The only thing about your maindeck I would change would be the Hellsparks. They just don't make it past Wall of Omens and they don't do anything about Firewalker. I would maybe put in Searing Blaze, Flame Slash, Forked Bolt, Staggershock or some other burn spell in that spot. Other than that, I think the maindeck is solid.
For the sideboard against UW I would try this:
-4 Lightning Bolt
-4 Ball Lightning
-2 Earthquake
+4 Manabarbs
+3 Combust
+3 Leyline of Punishment
Main thing though is to get rid of the Hellsparks though. With Wall of Omens and Firewalker around, I would definitely not play him. It's sad because Hellspark Elemental is one of my favorite cards of all time, but he's just not good right now.
Lightning Bolt is not very useful against UW. It doesn't kill any of their creatures. Ball Lightning almost never makes it through, or only hits for 2 or 3 because Wall of Omens or Kor Firewalker just eat it up. You want to have creatures that just go around them, like Hell's Thunder. Same thing with the Planeswalkers, you just ignore them and push through. Basically what you do is board into 10 cards that punish them for playing Baneslayer and make Firewalker basically just a bear that can't be blocked.
That's true, but I have to say, Inferno Titan is far, FAR from useless. built in removal every turn is not to be ignored, specially when it kills very dangerous stuff like Fauna Shamans and Vengevines.
If it proves anything, it proves all Titans are constructed-worthy.
Edit: About the Sun Titan versus Frost Titan debate, and the SM vs CA discussion, I think it's very interesting. But without going too deep in theory, both titans are "almost" equal in terms of abstract quality. Wich is better depends on what you're playing against, AKA the metagame.
I'd say that for the same reason Frost Titan was originally undervalued, Inferno Titan is in practicality the worst Titan. It's entirely a good card, but the fact that it's red limits its effectiveness. Firebreathing is IMO the worst ability of the Titan's static abilities, with deathtouch coming in at a close second; in an environment where you can expect to find yourself facing a sudden swing from a creature in the double-digits range, deathtouch remains a relevant ability on a 6/6. Arc Lightning is an incredibly powerful trigger, but it's not enough to really matter in a format where we're recurring creatures like crazy, slinging Bolts for one, or gaining epic life with Baneslayer. Freezing things is much more useful. Perhaps Inferno Titan's day will come, but it's not today.
Ultimately, I think Frost Titan has a much more fitting place in Titan Force decks, where it can lock down a land to the most crippling effect. Its merit over Sun Titan obviously depends on the surrounding cards, but Sun Titan's already got a handful of friends present in U/W, and aside from one, they'll be kicking it with him for the rest of his tenure in Standard, so his ability to generate ridiculous card advantage is assured.
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"The imagination is not a State: it is the Human existence itself." - William Blake
The thing about hellspark is that its such tech against every other deck. It always gives people a bad decision: "Do I take 3 or do I block, lose a dude, and still take damage".
Perhaps its time to adopt to ember hauler as many of the 'top' red guys have started using him and taking out geopede =O and I know that ember hauler can mess the hell up out of a wall of omens.
I have 4 in my sideboard right now because my meta has changed to permission based decks. I try and win the Jace war with little Jace and the counter war with little counters. It makes sense when you play all day against counters and most people don't think your playing a one mana counter.
What are you going to do about [card]Sun Titan[card] if it comes down? It laughs at Combust and chances are it'll bring back something else for you to kill.
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"The imagination is not a State: it is the Human existence itself." - William Blake
when i said really need to look what is being played i meant lots and lots of UW control both tap out and permission. Decks that tap out for big spells such as Destructive Force (i seriously haven't seen then being able to pay for spell pierce as of yet *knocks on wood*) can just stare at you funny when you counter their creature and then use one mana to counter their wincon.
To be frank here Spell Pierce actually compliments Mana Leak VERY WELL and being able to play wall of omens on turn 3 against lets say Jund <.< keep one mana open and they try to blightning (even if it IS from a BBE) is a very effective play and it happens more often than not.
