At this point I'm gonna guess that all the people who say "why would fae ever tap out on there own turn? People who do this are wrong". Are either trolling or just plain don't know how to play this deck.
The point of playing stuff your turn is well... Look at the damn cards your playing. Sower, puppeteer clique, jace the mind sculpter. There powerful cards that you always wait for the right time to cast.
I mean jesus christ. In mono blue control. Wasn't morphling sorcery speed?
QFT i will be running jace regardless of sorcery speed or not. It is an exceptionally good card and it does everything you want it to do in almost every matchup. It is a must deal with card late game and regardless of tapping out for it it is good. Agaisnt control you would not just throw it out t4 unless you had something else you wanted to resolve otherwise you would have come counter magic as back up. And against aggro you would just save it unitl you can bounce a threat and counter it once they play it again or play it t4 with bb out and you can just brainstorm all day or fate seal for the win.
Well playing jace and tapping out is situational, just like everything else. If you have no board position and they have 2 finks, don't play a Jace. If you're sitting on 2 Bitterblossoms, do.
And if you are playing against swans and they drop assault, then are going into the next turn, are you going to tap out then? Just analyze your situation to make sure the coast is clear
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Well playing jace and tapping out is situational, just like everything else. If you have no board position and they have 2 finks, don't play a Jace. If you're sitting on 2 Bitterblossoms, do.
And if you are playing against swans and they drop assault, then are going into the next turn, are you going to tap out then? Just analyze your situation to make sure the coast is clear
do we need to worry about swans though. Once extended season rolls around (assuming none of us are going to Amsterdam) than 10th will be out of rotation.
Well playing jace and tapping out is situational, just like everything else. If you have no board position and they have 2 finks, don't play a Jace. If you're sitting on 2 Bitterblossoms, do.
And if you are playing against swans and they drop assault, then are going into the next turn, are you going to tap out then? Just analyze your situation to make sure the coast is clear
This is the most useful thing I've seen so far.
I'm not saying JTMS is a terrible card for Fae....I'm saying I've play tested it and usually I don't even require playing the card as I've already controlled the board and their hand.
JTMS, to me, is more of a "win more" solution. There eventually will be a point where if you've controlled your opponent enough to where you know they aren't a threat, then by all means, play JTMS and tap out.
I'm not saying JTMS is a terrible card for Fae....I'm saying I've play tested it and usually I don't even require playing the card as I've already controlled the board and their hand.
JTMS, to me, is more of a "win more" solution. There eventually will be a point where if you've controlled your opponent enough to where you know they aren't a threat, then by all means, play JTMS and tap out.
With all due respect, Jace is not win more. Win more would be running crds like Time warp, or Gravitational shift. Jace is a means to an end, he ensures victory and enables you. I personally dont believe in handicapping myself by not running the best cards i can
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"Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins."
I'm not saying JTMS is a terrible card for Fae....I'm saying I've play tested it and usually I don't even require playing the card as I've already controlled the board and their hand.
JTMS, to me, is more of a "win more" solution. There eventually will be a point where if you've controlled your opponent enough to where you know they aren't a threat, then by all means, play JTMS and tap out.
A card is only considered "win-more" if it only supplements an already strong plan, such as Baneslayer in WW. Jace is no-where near this simplistic definition. He can do things that no other card in the deck can do, and with ☺☺☺☺ing finesse. Last I checked, a Control deck would gladly pay mana for a permanent that Brainstorm's, Unsummon's, or Fateseals each a every turn for free.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
A card is only considered "win-more" if it only supplements an already strong plan, such as Baneslayer in WW. Jace is no-where near this simplistic definition. He can do things that no other card in the deck can do, and with ☺☺☺☺ing finesse. Last I checked, a Control deck would gladly pay mana for a permanent that Brainstorm's, Unsummon's, or Fateseals each a every turn for free.
yeah, or you know, wins you the game
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"Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins."
