hushwing Gryff and Oblivion Ring replaced Rancor. I think it’s safer to just go with the more ‘reliable’ cards at first. The cards that were replaced are now in the Sideboard (which is not complete at this time).

I really wanted more Flash creatures to use with Fauna Shaman, but the rest were not that epic. Being a big fan or Scryb Ranger, I was saddened when I could not find any room for the little guy in the main deck (due to not necessarily always having a Forest in play). This too, is a card that will probably end up in the sideboard. I’m also not sure if I wanted a random mana dork like Birds of Paradise. In the end, I opted not to include that card since it won’t make for any really awesome turn 2 plays, except maybe landing an early Domri Rade versus more controllish decks. The ‘land’ matters creatures are all there: Wild Nacatl, Kird Ape and Loam Lion. I didn’t want to play Flinthoof Boar since all the other 2-drops seemed much better.

wild nacatlThat’s right lil’ Nacatl, draw blood!

There’s probably a lot of room for improvement. I thought about having a pinger like Cunning Sparkmage, Grim Lavamancer or even Fireslinger. I would then take out one of the equipment to replace it with Basilisk Collar. In the end, it’s probably a decent sideboard option until I figure out the metagame more. Some life gain from Basilisk Collar might just be better versus some more ‘all in’ red decks or just deter Geist of Saint Traft decks for a while. Naya Charm is probably not good enough in this deck either, though it would maybe make the cut had I been allowed to play Sunforger (but it costs a whopping 4 mana! Whaddya know? It onyl costs 3….hmmm…perhaps one of the swords needs to go).

I would maybe also play a Banishing Light in the side, since you can never have enough Oblivion Rings in a deck (especially with Abrupt Decay being an MVP in the format). Marath’s pump ability is most likely the one you can use most here in order to make your smaller guys into sizeable threats at all times. It’s really awesome that it ‘scales’ everytime you cast it, so you can always be in the game even later on. I’m not sure how many Voltron-style decks people play but maybe even Celestial Flare or Wing Shards can make a sideboard appearance. If you’re feeling even more courageous, you can add a Pyroclasm in your sideboard since quite a few of your creatures can survive it.

Boros Charm can definitely see some Sideboard love as well as maybe Skinshifter just to have some random cool big wall or trampling attacker versus those other decks with planeswalkers that you would have trouble getting through. Speaking of planeswalkers, there are quite a few that are present in this format:

ajani callerashiokdack faydendomrijacelili veiltibalt fiend

You can play 5 out of the 7 if you play the lone Grixis Commander, Tetsuo Umezawa. Then again, we all know you’re only going to play 4, right? Sorry Tibalt, you suck!

I really do hope this format explodes in popularity in the near futures and we can have more Tiny Leaders to build around.If you enjoy the format a lot, you can even try to get your local gaming store owner to run events for the format as well. At the current time, the UWR, BUG and RWB shards are not represented. Khans of Tarkir will probably rectify this in the current set or next expansions. Also, fetchlands, yay!

Tinyleader: a cool alternative

tiny leaderddt avatar final

A lot of Magic: the Gathering players usually have a commander deck or two handy to play in between draft games or Standard night at their local gaming stores. The big nuisance with Commander decks is that the games tend to drag on for a while especially in a multiplayer setting. This is where the Tiny leader format comes in.

Rules

Decks are constructed with 50 cards, each card must not contain mana symbols not present in their Commander’s Colour Identity (ref. Rule 3, http://mtgcommander.net/rules.php) and every card should have a converted mana cost of 3 or less.
 
Tiny Leaders is presented to be a one on one format, with a best of three match, and 10 card sideboards.  Sideboarding is done in between games.  Your deck must remain 50 cards, and your commander may not change between games.
 
You can also read up further details in the format’s development here
 
It’s supposed to be a more interactive format in which players would need to play more responsive cards and somewhat more aggressively. No more losing to that random Omniscience that some random jerk just plopped into play. There’s also no ultimate control answer, as you’ve guessed it: Counterbalance is on the banned list. What’s more un-fun knowing that all your stuff is going to get countered via Counterbalance/ Sensei’s Divining Top in a format where your converted mana costs don’t go over 3 (no counting X in the casting costs of course).
 
Another little advantage is only needing 50 sleeves for your deck. Then there’s the whole ease of shuffling a 50-card deck versus a 100-card Commander deck. Tutors aren’t exactly that great, or at least not as awesome (since it severely cuts down on your actual business cards vs. the deck thinning they provide in Commander). While I do not personally own a Tiny Leader deck, I would encourage everyone to give the format a shot at least. It’s how a format like EDH/Commander came to be in the first place.
 
dorandHere’s a nice ‘Tiny Leader’ you can get started with
 
The Khans of Tarkir expansion has already had a few ‘wedge’ commanders at 3-mana, so there’s more indirect support for those of you wanting to go into 3-color decks. There’s also quite a few lists that people have posted here.
 

