Well, I've been doing a little testing and such, and this is an (extremely) early list I've come up with...kind of follows the Keeper strategy of "screw synergy, let's just play with the good cards!"
Well, the mana base is shot, but I've found that it usually doesn't matter...most decks can't handle the combination of Fire/Ice, Grim Lavamancer and Meddling Mage. Generally the deck stalls, falls to around 3-5 life, then sets up a massive DoJ for a quick alpha strike. Additionally, the deck can Compulsion away the library, then take infinite turns with Beacon of Tommorrows (useful when Cephalid Breakfast goes infinite)
I don't see the need for Red in this deck, really.
Exalted Angel trumps Grimmy. And Fire/Ice is easily replaceable with a decent counter, like Mana Leak. Cunning Wish searches for a lot of very flexible answer cards. Generally, I'm in favor of having a sketchy mana base if adding an additional color ramps up the power of your deck, but I just don't think you need Red to play a good Wake deck.
this looks a lot like scepter chant, only you're splashing green for mirari's wake and beacon of tomorrows apparently.
that said, even the good versions of wake never needed red. yes, there was burning wake back in the day that splashed red for burning wish and random sorceries, but that version was rendered obsolete by Cunning Wake. just cut the red and the beacon of tomorrows. its a cute trick, but not really worth it in the long run.
actually, if I were to cut a color, I'd probably lose green and just go for a R/U/W control build...FTK and a smoother mana base would be extremely nice. The Wake just powers out the late game, and I've been noticing that against all the predicted matchups, it's the first few turns that really matter the most.
And as for Serum Visions over Peer Through Depths, the Visions can dig three cards on the first turn, which puts the chances at me finding land at something over 80%...it really helps smooth out the crazy manabase.
I think three colors is more stable. I agree, Exalted Angel should be in the deck, and also, I am just coming back into magic after a big haitus, what about Wrath of God and Moment's Peace?
Help has come in the form of a bit of basic algebra. I feel that it'll shed some light on your problem here.
Basically:
S + T = W
...S in this case stands for 'spam' and the T stands for 'light trolling'. And the W? That stands for 'Warning'. I love math. -- {mikeyG}
When builing a deck, you have to look at the metagame. Post-rotation is absolutely dominated by aggro. Of the 6 best decks, 4 are aggro (Affinity, Goblins, RDW, RG Beats) and the fifth is The Rock (six is scepter-chant, in case you were wondering). Those decks are listed in no particular order, but they are clearly the top decks in the field and your deck will need to be prepared to beat them. As such, why not play 2 of the best cards Wake has going for it? *** stops a lot of attacks dead in their tracks and buys you some time to do fancy things like draw cards and gain life. Likewise, Moment's Peace stalls for 2 turns and can be wished for if you want to repeat.
Everyone else has covered why you don't really need the red, but I see no reason not to play 4 *** and 3 Moment's Peace (plus 1 SB) when both of those cards hurt the metagame's most popular decks.
i've been testing out the old Dan Zink world champion wake deck, i picked the deck up when i had only the wraths and the decree of justices for the deck.
so recently i just pulled it outta the box shuffled and played a few matches against affinity. usually went something like 75% win maindeck. and ~60% sideboard. seems to work pretty good. thought about switching vengeful dreams for wing shards in the main deck but vengeful dreams is soo much more versitile in some ways, but shards has its non targeting advantages as well.
so i built it up, i'm short 4 Deep analysis (WTF!?) and 3 moments peace(again WTF!@?) i wana squeeze a 4th Compulsion in there and a few lovely timestops in the side along with a orum's chant or three :-D and maybe run another circular logic md
When builing a deck, you have to look at the metagame. Post-rotation is absolutely dominated by aggro. Of the 6 best decks, 4 are aggro (Affinity, Goblins, RDW, RG Beats) and the fifth is The Rock (six is scepter-chant, in case you were wondering). Those decks are listed in no particular order, but they are clearly the top decks in the field and your deck will need to be prepared to beat them. As such, why not play 2 of the best cards Wake has going for it? *** stops a lot of attacks dead in their tracks and buys you some time to do fancy things like draw cards and gain life. Likewise, Moment's Peace stalls for 2 turns and can be wished for if you want to repeat.