I usually play my Little jace on turn 4 if i have spell pierce in hand keeping u/w mana open for condemn or spell pierce (specially on the play) because i KNOW i have about 80% chance it WILL stick and be protected.
There are so many things i can tell about my experience with spell pierce in standard but no matter how much this card owns my playgroup i just can't convince them to play it. Stubborn people i guess.
imn playing u/w and play 4 titans 2 white and 2 blue (only the white is md) so i dont think combust is good unless ur meta isa heavy bsa meta or u just want it to kill WoO which seems really bad.
Without your decklist we can't tell you what to bring in and out. Also you should tell us whether tap out or permission is the matchup you want to get more advantage of.
Definitely YOU DO NOT WANT to bring the Pithing Needles. They will board out the Jaces anyway and you should have trample on your creatures anyway against Elspeth.
Really we can't be very specific without your maindeck list. It makes a whole lot of difference if you have or not Smoldering Spires, Chandra, Hellspark Elementals... Also i must tell you this isn't the RDW competitive forum. You are probably going to get a warning from the mods. RDW has a forum and you should discuss this topic in there.
RDW should NOT aggressively mull. Even if you do it just once for the Leyline that means you are left 2 cards behind, with 5 on initial hand. Given you are lucky to pull 2 lands on there you only have 3 spells, hoping your opponent doesn't flashfreeze them. Also Ricochet Trap does counter Flashfreeze. Simply redirect Flashfreeze to your own trap. Ricochet Trap resolves first and then Flashfreeze fizzles.
If you think UW will bring the leyline just ignore it and fly over their kor firewalkers with Kargan Dragonlord and Hell's Thunder powered by Teetering Peaks. And yes, Manabarbs is an all star if you can stick it. At worst is 4 mana it deals 2 or 3 damage and takes away removal from their hand, also it goes through Leyline of Sanctity.
Spell Pierce isn't played because it doesn't fit standard. Eternal formats are know for the extremely low curve and fast tight plays with no spare mana where being able to counter a key combo piece with 1 or 0 mana is crucial. Also standard right now is heavy on aggro strategies making it a bad maindeck card and subpar compared to negate for sideboard slots as control strategies quickly can play around spells like Mana Leak as the game extends a lot. I don't really understand how some people say 'its great back up for mana leak'. No, it's not great back up for mana leak... you are spending 2 cards to counter a single spell while you could simply use 1 negate.
I haven't been since Ravnica but i doubt ill be wrong if i said spell snare didn't see as much standard play as it did on extended and eternal formats. The answer again is that which such a low curve you are very likely to counter something relevant with it while in standard having a curve up to 6 mana makes it way less effective.
However i can see it fitting certain specific metas, but overall it isn't the kind of thing you'll see on the 75 of a major event top 8 decklist.
The choices of your deck in terms of removal and spells are eerily similar to mine in my Titan control list.
with that said i actually have : - 1 path to exile -1 day of judgment -3 spreading seas
+ 2 Spell Pierce + 1 Jace's Ingenuity +2 oblivion ring
That being said the card i want to prove effective for your deck is none other than spell pierce. Turn 1 discards are no longer effective. Tapping out or near tapping out for cruel will be punished (they will probably try to duress or iok before that but you should know how to handle that by now). That and it's mana leak little cousin. Spell Pierce WILL psyche them out as well because one mana counterspells aren't common these days <.<
Now looking at your list i will have to mention that Gideon should probably be cut since it's useless against control and that is what's being played now. I'd consider Elspeth to protect your jace and i can imagine your games going rather long so this maybe from left field but cutting 1 Jwar jwar sphinx for 1 iona might also do the trick.
I simply disagree regardless of good points mentioned. If i haven't tested spell pierce and experienced the tempo it gains me i wouldn't even have mentioned the damn spell. Truth is i am REALLLLLY impressed by it.
Going on the point about aggro. Where i am at control in different styles run around.
