mithik_11 wrote: ↑4 years ago
stubb wrote: ↑4 years ago
Wrenn and Six is new but has been quite good and I'm committed to giving it an extended try.
DANG! That's awesome. Can you discuss your reasoning for including him and what kind of roles he plays for the deck?
Couple of factors:
1. The local Jund guy said it was nuts. I said I didn't have anything to do with it except buy back fetchlands, and he said that's almost all it was doing for him, that it was basically a Bob that only ever drew lands, didn't die to everything, and if they didn't deal with it, it wins the game with Bolt retrace.
2. I had been playing with a Narset in the main just to have a little source of card advantage and a sticky, different angle of threat. I love the card, but I think it belongs in the sideboard unless Phoenix or Storm is at the top of the heap along with some other matchups where you want a stream of noncreature spells. But I did like having that engine.
3. I watched some Legacy RUG gameplay with Wrenn and Six. Obviously Legacy is a different format, but here's what I learned: shooting x/1s is a big deal; hitting every land drop is a big deal; and most importantly,
you don't need to be looping Wastelands or Fiery Islets for its +1 to be good. The games where W6 did nothing but draw a fetch every turn were fine.
4. Modern decks for a little while now have been trying attack on two axes. Dredge has the creature plan and the Conflagrate / Chill plan. Phoenix has the Phoenix plan and the Thing plan, and now the Aria plan, too. Jund has always had the creature plan plus the Liliana plan. Some of these run a little further apart than others, but I saw an issue that we were basically all-in on creatures, and trying to protect them with free counters. I've always been big on Snap-Bolt in the deck, too, so that can kind of account for extra reach. But I think Wrenn and Six gives us the kind of threat we haven't had before.
5. I said on MTGS or the Discord* that Wrenn and Six is basically a Bob and a Grim Lavamancer stapled together that activates the turn you cast it and doesn't die to standard creature removal. Given that two project matchups for me have been the grindy games, where the +1 is great, and Aether Vial decks, where the -1 is great. And if they don't deal with it, it just wins with the emblem.
That's been my findings after two weeks of reading, watching, etc, and one night of playtesting. But it's been nuts so far. And the cost of playing it is cutting 2 flex instants and sorceries. I was playing pairs of Tarfire and Vapor Snag, and I just cut to one of each to try it. That's no real loss for huge gains, especially in harder matchups.
* It's slightly confusing that we've got conversations on this deck going on at MTGS, here, and on the Discord. I like having a longer-form method to talk about stuff, but the Discord is very active.