It's cool that you keep on playing the deck! I don't play red in my builds so I can't comment on that inclusion, but Wrenn and Six seems like a big part of your strategy.
17 lands seems like too few to me. I would play 19 at least. I think that most builds with stuff like Wrenn and Knight of the Reliquary play even more. I'm also not a fan of Mox Diamond (especially with so few lands), although I see the synergy with Wrenn. If you really want a lot of acceleration, I would consider Elvish Spirit Guide, which is very good with Once Upon a Time.
That’s actually a well designed deck. Probably just a land or two too many. But also too vulnerable to Null Rod. Why didn’t you just play Gush at this event?
I remember Steve and Kevin discussing the deck in depth in one their podcasts. Basically the idea behind the deck was to be the one who Mentored the hardest. I actually played the deck a lot because it was so much fun, and I also made a few other version sof it - one with Gush instead of Thoughtcast. I don't really recall which version was the best. I'm sure Steve can explain their reasoning behind not playing Gush.
@griselbrother Yep. And during a large part of that window, Git Probe and Gush were unrestricted too.
I had completely forgotten that it was unrestricted for so long. It should have been restricted within a month and then perhaps we could still have Gush among us. Mentor is such a disaster of a card, though I did actually enjoy Menendian's and Cron's Outcome Mentor deck that they brought to the Worlds one year.
Hatebears are tempting especially because of Drannith, Collector Ouphe and kunoros.
Drannith is intriguing, but I think there are better options like Grafdigger's Cage in particular (unless you want to play Lurrus yourself, which I don't think is very good for the hatebears pilot). Kunoros is interesting as well (I had totally forgotten that that card exists), but I'm not 100% convinced that you actually want to play black in a WGx hatebears shell atm.
I think it's a wonderful time to be playing hatebears again. Oko made it really rough, but now that everyone is playing Lurrus, Oko isn't seeing that much play.
And since everyone is playing Lurrus and filling their decks with Baubles, it makes it pretty easy to construct hatebears.
Grafdigger's Cage and Rest in Peace have never been better than they are now, so I'm maindecking those at the moment. Lavinia and Collector Ouphe are also both very good right now.
I have been toying around with the idea of using Living Wish to get around the restriction of playing Lurrus in a normal-ish xerox shell. My first look (below) has been a four-color build eschewing red.
Lurrus's Living Wish
1 Mox Sapphire
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
2 Mishra's Bauble
1 Lotus Petal
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Black Lotus
3 Deathrite Shaman
1 Lavinia, Azorius Renegade
4 Living Wish
1 Demonic Tutor
1 Gitaxian Probe
1 Time Walk
1 Ancestral Recall
4 Force of Will
1 Dig Through Time
1 Force of Negation
1 Hurkyl's Recall
1 Mental Misstep
1 Veil of Summer
1 Force of Vigor
2 Swords to Plowshares
2 Underground Sea
3 Tropical Island
1 Snow-Covered Island
2 Misty Rainforest
2 Polluted Delta
2 Flooded Strand
1 Windswept Heath
1 Strip Mine
1 Monastery Mentor
1 Lurrus of the Dream Den
1 Managorger Hydra
1 Collector Ouphe
1 Ramunap Excavator
1 Leovold, Emissary of Trest
1 Deathrite Shaman
1 Yixlid Jailer
1 Kataki, War's Wage
1 Hurkyl's Recall
3 The Tabernacle at Pendrell Vale
The thought process that led me here was that Lurrus looping things for value was threatening enough as its own engine and disrupting it was taxing on the amount of removal that I have been seeing recently. Living Wish represented a way to pull a Mentor in from the sideboard after forcing you opponent to spend resources fighting the Lurrus.
The secondary benefit to me was a better and possibly even good (I have only seen the matchups a few times) plan vrs. Dredge and Hollowvine in game one with the ability to find a Tabernacle and possibly lock them out. I was successful with this in my testing so far which seems promising.
The option to find and put a non-blue threat into play has also been useful at navigating Pyroblast matchups but I have struggled with counter wars as a result and don't have the raw card advantage and threat density of a normal BUG list to contend with that issue. You either play Wish into green threat and then you countermagic gets overwhelmed by theirs or you burn all of your blue cards fighting early then don't have anything to power up a mentor/hydra. I won all the games where I had a turn one Deathrite Shaman and usually struggled otherwise.
Things I am trying to figure out still: do I want the Mox Ruby and Lotus Petal or would I prefer some greater # of Baubles in those slots? Is the fourth Deathrite better in the main or board to be fetched? How many threats do I need/want in the main? Should I be trying to find space for Mystic Remora as it pairs very well with Lurrus? How do I contend with the Shops MU? I am not killing fast enough to be totally happy with Hurkyl's nor can I play more durable hate like Energy Flux. I have not been unhappy with the Wish board configuration so far, but always happy to hear opinions.