I get the feeling, those who hate on jace do it because they dont want to buy him, but they dont want to get flagged. Those of you who are doubters, do yourself a favor. Play with him, proxied if you have to. You will never look back
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"Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins."
hey anyone got a list im hoping to play when scars comes in cause i started to play during zen and i only heard about fae but they sound awesome i have 2 bitterblossoms and 3 cryptics and stuff so i just need a list to go by. Thanks if anyone is willing to give up there super secret techs lol
The sideboard will be meta dependant, with things like more Vendilion Clique, Deathmark, Flashfreeze etc. In the main the Disfigures can be peppersmoke's, the smother's can be doom blade's and the Jace Beleren can be Jace the Mind Sculptor's. Edit: The use of Jace Beleren's are not because I dont own any but because I thought of testing Jace Beleren as it fits the curve nicer, I am not denying the power level of JTMS and not saying for sure Jace Beleren is better.
your list is way heavier on 3 than it is on 4, i think you can run jtms just fine. I would also turn 1 TS into a 4th cryptic
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"Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins."
Probably, It is power stuff, I think the choice will come down to when the qualifier season comes around the testing around then.
I really don't like 2 Thoughtseize, as a number I would run 0, 3 or 4 because if I want it, I want it bad enough to have a good number in. Maybe board the 4th cryptic for against stuff like 5cc?
Yeah, i mean those are all correct choices, I like what Chapin said. The power of Faeries is we have strong cards in all areas, and we can build it effectively in many directons. My personal preference is not to main any discard. There are certain good versus bad choices (big jace vs little, etc) but a lot of choices, like number of vendillion vs scion in the main, are really dependant on how you are most comfortable playing. in the end you have the same "basic" gameplan, and some tools are just interchangable without much loss or gain in value. Certain cards are must haves I would say, and every list should run them unless they have a VERY good reason not to, I would say those are as follows (input is very welcome)
Main should include some number of the following, most likely 4ish:
in addition, your 75 should include a handfull of 2 cost spot removal spells, and 1 cost discard effects. What you run here is really more dependant on the rest of your deck, but good choices are :
I get the feeling, those who hate on jace do it because they dont want to buy him, but they dont want to get flagged. Those of you who are doubters, do yourself a favor. Play with him, proxied if you have to. You will never look back
I own a playset IRL and online. I do playtest with him, regularly, and I'm not discouraging the use of him in any deck, mythic bant went crazy with him in std. I'm not proclaiming he's a win more card (though he is imo, no matter how OP of a win more he is), but through my personal playtesting, pre-october I like having Ancestral Recall. After Oct, sure I'll run him because there isn't better card draw available anywhere, but for the moment the t1 drop for 3 cards later works for me and gives me a valuable t1/t2 play.
And with most creatures having stupid good ETB effects, his bounce is really only useful for your own creatures, not the opponents (lest you counter it). Fate seal is only useful if you've already gained control of the board (such as the opponent is mana screwed or you've got the game locked down), and the brainstorm is the only ability that really seperates him from standard card draw in most situations. I know he's a quality card, but don't go crazy over him because if you think it's safe to tap out turns 4-6 for Jace every game, your going to lose, and by those turns you should already have a decent control on the board as is, so Jace becomes excessive. After Oct we see the format slow down quite a bit, so he becomes more reasonable. Until then I personally won't be playing with him, too much dead weight in 50% of my games I've tested.
though not to discourage the use and testing, I'd like to hear some other results, strategies, combos and useful data on jtms in the deck, I could very well be missing things and am truly only interested in the progression of the deck.
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Valakut Titan Stole My House
The problem with Jace, the Mind Sculptor in this deck is twofold: one, he simply clogs a slot in the curve that has better cards in it. Secondly, what does he do that is something Faeries actually wants to accomplish? For now Ancestral Vision is obviously vastly superior card draw, and in the fall Jace Beleren will be better because it not only fits perfectly in the curve but also actually does something. What do you want to do with that slot in the deck? Draw cards. How do you draw cards with Jace, the Mind Sculptor? By Brainstorming, which leaves him indefinitely at 3 Loyalty. Jace Beleren draws you the cards you need without requiring that you keep him so vulnerable. He just goes up, and up, and up, and that alone makes him the clear winner for the slot in this particular archetype.
