Against anathemnacer i would bring in runed halo. IT is already on our sb as a 2-3 of and you can name almost anything you want. You are also able to bounce it with cryptic and name something else if need be.
@benjameen7: I think you may be right. Fallouts were in my list initially but i cut them for more bolts. But i want to run bolt as a 3 of and fallout as a 2 of. The creature finisher i was considering was Grave titan. I is like broodmate but harder to kill and adds 10 power instead of 8 and incrementally grows.
The manabase advice i think is really good. The reason i used 6 manlands was to give me an edge in the mirror.
I suppose that's when Runed Halo is pretty good. But oft times, any decks that have Anathemancer will most likely bring it in from the board. Anticipating that particular card, and then naming it with Runed Halo so early in the game could leave you open to other SD cards. It seems like a big risk, a risk that I don't necessarily want to bounce with Cryptic. Cryptic Command is always best at counter-draw.
Grave Titan is solid. I like things with lifelink though, because your life is your resource when playing this deck. I was actually looking at Wurmcoil Engine as a finisher because it has inherent card advantage, doesn't care what mana was used to cast it, and gains more life than Baneslayer. It races Titans, and makes aggro decks weep at the mere sight of it. It even fits the curve (kind of). Whats everyone's thoughts on this bad boy?
@ demi god
Man-lands certainly win the mirror match, but slow you down significantly against aggro and other mid-range decks. Tec Edge is going to be an incredible card in the new extended and will punish this deck particularly hard. I just realized this. Anyways, man-lands are good, but I don't like to have so many ETBT (enter the battlefield tapped) lands. Test with G-Titan. He absolutely wins games unanswered; my experience in Standard tells me this.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
Runed Halo is a fine SB card for Anathemancer, RDW in general, Mistbind Clique and Cruel Ultimatum. It's serviceable (buys time) against Pyro but certainly not a stopper for them (once Ascension is charged they just dbl target w/Cryptic-bounce).
Man-lands are pretty ordinary in the 4-5C mirror. It's akin to tapping out for an Ajani or Elspeth, not to mention that game 1 you just lose them to Volcanic Fallout straight up.
I'll happily take 3-4 from a blue-man-land, EOT Cryptic-bounce a remaining untapped land and force through Cruel FTW.
I wouldn't bother with more than 2 Creeping Tar Pit and even then I'd prob. just prefer another Vivid to ensure coloured-mana integrity.
I played in the Winter King this past weekend and went 5-0-1 in the Swiss. We ended up just splitting the top 8 as everyone just wanted to leave after only 40 people stayed to play on Sunday. Here is the list that I played:
In the tournament I played against Faeries, White Weenie, 5 Color Elementals, Naya Vengevine, Mythic Conscription, and White Weenie.
Runed Halo was insane all day. Would probably want copies 3-4 in the board. I boarded out Mana Leak a lot. I might consider testing Broken Ambitions in its place. Baneslayer Angel was also very solid all day.
Runed Halo also names Vengevine. Of course. It is better than I thought. Good look.
PHILAPHUNK, how were the Doom Blades? From a few of the matches you played, it seems like it might have been a dead card at some points. Also Bolt; did you find it relevant and useful to have in early and late-game? As spot removal in the early game, it's usefulness cannot be questioned. I never liked drawing it in the late game. You were able to actually throw cardboard down to test. In the instances when you had Baneslayer, would it have been equally effective to have a Wurmcoil Engine? They are almost the same creature, except the Engine has card advantage built into it and Baneslayer has evasion. What was more useful to you?
Initial testing of the Engine has shown moderate success. Path still handles both creatures effectively, and it was nice to not have to worry about mana issues when tapping out to play the Engine. And it gains a lot of life, and spawns more dudes upon death. I like it a lot, replacing Baneslayer or shifting the balance 2 Engine/1 Baneslayer.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
I named Vengevine on Runed Halo many times that tournament. I first tested terminate and path to exile along with the lightning bolts. Doomblade is just easier to cast and I dont like ramping my opponent with path to exile. When I first started working on the deck the creature package I had was 4 wall of omen, 1 grave titan, 1 wurmcoil engine, 1 bogardan hellkite. I had Baneslayer Angels in my board and I almost always would board them in. I think Baneslayer is just better because of its evasion and it comes out a turn faster than Wurmcoil Engine, which is very relevant in the monored matchup.
How was ratchet bomb? I never thought i would see it in this deck. Could it easily have been wrath 2-3?
You were also playing a lot of late game bombs/finishers, did they ever clog your hand at all and felt they would have been better as something else?
