Man, those were some really tough games, great job. I think people underestimate how difficult it is to keep playing perfectly in those suuuper long grindy matches, the endurance aspect becomes real. You can flub to a mistake in a short game, but there's way less points to mess up. In longer games the opportunities to make an error increase every turn- and there's literally more turns! Like, we only played two matches here and the video was still over an hour. So good job keeping up as well as you did, and good job looking for the winning lines and things to look out for next time after the games. Deck still seems good for sure. In both matches the games were super tight that last game especially felt like a big pendulum for the last three turns, just huge swings of value on both sides. Also, in half the games we lost you already found a potentially winning line that would have kept things going- the deck's ability was there, it'll get better every time through the gained experience.
I played a lot of Mono Black devotion back when that was still a deck and I would run two Dusk Legion Zealots which seemed to help smooth out my draws a bit, two mana cantrip creature was often better than Phyrexian Rager early game. Maybe working two Spirited companions into the list could help. It would be nice to have two Boros Garrisons in the mana base, but they would have to come in place of untapped lands, so maybe that ends up slowing the deck down two much.
@@aernieburns8919 look back at my Boros initiative lists. I played companion and one garrison. But we didn’t need artifacts for metalcraft for galv blast and rat in that list, thus the switch.
I know that landscapes are amazing late game for being able to cycle it. However, I think this deck struggles early game, so i would try to maximize the bridges. 4 of each combination. Just to have more artefacts and indestructible lands early for wildfire, familiar and galv blast.
think maybe you could make space for 2x blood fountain? Looting with bloods helps with the land draws, makes metalcraft real easy + brings back your familiars and paladins to stay ahead in the late game
Gotta keep ya’ll on your toes. No one noticed I flipped the broodscale art 180. 😅 Honestly though, Played Mardu so many times I was running out of cool arts to jam and I had this thumbnail already made
@@SnapBolt yeah they are a solid way to smooth the draw, though I wonder with the black splash of some amount of dispute variants (even a demand answers) would be another viable alternative. 1 mana more and no flashback but the deck has artifacts to sack
@@OtherSideLLC yeah, we could go full Mardu and play deadly dispute and maybe even ichor wellspring but then we won’t have enough space for white creatures + strands so we’re kinda becoming a different deck at that point
English is not my first language, so please bear that in mind if that doesn’t sound like constructive criticism 🫶 Imho, you are playing your cards way too proactively (ephemerating on your turn on the rakdos matchup, when if they bolt/you ephemerate, they bolt you gained more than two life with that ephemerate). Their damage is ‘mostly’ sorcery speed (i know its not) but because they want to hit value from the looting effects, and those are mostly sorcery, they have to declare the targets for the tempers and such, creating you the window to react (plus you don’t give them full info and you don’t create/force them to use the removal on the creature, because they know for sure you can’t react, leaving you out of your ephemerate and not getting the rebound value). In the first game, when you were short on lands, you discarded galvanic instead of one of the 4-5 drops, when you wanted time to hit land drops to stabilize the game, and galvanic might give you that removing their imps and faeries. Imo, you should keep thraben charm in the game (better than cast down) because you can exile the lootings and the faeries. Another thing to look at, when you attack with strands up and they can kill your stuff on your endstep, you want to bait the removal on the worthless creatures (you were attacking with the inspectors and leaving the cleric, but you are catering to their needs, cleric is a lot more valuable in the late game as an ephemerate target and thraben is bad, so they know get to kill the better creature and force the strands). Only watched the first half of the video, but wanted to say that about those minor details that can pile up as the game goes longer. I appreciate a ton your daily uploads and love your mardu list even if i only play blue decks if bought all the cards to play this, because it’s super controlish and grindy.
I think we want 22 lands. The ability to make a fourth land drop AFTER casting a Wildfire is really important I also think we want more artifact lands for enabling Metalcraft, but that's definitely more of a preference thing, Shattered Landscape *is* really good
even mardu synthesizer with a way lower curve struggles if it doesn't drop land so as cool as this deck is, it seems like a bad move to raise the curve
Isso aí, não desiste! 🎉🎉❤❤ O que acha de colocar um ou dois breath weapons além de umas relíquias no side? Poderia ser uma boa.. não vejo muito uso para pyroblast atualmente.