Spell pierce gave me also less mulligans. How many times did you have a good hand but come into play tapped land for the first 2 turns. Now imagine against blue you on the play with a pierce in hand. I can pretty much guarantee you if you played a celestial collonade on turn one and glacial fortress tapped turn 2 that you can SMELL a spreading seas coming.
Creatures are meant to be dealt with removal that is why you play them. If you can counter them,.. fine. My argument for spell pierce is that it helps your deck protect the early game protecting your : Lands, hand , development on the board
while stopping their : Mana denial , ramp spells , discard effects, planeswalkers, counterspells.
see, I was a bit on the fence earlier about keeping o-rings for spreading seas, but I do remember that most of my matches had blue in them, so really, spreading seas would be less effective for me than it would be otherwise. i also have enough removal now to deal with manlands and other baddies.
so i basically went with this change:
-3 Spreading Seas, -1 Path
+2 Oblivion Ring, +2 Spell Pierce
Countering on turn 1 sounds good to me, I've already frustrated a kid with this deck last friday. He kept saying how control players are wimps and was just talking trash. I look over to my left and I see two players who I consider really good in the store just play in silence. I just smirked and managed to Jace him game 1, and beat him down game 2. Feels good man.
So yeah, Spell Pierce is for sure in.
So how would you describe the most effective way to play against Cruel Control, counter war? Get Jace out asap and protect him?
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Standard
Esper Solar Flare BUW 8-2-0
Zombies UB - Reconstructing
Well what Keesie said is also true. But that's postboard.
Gideon+Lightmine is highly effective for restricting creatures in play and being played which results in less plays from opponent and the stronger your counterspells get. It's also a red deck killer combo but It's just,....to....slow.
I tested this a while back and the thing is i really didn't wanna tap out for Lightmine Field in key moments in different match ups. Almost every time my answers were enough to handle what needed to be handled. It's also the reason i mentioned Gideon needed to be cut because that auto-includes Lightmine field for something like Leyline of Sanctity which IS a spell you would tap out for if it can't be countered and WILL swing the game in your favour against Grixis i believe because you just killed a lot of their cards (and hurray for counterspells handeling the rest of their stuff) and many other decks that target you.
so would one in the sb be enough for should it be 2?
can't believe that hasn't crossed my mind yet. thanks.
lightmine field is in here because at my store there are still some creature decks with lots of weenies and its a nice tech i wanna play with. I have yet to play the sweet exalted ww deck again after I put them in my 75.
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-- A silver angel falls and a golden seraph rises.
Standard
Esper Solar Flare BUW 8-2-0
Zombies UB - Reconstructing
I don't know what are those certainty lapses and Redirect for but i think there should be something better for that spot.
If they do indeed bring Duress and Consuming Vapors then you should run Leyline of Sanctity. They have very few permanent's removal with only 2 or so Into The Roil. Once you stick the Leyline when they tap or you have counter back up you pretty much make sure your SoJi keeps in play and that their Cruel Ultimatum and Blightning won't hit you. Seriously, 4 of that Leyline is way too backbreaking for that color combination.
Once the Leyline sticks they pretty much scoop if they don't quickly find the into the roils and duress the Leyline. Even if they do the tempo you create is enough to draw multiple Leylines or set up your counters.
It should no longer be a problem if you try this approach.
Go -4 Wall of Omens. Cut some DoJ if you want to, but if they run Malakir Bloodwitch, Grave Titan or Siege-gang Commancer you probably will want to keep at least 2 DoJ effects. I feel like Negate is just better than Redirect in control matchups.
Game 1 should be favorable enough for you, if they resolve Cruels it will be absolutely your fault because you are heavier on permission than them. The CMC is just too high for them to set up more than one counter back up for the Ultimatum.
Game 2 you should be able to get the Leyline online before they can Cruel Ultimatum you.
This is an All American build of control I have going on. Unfortunately, I can't get Jace TMS's at the moment, but they're in after Ajani V. cycles out. Anyway, here is the decklist WITHOUT a sideboard (which I would love help in what to get).