Also, only 1 man land would you change that at all or anything?
After a day of testing today im considering using consume the meek that card seems retarded in this upcoming meta. I have also found lavaclaw reach to just end games flat out.
Lavaclaw reaches seems better on an open board than any of the others. It's a mana more to get a 4/4 than colonnade, but after that it's better.
I am already using colonnade as a 4 of in my version. After testing today i will post a new list and hopfully i dont get as much flack as i did from my previous list.
Lavaclaw reaches seems better on an open board than any of the others. It's a mana more to get a 4/4 than colonnade, but after that it's better.
On an open board I would agree, and hopefully we could get an open board. The problem I have with Lavaclaw Reaches is that it doesn't have trample, and only 2 in the butt. So it will die to just about any blocker and it will require us to dump all of our mana into it.
Colonnade is good, but seeing as flying is very much less relevant in the meta makes it worse. Also, it cost a lot of mana.
Creeping Tar Pit though is unblockable, it can sneak in the last few points of damage for us, especially against Fae, it cost a little to activate, and it is the best color combination for the deck.
I agree with Koopa. Tar Pit is the man-land to run in 5CC because it's in the colors that matter most for this deck. It is also unblockable, which is also very important in control match-ups and Faeries.
I also like considering Doom Blade as a replacement for Path. Thinking out loud here, but what Black creatures would be worth killing that could be expected in the upcoming meta? Grave Titan, Demigod of Revenge, Fulminator Mage, Sphinx of the Steel Wind, Putrid Leech, Chameleon Colossus are the cards that immediately come to mind. Maybe a split between Path and Doom Blade as 3/2 is a good idea. Path is still the best removal in the Extended format. Has anyone else Path'ed their own Walls to gain tempo? I just did that recently and it seemed pretty good.
Yes, Baneslayer does come out a turn earlier. That is fairly relevant. I like the 2/2 split that I have going with the Engine and Baneslayer. Shes so good, and together with the Engine, whoa. That's a lot of life swinging.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
This is why I run 3 Path, and yes, Pathing your own Wall is okay especially when you need to ramp up to something. It's an nice little trick. I did it when I play UW Control for Standard alot.
Here is the list i have been testing with. So far its been ok. A few times i have been on 7 land and not able to cruel but it is pretty rare when it happens.
What i think is my removal is a bit awkward i need to make it more consistant. I want to up the bolt count because i hate being blown out by aggro decks, though a lot of them can be easy matchups for me. Suggestions?
Yeah i guess adding 2x black based vivid should do it. Other than that i think the fallout could be cut for another piece of removal or something. And the 3rd day could be a consume the meek.
I think the correct number of man-lands to run is two. I recommend that you add two of the black Vivids as they are an integral source of Cruel mana.
I was messing around with a different type of 5CC, one that incorporated green instead of white. In theory craft, it seems really interesting, and I wanted to see what people think of this type of list. Granted, it is a large deviation from probably the more efficient lists of 5CC but I want to present a new angle on 5CC. Potentially talk about other synergies that can exist in the deck.
The deck is really quite interesting and I wanted to show-case the interaction of Primal command and Primeval Titan. You tutor for the Titan and gain some life, then cast the Titan next turn, instantly setting up Cruel Ultimatum. Primeval Titan seems to be quite a Titan, setting up our mana base and making our draws that much more efficient. Perhaps there's a better list that could incorporate these elements, maybe a pseudo ramp deck that runs Primeval Titan into Cruel Ultimatum. I don't really know; this is theory-crafting. I like the versatility of Primal Command, however. It helps the 'Lark match-up, happens to ruins Vengevine decks, gains life against aggro, and can potentially shuffle your deck to reuse spells that were previously cast. Otherwise, it's almost a similar shell to the probably more efficient and prevalent 5CC lists out there. Again, this is more an exercise in creative thinking.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
Vivid Marsh is def good. You should consider a few Creeping Tar Pit over Colonnade
I found that tarpit is pretty bad. I never want to tap out for it at all. I would rather keep the colonnade and lavaclaw. I bareley have any problems with black sources at all. The only things i need black for in my main is cruel/esper charm. Early game i have the filters/vivids to cover the charms and late game i can cover cruel pretty easily.
Primeval Titan seems like it could be interesting but not as ramp. Seems like win-more with reflecting-vivid mana base on turn six. Now Eye of Ugin, Eldrazi Temple, and Ulamog, Kozilek, and/or Emrakul could be a beating after Cruel... Or is that still just win-more?