Perhaps you’re right. There are still blue decks out there like terror and Fams though. Relic is tough cause it hurts us too. Trying krark over breath weapon, had one breath weapon too but cut it for lone missionary
15:15 Is life gain generally the best way to use Ephemerate in this matchup? The way you played the card, it gained you 7 life (4 + 3 from eating a bolt). I feel like I would have held it to try and bait them, knowing they're proactive at bolting your creatures. Is that too greedy?
@@david_s5693 yeah, maybe waiting was better. You lock yourself into always leaving one mana up, and they can possibly fizzle your ephemerate with double interaction but then you’re still trading for 2 cards. I like your line looking back
even mardu synthesizer with a way lower curve struggles if it doesn't drop land so as cool as this deck is, it seems like a bad move to raise the curve
@@LyleH-13 yeah, this deck is fairly different from Mardu synth but your point still stands. Missing a landdrop is the biggest weakness of this archetype
Man, those were some really tough games, great job. I think people underestimate how difficult it is to keep playing perfectly in those suuuper long grindy matches, the endurance aspect becomes real. You can flub to a mistake in a short game, but there's way less points to mess up. In longer games the opportunities to make an error increase every turn- and there's literally more turns! Like, we only played two matches here and the video was still over an hour. So good job keeping up as well as you did, and good job looking for the winning lines and things to look out for next time after the games.
Deck still seems good for sure. In both matches the games were super tight that last game especially felt like a big pendulum for the last three turns, just huge swings of value on both sides. Also, in half the games we lost you already found a potentially winning line that would have kept things going- the deck's ability was there, it'll get better every time through the gained experience.
@@sonnilowe8858 good points. Thanks for the thoughtful comment
I played a lot of Mono Black devotion back when that was still a deck and I would run two Dusk Legion Zealots which seemed to help smooth out my draws a bit, two mana cantrip creature was often better than Phyrexian Rager early game. Maybe working two Spirited companions into the list could help. It would be nice to have two Boros Garrisons in the mana base, but they would have to come in place of untapped lands, so maybe that ends up slowing the deck down two much.
@@aernieburns8919 look back at my Boros initiative lists. I played companion and one garrison. But we didn’t need artifacts for metalcraft for galv blast and rat in that list, thus the switch.
There were some brutal games but you're a good player and you'll bounce back
Thanks. Totally. It was rough these last two leagues but that could happen to any deck / player
Love the content and love the deck! Have you had the opportunity to play against Grixis Affonity? How does that play?
I know that landscapes are amazing late game for being able to cycle it. However, I think this deck struggles early game, so i would try to maximize the bridges. 4 of each combination. Just to have more artefacts and indestructible lands early for wildfire, familiar and galv blast.
@@luizotavio2237 we could but we’re already playing more tapped lands and untapped so I worry about being even more clunky
@@SnapBolt it would be instead of the landscape
As someone who also owns a dachshund, the delivery situation was very relatable lol.
Haha! Totally! Llewyn went off on that mailman
Sweet list bro good content
Thanks a lot 😎😎
think maybe you could make space for 2x blood fountain? Looting with bloods helps with the land draws, makes metalcraft real easy + brings back your familiars and paladins to stay ahead in the late game
@@JElman1987 yeah; I actually meant to try one or two but forgot
Why is the thumbnail of a card that's not even in the deck?
Gotta keep ya’ll on your toes. No one noticed I flipped the broodscale art 180. 😅
Honestly though, Played Mardu so many times I was running out of cool arts to jam and I had this thumbnail already made
@@SnapBoltits just mtg artwork but i clicked so fast in the vídeo to see this bad but lovely card in action
Been trying this out as an avid Jeskai Ephemerate player and man I miss the cantrips when playing this, but Ratlocking someone feels so good
Yeah, cantrips are pretty busted. It’s not the same but I need to add 2 looting back in here
@@SnapBolt yeah they are a solid way to smooth the draw, though I wonder with the black splash of some amount of dispute variants (even a demand answers) would be another viable alternative. 1 mana more and no flashback but the deck has artifacts to sack
@@OtherSideLLC yeah, we could go full Mardu and play deadly dispute and maybe even ichor wellspring but then we won’t have enough space for white creatures + strands so we’re kinda becoming a different deck at that point
love the content still... better luck next time :)
Yeah, I'll get back to my 4-1's here shortly :)
English is not my first language, so please bear that in mind if that doesn’t sound like constructive criticism 🫶
Imho, you are playing your cards way too proactively (ephemerating on your turn on the rakdos matchup, when if they bolt/you ephemerate, they bolt you gained more than two life with that ephemerate). Their damage is ‘mostly’ sorcery speed (i know its not) but because they want to hit value from the looting effects, and those are mostly sorcery, they have to declare the targets for the tempers and such, creating you the window to react (plus you don’t give them full info and you don’t create/force them to use the removal on the creature, because they know for sure you can’t react, leaving you out of your ephemerate and not getting the rebound value).