The cards I really want to add are Oblivion Ring and Tectonic Edge. Any help with fitting them in and a sideboard would be GREATLY appreciated. Thanks for looking.
Personally i would change the Inferno Titan to Sun Titan (getting spreading seas back, getting lands back wall of omens and jace beleren). The rest i wouldn't touch without testing because it seems like a fun take on things. I like it.
just ask yourself: "how often does it come up that I want to counter a non-creature spell but have only U (for Spell Pierce) open and not 1U (for Negate or Mana Leak)"
thats all there is to it. in standard it seems likely that you actually will have the extra mana open in almost every situation where you would want to counter something. this isn't a format driven by turn 2 combo kills. you can let them have their Rampant Growth or whatever and just counter the relevant spell later.
I'm pretty sure you just splashed black to do a total of 2 points of damage. Since the land never untaps if you keep targeting it with Frosty, right?
There is a techy card that plays well in the deck which I have SB that is just rad with that card...
Scepter of Dominance. So funny.
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UB - Tezzerator 2.0 - UB
8-3-0
(Decklist and blog updated 4/11/2011)
"Fun fact about me: I home brew my buddies meta deck. He went from having a much lower ranking then me to a significantly higher rating since I started doing this."
Also i must tell you this isn't the RDW competitive forum. You are probably going to get a warning from the mods. RDW has a forum and you should discuss this topic in there.
Yeah but that forum is dead and when they do talk about anything its an argument on how many lands to run. Waste of my time. I'd much rather talk about this stuff with those who know in this forum.
Yeah but that forum is dead and when they do talk about anything its an argument on how many lands to run. Waste of my time. I'd much rather talk about this stuff with those who know in this forum.
Yeah, i understand. Hey, why don't you give us the decklist? Sideboarding depends HEAVILY on what you have in your maindeck. Actually a sideboard is used to take away stuff that is bad on certain matchups and bring the best your colors can offer to hose your opponent's deck but always replacing something from the maindeck. When making a sideboard you should ask yourself what do you want to take out more than throwing a bunch of cards that you think are good.
Also the curve it's still important game 2 and 3 so we can't really give you a proper answer without your maindeck.
I simply disagree regardless of good points mentioned. If i haven't tested spell pierce and experienced the tempo it gains me i wouldn't even have mentioned the damn spell. Truth is i am REALLLLLY impressed by it.
Going on the point about aggro. Where i am at control in different styles run around.
Spell pierce gave me also less mulligans. How many times did you have a good hand but come into play tapped land for the first 2 turns. Now imagine against blue you on the play with a pierce in hand. I can pretty much guarantee you if you played a celestial collonade on turn one and glacial fortress tapped turn 2 that you can SMELL a spreading seas coming.
Actually that's quite bad. Your Celestial Colonnade is going to get seas'd anyway and you are better off trying to trade the pierce for a JTMS or holding it to back up Jace Beleren during Jace wars. You counter a Spreading Seas to protect a manland that won't be relevant for about 10 turns while he sticks his card advantage machine gun JTMS?
Creatures are meant to be dealt with removal that is why you play them. If you can counter them,.. fine. My argument for spell pierce is that it helps your deck protect the early game protecting your : Lands, hand , development on the board
while stopping their : Mana denial , ramp spells , discard effects, planeswalkers, counterspells.
You shouldn't be protecting the Celestial Colonnade. And Negate is superior for the mirror because it is a hardcounter that can't be played around. More often than not the game will be decided while your opponent sticks a Jace with 10 lands in play and you will regret not having the good ol' Negate.
If the meta shifts more towards control i could see it as a 2 of in the maindeck in permission builds to help Jace stick, but as it is i think there are better maindeck and sideboard counters.
spell pierce is great simply because no one expects it, especially in the control mirror. it wins you counter battles and lets you stick your jace. imo, spell pierce is sb only. it doesnt have enough utility for the main.