It doesn't matter if your opponent draws cards, too - all that matters is that YOU get to draw cards. Jace Beleren is miles ahead in that regard.
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Trying to refine my Fae list and I have a question as to how you all have dealt with Oversoul of Dusk and Great Sable Stag. My meta is very GW Aggro heavy and most run 4 Oversoul of Dusk main deck and 3-4Great Sable Stag sideboard. I have 4 Thoughtseize main deck and 2 Inquisition of Kozelik, to grab Great Sable Stag, and 2 Extirpate,to get all from the deck, in the sideboard. Any other ideas on how to help this match up, because once one of them hits the board I have had major problems dealing with them.
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Brute force can sometimes knock down a locked door, But Knowledge is a skeleton key. ~Jace Beleren~
The problem with Jace, the Mind Sculptor in this deck is twofold: one, he simply clogs a slot in the curve that has better cards in it.
mmmm....no, i don't think that's right. jace the mindsculptor is almost untouchable in card advantage territory -- he's basically cryptic command that you get to use multiple times.
is the option of running jace and cryptic just not salivating to you? having both means the game is over. like, turn 4 jace, untap with cryptic. what is your opponent going to do? seriously? is there a combination of cards in the 4 years of extended we have that can deal with a one-two punch like that? how about jace, untap, mistbind clique? how about, bitterblossom, turn 4 jace with 2 tokens backup?
Secondly, what does he do that is something Faeries actually wants to accomplish?
uhh....everything? firstly, he's tempo, and he's card advantage. if there are two better magic terms that define faeries, i'd like to hear them.
For now Ancestral Vision is obviously vastly superior card draw,
once again, having both isn't something you should underestimate.
and in the fall Jace Beleren will be better because it not only fits perfectly in the curve but also actually does something.
jace beleren? oh that's just not happening. beleren has already been experimented with a long time ago, he doesn't do enough.
What do you want to do with that slot in the deck? Draw cards. How do you draw cards with Jace, the Mind Sculptor? By Brainstorming, which leaves him indefinitely at 3 Loyalty. Jace Beleren draws you the cards you need without requiring that you keep him so vulnerable. He just goes up, and up, and up, and that alone makes him the clear winner for the slot in this particular archetype.
It doesn't matter if your opponent draws cards, too - all that matters is that YOU get to draw cards. Jace Beleren is miles ahead in that regard.
or, for one more mana, you can draw more cards, you can bounce a creature, or if the board is empty you can filter your opponent's draws.
I've been considering Vendetta as a possible removal option - does anyone have any thoughts on this?
It just seems better than Disfigure in that same slot?
You're adding another card that causes life loss in a deck with Bitterblossom and, potentially, 4 Thoughtseize. As Vendetta's number one biggest fan, I have to tell you (or don't have to, assuming you can put 2 and 2 together) that you're just asking to lose the game to your own cards that way. I think Vendetta being available again is HUGE, but it is not well positioned against aggressive decks, red decks, and aggressive red decks.
Stabbing Pain over Disfigure? Although Disfigure kills more stuff, its pretty dead on larger things, the stabbing pain just seems better on larger things we need to worry about cause tapping down a huge thing before combat buys us all that life instead of just -2?
I don't know who was all-in on Disfigure, but a card that only gives -1/-1 is WAY worse than one that gives -2/-2 for the same cost, especially if the additional effect on the former is marginal, at best. If you want a -X/-X removal spell for one mana in the deck, Peppersmoke is far-and-away the real deal for killing X/1 things at 1cc. It is a two-fer almost every time against the decks you board it in against.