All in all I have had enough success to suggest trying something in this vein out as a means to circumvent the drawback of a powerful card.
Interesting take for sure! Cool idea utilizing Living Wish. However, the question still remaining to be answered is whether it's really worth it to play suboptimal cards like Mishra's Bauble (and Living Wish) in exhange for getting an occasional free 3/2?
Don't get me wrong, I do like the innovation, but I'm just not convinced that Lurrus is actually good enough to warrant replacing Narset, Teferi, Dack and Mentor, Leovold etc. (although with your approach you still have access to those) with it.
As for the Shops matchup, I would strongly consider Serenity. It can be clunky and not good enough on it's own, but it combos so well with Lurrus that it would be the first anti-Shops-plan I would try out if I were to play around with Lurrus.
You could also try something like Qasali Pridemage. It's not very strong on it's own against modern Shops decks but it also combos well with Lurrus and is Living Wishable.
It will be interesting to see how Companions play out. Personally I think the current ones are extremely overrated, but I can understand why everyone wants to try them out, and if the mechanic is here to stay, it's just a matter of time before a broken Companion is printed. Initially, I hated the mechanic, but now I'm not so sure actually. It makes for some diversity in deckbuilding.
I'm def going to play around with it in a standstill variant, though I am entirely unsure if it makes more sense to add white or black to the deck. There were very few permanents over 3 in that list to start with, the biggest hit is losing crucible.
It also notably has interaction with LED as early as turn 1, which may in turn make it a very solid breach enabler.
Why Standstill? Of all decks, Landstill benefits the most from not casting spells - and when they do, they want to play counters. What permanents do Landstill even play besides Standstill and moxen? I mean in your above example, you get this card into play and then it doesn't do anything but attack for 3 because your very own Standstill prevents it's ability from being useful.
This seems pretty bad in a Hatebears deck (and in general). Without even taking the restraints it puts on your deckbuilding options into consideration, it' just a 3/2 for 3 that let's you cast one extra card each turn (if that card is already in your graveyard). Dark Confidant seems infinitely better.
Uhhh, Donate wouldn't do much there. You'd just be giving them a creature. You can call a judge if you like, they'll just stare at you.
Companion is something you declare at the beginning of a game, sort of like Commander. Once the card is cast and in play, it's treated like any other creature.
Yeah, I'm aware of that. I was just pointing out that the only reason why this would ever see play would be to try to troll someone that way.
Companion? What the.. Really? I can't even.. What's next? Constraint: For the rest of the game, you may not sit on your chair? Commemorate: When you cast this spell, sing a song to commemorate a dead family member? Stop inventing silly, overly complex mechanics that change the rules of the game and create some quality cards for Gods sake.
As for the card, it's hilariously bad and won't ever see play unless someone tries to Donate it to the opponent and call a judge.
Are we still on for Sunday, in light of Coronavirus?
This should get cancelled for sure. And if the organizers aren't responsible enough to do so, everyone should stay at home and don't go.
Going strictly green I'm not so sure of. What Eldrazi does so well is to beat down very fast with some slight disruption to speed down the opponent. Losing Thalia 1.0 and 2.0 and Glowrider would hurt that game plan a lot. Losing Containment Priest and Eldrazi Displacer as well as Swords out of the board would hurt as well.
The main reason to add green would be Force of Vigor for sure, but that would indeed require a lot of other green cards to function, and I'm not sure if a GW version could include enough green cards to make Force of Vigor viable, but it could be worth trying out.
On Deafening Silence:
I haven't had the chance to test it much yet, but while I think that Stormanimagus is right that this card is great for Hatebears style decks, I also think that volrathxp is right that this card isn't format warping, because, let's be real, Hatebears is a fringe archetype.
I'd like to comment on one thing though: the time aspect. I think this is a greatly misunderstood concept when discussing Hatebears and other prison style decks.
The article says that "but that kind of turn does nothing to accelerate your clock in a game and gives your opponent all the time in the world to find an answer". I find that statement wrong. Sure, this card in itself doesn't accelerate your clock, but it doesn't give your opponent "all the time in the world". I think it's a mistake to perceive "time" like this. Hatebears and other prison style decks shouldn't perceive "time" as "turns" but rather as "how many spells can my opponent cast before he's dead?". If your opponent is completely locked out of ever casting another spell this game, it doesn't matter how fast or slow your clock is (think of the good old Stax decks that basically didn't even have a clock).
Yes, your opponent might be playing Repeal and Chain of Vapor but he doesn't have much "time" to find them because he can only play one spell a turn.