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For the sideboard against UW I would try this:
-4 Lightning Bolt
-4 Ball Lightning
-2 Earthquake
+4 Manabarbs
+3 Combust
+3 Leyline of Punishment
Main thing though is to get rid of the Hellsparks though. With Wall of Omens and Firewalker around, I would definitely not play him. It's sad because Hellspark Elemental is one of my favorite cards of all time, but he's just not good right now.
Lightning Bolt is not very useful against UW. It doesn't kill any of their creatures. Ball Lightning almost never makes it through, or only hits for 2 or 3 because Wall of Omens or Kor Firewalker just eat it up. You want to have creatures that just go around them, like Hell's Thunder. Same thing with the Planeswalkers, you just ignore them and push through. Basically what you do is board into 10 cards that punish them for playing Baneslayer and make Firewalker basically just a bear that can't be blocked.
I'd say that for the same reason Frost Titan was originally undervalued, Inferno Titan is in practicality the worst Titan. It's entirely a good card, but the fact that it's red limits its effectiveness. Firebreathing is IMO the worst ability of the Titan's static abilities, with deathtouch coming in at a close second; in an environment where you can expect to find yourself facing a sudden swing from a creature in the double-digits range, deathtouch remains a relevant ability on a 6/6. Arc Lightning is an incredibly powerful trigger, but it's not enough to really matter in a format where we're recurring creatures like crazy, slinging Bolts for one, or gaining epic life with Baneslayer. Freezing things is much more useful. Perhaps Inferno Titan's day will come, but it's not today.
Ultimately, I think Frost Titan has a much more fitting place in Titan Force decks, where it can lock down a land to the most crippling effect. Its merit over Sun Titan obviously depends on the surrounding cards, but Sun Titan's already got a handful of friends present in U/W, and aside from one, they'll be kicking it with him for the rest of his tenure in Standard, so his ability to generate ridiculous card advantage is assured.
"Stoned players can't attack, block, or play spells or abilities."
Perhaps its time to adopt to ember hauler as many of the 'top' red guys have started using him and taking out geopede =O and I know that ember hauler can mess the hell up out of a wall of omens.
http://forums.mtgsalvation.com/showthread.php?t=537903
"Stoned players can't attack, block, or play spells or abilities."
when i said really need to look what is being played i meant lots and lots of UW control both tap out and permission. Decks that tap out for big spells such as Destructive Force (i seriously haven't seen then being able to pay for spell pierce as of yet *knocks on wood*) can just stare at you funny when you counter their creature and then use one mana to counter their wincon.
To be frank here Spell Pierce actually compliments Mana Leak VERY WELL and being able to play wall of omens on turn 3 against lets say Jund <.< keep one mana open and they try to blightning (even if it IS from a BBE) is a very effective play and it happens more often than not.
I usually play my Little jace on turn 4 if i have spell pierce in hand keeping u/w mana open for condemn or spell pierce (specially on the play) because i KNOW i have about 80% chance it WILL stick and be protected.
There are so many things i can tell about my experience with spell pierce in standard but no matter how much this card owns my playgroup i just can't convince them to play it. Stubborn people i guess.
BUG DarkVine 12-2-2
Definitely YOU DO NOT WANT to bring the Pithing Needles. They will board out the Jaces anyway and you should have trample on your creatures anyway against Elspeth.
Really we can't be very specific without your maindeck list. It makes a whole lot of difference if you have or not Smoldering Spires, Chandra, Hellspark Elementals... Also i must tell you this isn't the RDW competitive forum. You are probably going to get a warning from the mods. RDW has a forum and you should discuss this topic in there.
RDW should NOT aggressively mull. Even if you do it just once for the Leyline that means you are left 2 cards behind, with 5 on initial hand. Given you are lucky to pull 2 lands on there you only have 3 spells, hoping your opponent doesn't flashfreeze them. Also Ricochet Trap does counter Flashfreeze. Simply redirect Flashfreeze to your own trap. Ricochet Trap resolves first and then Flashfreeze fizzles.