That said, neither card (Disfigure nor Peppersmoke) is a must-have for the deck.
RE: Jaces --
JtMS is a better card than Jace Beleren, and that is the fact. That said, with Jace 2, you now have upwards of 10 cards at the 4cc slot, a least six of which get straight-up ROCKED by Gaddock Teeg (Pro Tip: Gaddock Teeg shuts down your opponent's 4cc or greater and X spells!). When those six spells SPECIFICALLY are used to solidify your victory or auto-win the game, but they both get shut down by one 2cc dude... that's damning.
In the abstract, Jace 2 is better at Not Immediately Getting Killed than Jace 1 because Fateseal helps keep your opponent from drawing a spell that ends him, while giving your opponent more cards gives them more of a chance to draw cards that kill Jace. When each goes to just draw you a card, an interesting thing happens where they're about as vulnerable, Jace 2 draws you more cards (and gives you the option to keep your library as-is or mix things up and generally shows you more cards), while Jace 1 getting blown out... just feels like less of a loss but also doesn't eat up turn four or stay in-hand if a Teeg has resolved and is unanswered.
In practice, three mana is much less mana than four, especially in a deck that doesn't take kindly to tapping out. While Jace 1 doesn't recycle value for your cards, he provides valuable card advantage against your opponent. They are only drawing a card once every three turns, unless you're playing a deck that you absolutely need the extra cards and MUST turn three Howling Mine. In practice, you are more likely to see more cards with Jace 1 than with Jace 2. This is because Jace 2 gives you more options than Jace 1 and isn't built strictly for hand-based CA, but as an all-purpose tool to affect the board, your opponent's board position, or gas you up when you're on empty.
The question is what you're playing Jace for. If you need gas, getting gassed up on turn three is better than waiting for turn four and potentially being blown out by 2cc nothings. If you need six to eight Cryptic Command, Jace 2 offers that at the cost of... Cryptic Command but at Sorcery speed and increasing your risk of being blown out (by burn or otherwise, especially since your opponent cannot attack normal Cryptic Command).
I think it all dependes on your playstyle. If you prefer to play more offensive and keeping the enemy on their toes all the time then Jace 1 is an obvious choice, because it adds more tempo boost. On the other hand, if you are more of a control player that prefers to watch their oppont waste all their spells on your counter barrier, then Jace 2 is an obvious choice for you.
I don't think play style has anything to do with which card is better for the deck, which is something you can objectively measure rather than provide for a subjective analysis of the card.
If the deck needs 6+ Cryptic Commands, you should play 6+ by including Jace 2. If all the deck needs is gas, Jace 1 does this more efficiently and will probably show you more cards than Jace 2 over the course of a game.
I do not have this answer because I am not qualified for Amsterdam and am more interested in figuring out M11 draft because I'm a masochist instead of pragmatic about my card gaming decisions. That said, if testing goes well this week for the PTQ this coming weekend (there is a 2% chance of me going, as a friend's birthday party is this weekend and being locked in a room with sweaty nerds for an entire day is much less favorable than going into the city and destroying my liver), that may change and suddenly I'll become all about figuring out which Jace is the good one.
You're adding another card that causes life loss in a deck with Bitterblossom and, potentially, 4 Thoughtseize. As Vendetta's number one biggest fan, I have to tell you (or don't have to, assuming you can put 2 and 2 together) that you're just asking to lose the game to your own cards that way. I think Vendetta being available again is HUGE, but it is not well positioned against aggressive decks, red decks, and aggressive red decks.
I don't know who was all-in on Disfigure, but a card that only gives -1/-1 is WAY worse than one that gives -2/-2 for the same cost, especially if the additional effect on the former is marginal, at best. If you want a -X/-X removal spell for one mana in the deck, Peppersmoke is far-and-away the real deal for killing X/1 things at 1cc. It is a two-fer almost every time against the decks you board it in against.