In the first game, when you were short on lands, you discarded galvanic instead of one of the 4-5 drops, when you wanted time to hit land drops to stabilize the game, and galvanic might give you that removing their imps and faeries.
Imo, you should keep thraben charm in the game (better than cast down) because you can exile the lootings and the faeries.
Another thing to look at, when you attack with strands up and they can kill your stuff on your endstep, you want to bait the removal on the worthless creatures (you were attacking with the inspectors and leaving the cleric, but you are catering to their needs, cleric is a lot more valuable in the late game as an ephemerate target and thraben is bad, so they know get to kill the better creature and force the strands).
Only watched the first half of the video, but wanted to say that about those minor details that can pile up as the game goes longer.
I appreciate a ton your daily uploads and love your mardu list even if i only play blue decks if bought all the cards to play this, because it’s super controlish and grindy.
@@cesarrodriguez7773 thanks a lot for the thoughtful comment and the advice. Lots of decisions and plenty of room to make other choices
I think we want 22 lands. The ability to make a fourth land drop AFTER casting a Wildfire is really important
I also think we want more artifact lands for enabling Metalcraft, but that's definitely more of a preference thing, Shattered Landscape *is* really good
@@CharlotteMimic perhaps, but more artifact lands leave you more susceptible to gorilla shaman and dust to dust
even mardu synthesizer with a way lower curve struggles if it doesn't drop land so as cool as this deck is, it seems like a bad move to raise the curve
Heck yeah. Mardu!!!
😎
cant stop. wont stop.
Just keep jamming just keep jamming 🐠
Isso aí, não desiste! 🎉🎉❤❤
O que acha de colocar um ou dois breath weapons além de umas relíquias no side? Poderia ser uma boa.. não vejo muito uso para pyroblast atualmente.
Perhaps you’re right. There are still blue decks out there like terror and Fams though.
Relic is tough cause it hurts us too. Trying krark over breath weapon, had one breath weapon too but cut it for lone missionary
15:15 Is life gain generally the best way to use Ephemerate in this matchup? The way you played the card, it gained you 7 life (4 + 3 from eating a bolt). I feel like I would have held it to try and bait them, knowing they're proactive at bolting your creatures. Is that too greedy?
@@david_s5693 yeah, maybe waiting was better. You lock yourself into always leaving one mana up, and they can possibly fizzle your ephemerate with double interaction but then you’re still trading for 2 cards. I like your line looking back
I think looting is a must, after watching all these last games. Drawing lands on late game with no filtering really sucks
@@joaopedroalmeidacaetano1619 yeah, we should get 2 looting back in there
5th iteration of the deck still no bleak coven vampires
@@jesussuperstar3406 nope, I’d rather have paladin.
I have a different deck using that card though
@@SnapBolt idk it's the best thing you can hit of throne of 3, and ephemerating it drains for 12. One copy is enough.
Need to mulligan to better hands. Can keep hands with zero 1 or 2 turn plays, just won’t work out
This deck is definitly not for protoss player who just want to a click 😁
@@sebastianw.1735 haha!! 🤣 this is great. You know your audience.
Can’t just death ball 😄
LETS GOOOO, no Breath Weapon
@@joaopedroalmeidacaetano1619 trying krark clan instead
@@SnapBolt better for my wallet lol
even mardu synthesizer with a way lower curve struggles if it doesn't drop land so as cool as this deck is, it seems like a bad move to raise the curve
@@LyleH-13 yeah, this deck is fairly different from Mardu synth but your point still stands. Missing a landdrop is the biggest weakness of this archetype