If you think UW will bring the leyline just ignore it and fly over their kor firewalkers with Kargan Dragonlord and Hell's Thunder powered by Teetering Peaks. And yes, Manabarbs is an all star if you can stick it. At worst is 4 mana it deals 2 or 3 damage and takes away removal from their hand, also it goes through Leyline of Sanctity.
I haven't been since Ravnica but i doubt ill be wrong if i said spell snare didn't see as much standard play as it did on extended and eternal formats. The answer again is that which such a low curve you are very likely to counter something relevant with it while in standard having a curve up to 6 mana makes it way less effective.
However i can see it fitting certain specific metas, but overall it isn't the kind of thing you'll see on the 75 of a major event top 8 decklist.
with that said i actually have : - 1 path to exile -1 day of judgment -3 spreading seas
+ 2 Spell Pierce + 1 Jace's Ingenuity +2 oblivion ring
That being said the card i want to prove effective for your deck is none other than spell pierce. Turn 1 discards are no longer effective. Tapping out or near tapping out for cruel will be punished (they will probably try to duress or iok before that but you should know how to handle that by now). That and it's mana leak little cousin. Spell Pierce WILL psyche them out as well because one mana counterspells aren't common these days <.<
Now looking at your list i will have to mention that Gideon should probably be cut since it's useless against control and that is what's being played now. I'd consider Elspeth to protect your jace and i can imagine your games going rather long so this maybe from left field but cutting 1 Jwar jwar sphinx for 1 iona might also do the trick.
Going on the point about aggro. Where i am at control in different styles run around.
Spell pierce gave me also less mulligans. How many times did you have a good hand but come into play tapped land for the first 2 turns. Now imagine against blue you on the play with a pierce in hand. I can pretty much guarantee you if you played a celestial collonade on turn one and glacial fortress tapped turn 2 that you can SMELL a spreading seas coming.
Creatures are meant to be dealt with removal that is why you play them. If you can counter them,.. fine. My argument for spell pierce is that it helps your deck protect the early game protecting your : Lands, hand , development on the board
while stopping their : Mana denial , ramp spells , discard effects, planeswalkers, counterspells.
so i basically went with this change:
-3 Spreading Seas, -1 Path
+2 Oblivion Ring, +2 Spell Pierce
Countering on turn 1 sounds good to me, I've already frustrated a kid with this deck last friday. He kept saying how control players are wimps and was just talking trash. I look over to my left and I see two players who I consider really good in the store just play in silence. I just smirked and managed to Jace him game 1, and beat him down game 2. Feels good man.
So yeah, Spell Pierce is for sure in.
So how would you describe the most effective way to play against Cruel Control, counter war? Get Jace out asap and protect him?
A silver angel falls and a golden seraph rises.
Standard
Esper Solar Flare BUW 8-2-0
Zombies UB - Reconstructing
Gideon+Lightmine is highly effective for restricting creatures in play and being played which results in less plays from opponent and the stronger your counterspells get. It's also a red deck killer combo but It's just,....to....slow.
I tested this a while back and the thing is i really didn't wanna tap out for Lightmine Field in key moments in different match ups. Almost every time my answers were enough to handle what needed to be handled. It's also the reason i mentioned Gideon needed to be cut because that auto-includes Lightmine field for something like Leyline of Sanctity which IS a spell you would tap out for if it can't be countered and WILL swing the game in your favour against Grixis i believe because you just killed a lot of their cards (and hurray for counterspells handeling the rest of their stuff) and many other decks that target you.
can't believe that hasn't crossed my mind yet. thanks.
lightmine field is in here because at my store there are still some creature decks with lots of weenies and its a nice tech i wanna play with. I have yet to play the sweet exalted ww deck again after I put them in my 75.
A silver angel falls and a golden seraph rises.