That said, neither card (Disfigure nor Peppersmoke) is a must-have for the deck.
RE: Jaces --
JtMS is a better card than Jace Beleren, and that is the fact. That said, with Jace 2, you now have upwards of 10 cards at the 4cc slot, a least six of which get straight-up ROCKED by Gaddock Teeg (Pro Tip: Gaddock Teeg shuts down your opponent's 4cc or greater and X spells!). When those six spells SPECIFICALLY are used to solidify your victory or auto-win the game, but they both get shut down by one 2cc dude... that's damning.
In the abstract, Jace 2 is better at Not Immediately Getting Killed than Jace 1 because Fateseal helps keep your opponent from drawing a spell that ends him, while giving your opponent more cards gives them more of a chance to draw cards that kill Jace. When each goes to just draw you a card, an interesting thing happens where they're about as vulnerable, Jace 2 draws you more cards (and gives you the option to keep your library as-is or mix things up and generally shows you more cards), while Jace 1 getting blown out... just feels like less of a loss but also doesn't eat up turn four or stay in-hand if a Teeg has resolved and is unanswered.
In practice, three mana is much less mana than four, especially in a deck that doesn't take kindly to tapping out. While Jace 1 doesn't recycle value for your cards, he provides valuable card advantage against your opponent. They are only drawing a card once every three turns, unless you're playing a deck that you absolutely need the extra cards and MUST turn three Howling Mine. In practice, you are more likely to see more cards with Jace 1 than with Jace 2. This is because Jace 2 gives you more options than Jace 1 and isn't built strictly for hand-based CA, but as an all-purpose tool to affect the board, your opponent's board position, or gas you up when you're on empty.
The question is what you're playing Jace for. If you need gas, getting gassed up on turn three is better than waiting for turn four and potentially being blown out by 2cc nothings. If you need six to eight Cryptic Command, Jace 2 offers that at the cost of... Cryptic Command but at Sorcery speed and increasing your risk of being blown out (by burn or otherwise, especially since your opponent cannot attack normal Cryptic Command).
Keep these factors in mind for playtesting.
I agree with you for the most part, but I must say that Teeg is not exactly hard to kill if need be
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"Throw enough goblins at any problem and it should go away. At the very least, there'll be fewer goblins."
QFT i will be running jace regardless of sorcery speed or not. It is an exceptionally good card and it does everything you want it to do in almost every matchup. It is a must deal with card late game and regardless of tapping out for it it is good. Agaisnt control you would not just throw it out t4 unless you had something else you wanted to resolve otherwise you would have come counter magic as back up. And against aggro you would just save it unitl you can bounce a threat and counter it once they play it again or play it t4 with bb out and you can just brainstorm all day or fate seal for the win.
And if you are playing against swans and they drop assault, then are going into the next turn, are you going to tap out then? Just analyze your situation to make sure the coast is clear
Venser Control/ Mimic Allies
Valakut Titan Stole My House
do we need to worry about swans though. Once extended season rolls around (assuming none of us are going to Amsterdam) than 10th will be out of rotation.
This is the most useful thing I've seen so far.
I'm not saying JTMS is a terrible card for Fae....I'm saying I've play tested it and usually I don't even require playing the card as I've already controlled the board and their hand.
JTMS, to me, is more of a "win more" solution. There eventually will be a point where if you've controlled your opponent enough to where you know they aren't a threat, then by all means, play JTMS and tap out.
With all due respect, Jace is not win more. Win more would be running crds like Time warp, or Gravitational shift. Jace is a means to an end, he ensures victory and enables you. I personally dont believe in handicapping myself by not running the best cards i can
A card is only considered "win-more" if it only supplements an already strong plan, such as Baneslayer in WW. Jace is no-where near this simplistic definition. He can do things that no other card in the deck can do, and with ☺☺☺☺ing finesse. Last I checked, a Control deck would gladly pay mana for a permanent that Brainstorm's, Unsummon's, or Fateseals each a every turn for free.