Everyone else has covered why you don't really need the red, but I see no reason not to play 4 *** and 3 Moment's Peace (plus 1 SB) when both of those cards hurt the metagame's most popular decks.
your missing a deck there, and its probably tied for best deck with affinity for best deck, and thats tooth and nail. most splash black for deed mb to handle the aggro meta and has 2-3 moments peace.
about your deck, since the format is mainly aggro with 1 combo and 1 control, having creatures just makes your creatures more open to all the creature hate thats running around in basically every deck. since wrath is basically the best anti aggro card in your colors, you should run at least 2-3 mb with a cunning wish removal spell also. the lavamancer is really out classed by ftk right now since he is a guaranteed 2-1 while the lavamancer takes at least 2 turns for him to turn into a shock machine gun. meddling mage lost alot of its value also since the format isnt too much combo, so he should be in the sb right now.
@Locojin Why not play FoF, its a great card for control decks like wake, my version runs 4 md.
I've been working on 3Color Wake since it was legal in standard for Post Rotation Extended and I think I have an optimal build, with the cards out now, and this is my advice.
In general what about playing STE and Reach? These are both excellent card for thinning the lands from the deck and for powering out all the expensive threats. Maybe drop dragon for these? Also, Witness is wonderful for the deck, giving it the recursion of FoF, Wrath, or whatever else. And Jens is great too, providing even more thinning, and advantage when he dies. And a single Mobilization gives it an answer in the mirror, or against anything else designed to stop mass amounts of creatures once or twice.
thanks mikipps i'll keep those cards in mind when i play test in a week or so.
FoF *slapps head* DOH i forgot.
thought about wittness.. she just seems a bit green intensive. she's not a problem when wake comes online. but until that point double green isnt exactly what the deck does very well unless ya shift the mana base around or use more spells to fetch lands and Reach seems like a good idea. Jens.(soleumn? correct?) he seems like a nice addition. and STE. sac-a-tribe-elder. might be beter than jens. just based on mana cost. also though about that ever annoying eternal dragon for deck thinning and win condition.
and for the side i'm considering raise the alarm.. yea there 1/1's but with wake they are 2/2's at instant speed and in the mirror or against an aggro deck a couple of chumps could stall just long enough, and its also a WISH target.
my feelings about the new extended is its gona be a fun fun time like type 2 is right now. although i feel wake is prossible the most versitile deck depending on metagame.
I think that wake could get pretty competitive with the right cards, Pithing Needle gives it a lot more versatility against decks like ravager. I hope that it sees a lot of play, and if I have my way it will.
3x Grim Lavamancer
4x Meddling Mage
POWER/WIN
3x Mirari's Wake
2x Decree of Justice
1x Beacon of Tommorrows
DRAW/SEARCH
2x Fact or Fiction
4x Serum Visions
3x Compulsion
3x Burning Wish
3x Fire/Ice
4x Counterspell
4x Force Spike
LAND
4x Shivan Reef
3x City of Brass
3x Flooded Strand
2x Windswept Heath
5x Island
3x Plains
2x Mountain
2x Forest
1x Decree of Justice
4x Pyroclasm
1x Vindicate
1x Deep Analysis
1x Hull Breach
1x Beacon of Tommorrows
1x Time Stretch
1x Wrath of God
4x Circle of Protection: Red
Well, the mana base is shot, but I've found that it usually doesn't matter...most decks can't handle the combination of Fire/Ice, Grim Lavamancer and Meddling Mage. Generally the deck stalls, falls to around 3-5 life, then sets up a massive DoJ for a quick alpha strike. Additionally, the deck can Compulsion away the library, then take infinite turns with Beacon of Tommorrows (useful when Cephalid Breakfast goes infinite)
Exalted Angel trumps Grimmy. And Fire/Ice is easily replaceable with a decent counter, like Mana Leak. Cunning Wish searches for a lot of very flexible answer cards. Generally, I'm in favor of having a sketchy mana base if adding an additional color ramps up the power of your deck, but I just don't think you need Red to play a good Wake deck.