Standard
Esper Solar Flare BUW 8-2-0
Zombies UB - Reconstructing
I don't know what are those certainty lapses and Redirect for but i think there should be something better for that spot.
If they do indeed bring Duress and Consuming Vapors then you should run Leyline of Sanctity. They have very few permanent's removal with only 2 or so Into The Roil. Once you stick the Leyline when they tap or you have counter back up you pretty much make sure your SoJi keeps in play and that their Cruel Ultimatum and Blightning won't hit you. Seriously, 4 of that Leyline is way too backbreaking for that color combination.
Once the Leyline sticks they pretty much scoop if they don't quickly find the into the roils and duress the Leyline. Even if they do the tempo you create is enough to draw multiple Leylines or set up your counters.
It should no longer be a problem if you try this approach.
Go -4 Wall of Omens. Cut some DoJ if you want to, but if they run Malakir Bloodwitch, Grave Titan or Siege-gang Commancer you probably will want to keep at least 2 DoJ effects. I feel like Negate is just better than Redirect in control matchups.
Game 1 should be favorable enough for you, if they resolve Cruels it will be absolutely your fault because you are heavier on permission than them. The CMC is just too high for them to set up more than one counter back up for the Ultimatum.
Game 2 you should be able to get the Leyline online before they can Cruel Ultimatum you.
2 Frost Titan
2 Inferno Titan
4 Wall of Omens
PW:
3 Ajani Vengeant
2 Jace Beleren
SPELLS:
4 Lightning Bolt
2 Condemn
3 Day of Judgment
3 Destructive Force
4 Mana Leak
2 Deprive
3 Spreading Seas
3 Khalni Gem
2 Everflowing Chalice
3 Arid Mesa
3 Scalding Tarn
4 Glacial Fortress
4 Island
3 Plains
4 Mountain
The cards I really want to add are Oblivion Ring and Tectonic Edge. Any help with fitting them in and a sideboard would be GREATLY appreciated. Thanks for looking.
DCI Level 1 Judge
thats all there is to it. in standard it seems likely that you actually will have the extra mana open in almost every situation where you would want to counter something. this isn't a format driven by turn 2 combo kills. you can let them have their Rampant Growth or whatever and just counter the relevant spell later.
Lapse is awesome, but if you're going to play it, just be a man and put it in your maindeck. I run 2 MD, myself.
There is a techy card that plays well in the deck which I have SB that is just rad with that card...
Scepter of Dominance. So funny.
UB - Tezzerator 2.0 - UB
8-3-0
(Decklist and blog updated 4/11/2011)
"Fun fact about me: I home brew my buddies meta deck. He went from having a much lower ranking then me to a significantly higher rating since I started doing this."
Yeah but that forum is dead and when they do talk about anything its an argument on how many lands to run. Waste of my time. I'd much rather talk about this stuff with those who know in this forum.
Yeah, i understand. Hey, why don't you give us the decklist? Sideboarding depends HEAVILY on what you have in your maindeck. Actually a sideboard is used to take away stuff that is bad on certain matchups and bring the best your colors can offer to hose your opponent's deck but always replacing something from the maindeck. When making a sideboard you should ask yourself what do you want to take out more than throwing a bunch of cards that you think are good.
Also the curve it's still important game 2 and 3 so we can't really give you a proper answer without your maindeck.
Actually that's quite bad. Your Celestial Colonnade is going to get seas'd anyway and you are better off trying to trade the pierce for a JTMS or holding it to back up Jace Beleren during Jace wars. You counter a Spreading Seas to protect a manland that won't be relevant for about 10 turns while he sticks his card advantage machine gun JTMS?
You shouldn't be protecting the Celestial Colonnade. And Negate is superior for the mirror because it is a hardcounter that can't be played around. More often than not the game will be decided while your opponent sticks a Jace with 10 lands in play and you will regret not having the good ol' Negate.
If the meta shifts more towards control i could see it as a 2 of in the maindeck in permission builds to help Jace stick, but as it is i think there are better maindeck and sideboard counters.