- To my youngest sister when she was 6.
yeah, or you know, wins you the game
I'm still play testing with it....I'm just getting mixed feelings. It is a really good card....I'm not even sure anymore. I'm second guessing myself.
I do 3, its been working pretty well.
BUG DarkVine 12-2-2
your list is way heavier on 3 than it is on 4, i think you can run jtms just fine. I would also turn 1 TS into a 4th cryptic
Yeah, i mean those are all correct choices, I like what Chapin said. The power of Faeries is we have strong cards in all areas, and we can build it effectively in many directons. My personal preference is not to main any discard. There are certain good versus bad choices (big jace vs little, etc) but a lot of choices, like number of vendillion vs scion in the main, are really dependant on how you are most comfortable playing. in the end you have the same "basic" gameplan, and some tools are just interchangable without much loss or gain in value. Certain cards are must haves I would say, and every list should run them unless they have a VERY good reason not to, I would say those are as follows (input is very welcome)
Main should include some number of the following, most likely 4ish:
and I think the following should be smattered somewhere in the main or side
in addition, your 75 should include a handfull of 2 cost spot removal spells, and 1 cost discard effects. What you run here is really more dependant on the rest of your deck, but good choices are :
Anything I missed?
I own a playset IRL and online. I do playtest with him, regularly, and I'm not discouraging the use of him in any deck, mythic bant went crazy with him in std. I'm not proclaiming he's a win more card (though he is imo, no matter how OP of a win more he is), but through my personal playtesting, pre-october I like having Ancestral Recall. After Oct, sure I'll run him because there isn't better card draw available anywhere, but for the moment the t1 drop for 3 cards later works for me and gives me a valuable t1/t2 play.
And with most creatures having stupid good ETB effects, his bounce is really only useful for your own creatures, not the opponents (lest you counter it). Fate seal is only useful if you've already gained control of the board (such as the opponent is mana screwed or you've got the game locked down), and the brainstorm is the only ability that really seperates him from standard card draw in most situations. I know he's a quality card, but don't go crazy over him because if you think it's safe to tap out turns 4-6 for Jace every game, your going to lose, and by those turns you should already have a decent control on the board as is, so Jace becomes excessive. After Oct we see the format slow down quite a bit, so he becomes more reasonable. Until then I personally won't be playing with him, too much dead weight in 50% of my games I've tested.
though not to discourage the use and testing, I'd like to hear some other results, strategies, combos and useful data on jtms in the deck, I could very well be missing things and am truly only interested in the progression of the deck.
Venser Control/ Mimic Allies
Valakut Titan Stole My House
It doesn't matter if your opponent draws cards, too - all that matters is that YOU get to draw cards. Jace Beleren is miles ahead in that regard.
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Though right now Faeries is losing to mono black control WAY too often post rot. That deck is looking seriously powerful.
Venser Control/ Mimic Allies
Valakut Titan Stole My House
Brute force can sometimes knock down a locked door,
But Knowledge is a skeleton key.
~Jace Beleren~
mmmm....no, i don't think that's right. jace the mindsculptor is almost untouchable in card advantage territory -- he's basically cryptic command that you get to use multiple times.
is the option of running jace and cryptic just not salivating to you? having both means the game is over. like, turn 4 jace, untap with cryptic. what is your opponent going to do? seriously? is there a combination of cards in the 4 years of extended we have that can deal with a one-two punch like that? how about jace, untap, mistbind clique? how about, bitterblossom, turn 4 jace with 2 tokens backup?
uhh....everything? firstly, he's tempo, and he's card advantage. if there are two better magic terms that define faeries, i'd like to hear them.
once again, having both isn't something you should underestimate.
jace beleren? oh that's just not happening. beleren has already been experimented with a long time ago, he doesn't do enough.
or, for one more mana, you can draw more cards, you can bounce a creature, or if the board is empty you can filter your opponent's draws.
faeries should run 2 jace ms IMO.