Primeval Titan seems like it could be interesting but not as ramp. Seems like win-more with reflecting-vivid mana base on turn six. Now Eye of Ugin, Eldrazi Temple, and Ulamog, Kozilek, and/or Emrakul could be a beating after Cruel... Or is that still just win-more?
Colourless lands and Cruel Ultimatum are not seeing play together.
I'd be extremely surprised if anyone has hit a Fae player more than twice in a *match* w/Creeping Tar Pit.
The card is almost too expensive for Std, and not ideal for this archetype in 1.X.
Fae don't run Smother or Disfigure in the main, they only run Agony Warp and that maybe replaced with Doom Blade depending. Plus, this will be late game when you want to use Tar Pit to finish and you will have countermagic.
Hitting a Fae player with 2 Tar Pit can be GG, seeing as they deal almost half of their damage to themselves.
The bolded part is what bothers me the most though, just because it isn't good in Std (which it is, it is the best Std deck at the moment) doesn't mean it isn't good in Extended. If Volcanic Fallout was still legal in Standard do you know how much play it would see? 0. Because Pyroclasm is just better for the job. However, with 7 more sets in the Extended card pool, other cards become better with the metagame. Fallout is an excellent example of this because it is played over Pyroclasm in Ext for the sole fact that it is good against Fae.
This can translate from Std to Legacy too, why would you play Negate over Spell Pierce in Standard but play Spell Pierce in Legacy? It's because the formats are completely different and the meta dictates different card choices, if it did not every format would be what was ran in Standard + better cards.
The card is almost too expensive for Std, and not ideal for this archetype in 1.X.
I think this is a pretty ignorant statement. Creeping tar pit is the best manland in standard right now yet you say it is not even playable. I would love to see your list since you are shooting down everyones ideas. I find it hard to believe you have success with this archetype in the past or even standard now.
Fae don't run Smother or Disfigure in the main, they only run Agony Warp and that maybe replaced with Doom Blade depending. Plus, this will be late game when you want to use Tar Pit to finish and you will have countermagic.
Hitting a Fae player with 2 Tar Pit can be GG, seeing as they deal almost half of their damage to themselves.
The bolded part is what bothers me the most though, just because it isn't good in Std (which it is, it is the best Std deck at the moment) doesn't mean it isn't good in Extended. If Volcanic Fallout was still legal in Standard do you know how much play it would see? 0. Because Pyroclasm is just better for the job. However, with 7 more sets in the Extended card pool, other cards become better with the metagame. Fallout is an excellent example of this because it is played over Pyroclasm in Ext for the sole fact that it is good against Fae.
This can translate from Std to Legacy too, why would you play Negate over Spell Pierce in Standard but play Spell Pierce in Legacy? It's because the formats are completely different and the meta dictates different card choices, if it did not every format would be what was ran in Standard + better cards.
You're making the mistake of thinking I'm translating from std to ext. I'm saying that the card DOES see play in Std but is used minimally because of it's activation cost - which any competent UB pilot can explain to you.
Re: Fae's removal - you need to find better testing partners w/better lists. Smother is the core removal for Fae as long as Putrid Leech and Doran are in the upcoming format.
I think this is a pretty ignorant statement. Creeping tar pit is the best manland in standard right now yet you say it is not even playable. I would love to see your list since you are shooting down everyones ideas. I find it hard to believe you have success with this archetype in the past or even standard now.
My lists and either my piloting//friends piloting have t8'd and won multiple major events (PTQs, States, cash events) w/Cruel Control whilst it was in Std. Take it for what it's worth, I have no particular care for whether you 'believe' me or not, I'm merely trying to assist you (and like it or not, you dearly need assistance re: your list development, based on what you've posted so far). There's nothing wrong with needing help, if it's good enough for tier 1 pros to need help from each other and the general community then it's good enough for the rest of us.
Here's the list I'm currently toying with, you can find a prev. development a few pages back;
Jace is 'fine', but certainly not optimised in the current style of deck. Chapin-Jacob's Amsterdam list was somewhat different (and a highly different format).
I think Wall of Omens and Plumeveil enable you to take much greater advantage of Jace against creature decks but then you end with a list that's extremely weighted against aggro and light in the mirror and other blue match ups (Fae, Pyro - Pyro being the best in format atm).
@benjameen7: I think you may be right. Fallouts were in my list initially but i cut them for more bolts. But i want to run bolt as a 3 of and fallout as a 2 of. The creature finisher i was considering was Grave titan. I is like broodmate but harder to kill and adds 10 power instead of 8 and incrementally grows.
The manabase advice i think is really good. The reason i used 6 manlands was to give me an edge in the mirror.