Tezzerator?

tezzerator old schoo

A few years back, when I started playing extended… Ok, make that many years back! There was a deck named ‘Tezzerator’ and it was full of artifact control cards to put a stranglehold on the game before eventually winning with Tezzeret, the Seeker’s -5 ability:

tezz ultimateArtifacts assemble!

Getting to that point in the game is not going to be easy, but we’ve got just a bit of card draw, some tutoring and a few counters to get there. It’s a little list from a year ago that somewhat performed well online, but it might not be up to snuff for the current Modern metagame. After all, in extended, Tezz’s +1 ability could actually generate mana (artifact lands were not banned at that point). Nowadays, we need a Darksteel Citadel and a Mox Opal to do that kind of thing. Still, his +1 is not just for show…

 

Tezzerator

Modern Format

Creatures: 9
3 Spellskite
4 Trinket Mage
2 Vendilion Clique

Instants: 9
2 Cryptic Command
3 Spell Snare
4 Thirst for Knowledge

Sorceries: 2
2 Serum Visions

Planeswalkers: 3
3 Tezzeret, the Seeker

Artifacts: 13
2 Chalice of the Void
2 Engineered Explosives
1 Ensnaring Bridge
1 Grafdigger’s Cage
1 Mox Opal
1 Pithing Needle
1 Pyrite Spellbomb




1 Relic of Progenitus
1 Torpor Orb
2 Vedalken Shackles
Lands: 24
2 Academy Ruins
1 Breeding Pool
1 Darksteel Citadel
1 Forest
8 Island
4 Misty Rainforest
3 Scalding Tarn
2 Steam Vents
2 Tectonic Edge
Sideboard:

1 Spellskite
1 Vendilion Clique
4 Firespout
2 Echoing Truth
2 Counterflux
3 Blood Moon
1 Back to Nature
1 Trinisphere

 

The deck is very light on actual threats, so you can’t really go around spamming your artifacts and draw spells. Tezzeret is pretty awesome because he can almost instantly protect himself the turn he comes into play, thanks to this little toy:

ensnaring bruidgeOldie but a goodie

He then stays at 1 loyalty and begins to ramp his way back up ever so slowly. Another thing that’s pretty neat is that you can still get to put artifacts in play with his ability through your own Chalice of the Void. So you can cast say, a Pithing Needle and have it get countered. You then put the Pithing Needle back on top of your deck with Academy Ruins. Lastly, go ahead and -1 Tezzeret, the Seeker to put the Pithing Needle into play from your deck. Tada! It’s magic!

The problem card nowaydays is Abrupt Decay. It can’t really be dealt with in this deck other than spamming Spellskites (also just an awesome card). You can ‘Negate’ one Abrupt Decay per Spellskite, so keep spamming. Also, don’t hesitate to put your Spellskites back on top of your deck with Academy Ruins. You can never have enough out if you need to protect your Ensnaring Bridge. Obviously, you could always just put the Bridge back on top as well. Both cards are also very effective at fighting the Pestermite/Splinter Twin combo, though not 100% fool-roof. You can always lose your Spellskites to Flame Slash or have your Ensnaring Bridge bounced via Cryptic Command. It’s funny actually, because that’s something you end up doing in order to win right before Tezzeret’s ultimate: Cryptic Command to tap their team and bounce Ensnaring Bridge. You then are free to attack past their tapped would-be blockers.

cryptic commandC’est bon!

One thing I really don’t like is the Relic of Progenitus. I believe that a Tormod’s Crypt or Nihil Spellbomb (maybe adding a Watery Grave instead of one of the other duals in the main deck). You can at least recur the Spellbomb and Crypt, but not the Relic. Usually a Relic of Progenitus activation is sometimes enough, but not always. Against a deck like Living End it might not do the job early on and they can always respond to it late game with a Violent Outburst Cascade (into the deck’s namesake : Living End). Unfortunately, even the other graveyard hate card is not efficient in dealing with them. Grafdigger’s Cage does nothing against Living End, since their creatures are exiled before they are put into play. Torpor Orb does a wee bit, but nothing great. Chalice of the Void at 0, however, is pretty darn good. At that point they will need to draw a Beast Within to deal with the Chalice, or just regular cast all their guys.

I haven’t played the deck much to really analyze any of the common match-ups and I feel that it’s always good to let people figure things out on their own. The deck is maybe on some people’s deck-building radar, but probably not a real contender at the moment. Still, the fun is always about trying a bunch of decks out and seeing what fits your play style more or seeing if you can tweak some failed experiments and turn them into success stories. Maybe with he new/old fetchlands becoming Modern-legal, the deck will have new life breathed into it. While I don’t really mind Tezzeret, Agent of Bolas much… I do prefer the original.

tezz older artSpeaking of original…