It just seems better than Disfigure in that same slot?
Agony Warp. They are amazing.
BUG DarkVine 12-2-2
You're adding another card that causes life loss in a deck with Bitterblossom and, potentially, 4 Thoughtseize. As Vendetta's number one biggest fan, I have to tell you (or don't have to, assuming you can put 2 and 2 together) that you're just asking to lose the game to your own cards that way. I think Vendetta being available again is HUGE, but it is not well positioned against aggressive decks, red decks, and aggressive red decks.
I don't know who was all-in on Disfigure, but a card that only gives -1/-1 is WAY worse than one that gives -2/-2 for the same cost, especially if the additional effect on the former is marginal, at best. If you want a -X/-X removal spell for one mana in the deck, Peppersmoke is far-and-away the real deal for killing X/1 things at 1cc. It is a two-fer almost every time against the decks you board it in against.
That said, neither card (Disfigure nor Peppersmoke) is a must-have for the deck.
RE: Jaces --
JtMS is a better card than Jace Beleren, and that is the fact. That said, with Jace 2, you now have upwards of 10 cards at the 4cc slot, a least six of which get straight-up ROCKED by Gaddock Teeg (Pro Tip: Gaddock Teeg shuts down your opponent's 4cc or greater and X spells!). When those six spells SPECIFICALLY are used to solidify your victory or auto-win the game, but they both get shut down by one 2cc dude... that's damning.
In the abstract, Jace 2 is better at Not Immediately Getting Killed than Jace 1 because Fateseal helps keep your opponent from drawing a spell that ends him, while giving your opponent more cards gives them more of a chance to draw cards that kill Jace. When each goes to just draw you a card, an interesting thing happens where they're about as vulnerable, Jace 2 draws you more cards (and gives you the option to keep your library as-is or mix things up and generally shows you more cards), while Jace 1 getting blown out... just feels like less of a loss but also doesn't eat up turn four or stay in-hand if a Teeg has resolved and is unanswered.
In practice, three mana is much less mana than four, especially in a deck that doesn't take kindly to tapping out. While Jace 1 doesn't recycle value for your cards, he provides valuable card advantage against your opponent. They are only drawing a card once every three turns, unless you're playing a deck that you absolutely need the extra cards and MUST turn three Howling Mine. In practice, you are more likely to see more cards with Jace 1 than with Jace 2. This is because Jace 2 gives you more options than Jace 1 and isn't built strictly for hand-based CA, but as an all-purpose tool to affect the board, your opponent's board position, or gas you up when you're on empty.
The question is what you're playing Jace for. If you need gas, getting gassed up on turn three is better than waiting for turn four and potentially being blown out by 2cc nothings. If you need six to eight Cryptic Command, Jace 2 offers that at the cost of... Cryptic Command but at Sorcery speed and increasing your risk of being blown out (by burn or otherwise, especially since your opponent cannot attack normal Cryptic Command).
Keep these factors in mind for playtesting.
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I don't think play style has anything to do with which card is better for the deck, which is something you can objectively measure rather than provide for a subjective analysis of the card.
If the deck needs 6+ Cryptic Commands, you should play 6+ by including Jace 2. If all the deck needs is gas, Jace 1 does this more efficiently and will probably show you more cards than Jace 2 over the course of a game.
I do not have this answer because I am not qualified for Amsterdam and am more interested in figuring out M11 draft because I'm a masochist instead of pragmatic about my card gaming decisions. That said, if testing goes well this week for the PTQ this coming weekend (there is a 2% chance of me going, as a friend's birthday party is this weekend and being locked in a room with sweaty nerds for an entire day is much less favorable than going into the city and destroying my liver), that may change and suddenly I'll become all about figuring out which Jace is the good one.
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I agree with you for the most part, but I must say that Teeg is not exactly hard to kill if need be
yes, teeg doesn't destroy the deck nearly as hard as GSS.