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that said, even the good versions of wake never needed red. yes, there was burning wake back in the day that splashed red for burning wish and random sorceries, but that version was rendered obsolete by Cunning Wake. just cut the red and the beacon of tomorrows. its a cute trick, but not really worth it in the long run.
And as for Serum Visions over Peer Through Depths, the Visions can dig three cards on the first turn, which puts the chances at me finding land at something over 80%...it really helps smooth out the crazy manabase.
Help has come in the form of a bit of basic algebra. I feel that it'll shed some light on your problem here.
Basically:
S + T = W
...S in this case stands for 'spam' and the T stands for 'light trolling'. And the W? That stands for 'Warning'. I love math. -- {mikeyG}
Everyone else has covered why you don't really need the red, but I see no reason not to play 4 *** and 3 Moment's Peace (plus 1 SB) when both of those cards hurt the metagame's most popular decks.
so recently i just pulled it outta the box shuffled and played a few matches against affinity. usually went something like 75% win maindeck. and ~60% sideboard. seems to work pretty good. thought about switching vengeful dreams for wing shards in the main deck but vengeful dreams is soo much more versitile in some ways, but shards has its non targeting advantages as well.
so i built it up, i'm short 4 Deep analysis (WTF!?) and 3 moments peace(again WTF!@?) i wana squeeze a 4th Compulsion in there and a few lovely timestops in the side along with a orum's chant or three :-D and maybe run another circular logic md
your missing a deck there, and its probably tied for best deck with affinity for best deck, and thats tooth and nail. most splash black for deed mb to handle the aggro meta and has 2-3 moments peace.
about your deck, since the format is mainly aggro with 1 combo and 1 control, having creatures just makes your creatures more open to all the creature hate thats running around in basically every deck. since wrath is basically the best anti aggro card in your colors, you should run at least 2-3 mb with a cunning wish removal spell also. the lavamancer is really out classed by ftk right now since he is a guaranteed 2-1 while the lavamancer takes at least 2 turns for him to turn into a shock machine gun. meddling mage lost alot of its value also since the format isnt too much combo, so he should be in the sb right now.
I've been working on 3Color Wake since it was legal in standard for Post Rotation Extended and I think I have an optimal build, with the cards out now, and this is my advice.
In general what about playing STE and Reach? These are both excellent card for thinning the lands from the deck and for powering out all the expensive threats. Maybe drop dragon for these? Also, Witness is wonderful for the deck, giving it the recursion of FoF, Wrath, or whatever else. And Jens is great too, providing even more thinning, and advantage when he dies. And a single Mobilization gives it an answer in the mirror, or against anything else designed to stop mass amounts of creatures once or twice.
http://mkipps.blogspot.com/
FoF *slapps head* DOH i forgot.
thought about wittness.. she just seems a bit green intensive. she's not a problem when wake comes online. but until that point double green isnt exactly what the deck does very well unless ya shift the mana base around or use more spells to fetch lands and Reach seems like a good idea. Jens.(soleumn? correct?) he seems like a nice addition. and STE. sac-a-tribe-elder. might be beter than jens. just based on mana cost. also though about that ever annoying eternal dragon for deck thinning and win condition.
and for the side i'm considering raise the alarm.. yea there 1/1's but with wake they are 2/2's at instant speed and in the mirror or against an aggro deck a couple of chumps could stall just long enough, and its also a WISH target.
my feelings about the new extended is its gona be a fun fun time like type 2 is right now. although i feel wake is prossible the most versitile deck depending on metagame.
http://mkipps.blogspot.com/