Grave Titan is solid. I like things with lifelink though, because your life is your resource when playing this deck. I was actually looking at Wurmcoil Engine as a finisher because it has inherent card advantage, doesn't care what mana was used to cast it, and gains more life than Baneslayer. It races Titans, and makes aggro decks weep at the mere sight of it. It even fits the curve (kind of). Whats everyone's thoughts on this bad boy?
@ demi god
Man-lands certainly win the mirror match, but slow you down significantly against aggro and other mid-range decks. Tec Edge is going to be an incredible card in the new extended and will punish this deck particularly hard. I just realized this. Anyways, man-lands are good, but I don't like to have so many ETBT (enter the battlefield tapped) lands. Test with G-Titan. He absolutely wins games unanswered; my experience in Standard tells me this.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
Man-lands are pretty ordinary in the 4-5C mirror. It's akin to tapping out for an Ajani or Elspeth, not to mention that game 1 you just lose them to Volcanic Fallout straight up.
I'll happily take 3-4 from a blue-man-land, EOT Cryptic-bounce a remaining untapped land and force through Cruel FTW.
I wouldn't bother with more than 2 Creeping Tar Pit and even then I'd prob. just prefer another Vivid to ensure coloured-mana integrity.
-TEAM REVOLUTION
2 Baneslayer Angel
2 Grave Titan
3 Lightning Bolt
2 Doomblade
2 Ratchet Bomb
2 Runed Halo
4 Mana Leak
4 Esper Charm
4 Cryptic Command
1 Day of Judgement
1 Consume the Meek
2 Cruel Ultimatum
3 Island
3 Sunken Ruins
3 Mystic Gate
2 Cascade Bluffs
1 Creeping Tar Pit
4 Reflecting Pool
1 Vivid Crag
3 Vivid Meadow
3 Vivid Marsh
4 Vivid Creek
3 Leyline of Sanctity
1 Day of Judgement
2 Volcanic Fallout
1 Memoricide
1 Thought Hemorrhage
2 Glen Elendra Archmage
1 Vendilion Clique
2 Faerie Macabre
1 Negate
1 Ricochet Trap
Runed Halo was insane all day. Would probably want copies 3-4 in the board. I boarded out Mana Leak a lot. I might consider testing Broken Ambitions in its place. Baneslayer Angel was also very solid all day.
PHILAPHUNK, how were the Doom Blades? From a few of the matches you played, it seems like it might have been a dead card at some points. Also Bolt; did you find it relevant and useful to have in early and late-game? As spot removal in the early game, it's usefulness cannot be questioned. I never liked drawing it in the late game. You were able to actually throw cardboard down to test. In the instances when you had Baneslayer, would it have been equally effective to have a Wurmcoil Engine? They are almost the same creature, except the Engine has card advantage built into it and Baneslayer has evasion. What was more useful to you?
Initial testing of the Engine has shown moderate success. Path still handles both creatures effectively, and it was nice to not have to worry about mana issues when tapping out to play the Engine. And it gains a lot of life, and spawns more dudes upon death. I like it a lot, replacing Baneslayer or shifting the balance 2 Engine/1 Baneslayer.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
You were also playing a lot of late game bombs/finishers, did they ever clog your hand at all and felt they would have been better as something else?
Also, only 1 man land would you change that at all or anything?
After a day of testing today im considering using consume the meek that card seems retarded in this upcoming meta. I have also found lavaclaw reach to just end games flat out.
I am already using colonnade as a 4 of in my version. After testing today i will post a new list and hopfully i dont get as much flack as i did from my previous list.
On an open board I would agree, and hopefully we could get an open board. The problem I have with Lavaclaw Reaches is that it doesn't have trample, and only 2 in the butt. So it will die to just about any blocker and it will require us to dump all of our mana into it.
Colonnade is good, but seeing as flying is very much less relevant in the meta makes it worse. Also, it cost a lot of mana.
Creeping Tar Pit though is unblockable, it can sneak in the last few points of damage for us, especially against Fae, it cost a little to activate, and it is the best color combination for the deck.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I also like considering Doom Blade as a replacement for Path. Thinking out loud here, but what Black creatures would be worth killing that could be expected in the upcoming meta? Grave Titan, Demigod of Revenge, Fulminator Mage, Sphinx of the Steel Wind, Putrid Leech, Chameleon Colossus are the cards that immediately come to mind. Maybe a split between Path and Doom Blade as 3/2 is a good idea. Path is still the best removal in the Extended format. Has anyone else Path'ed their own Walls to gain tempo? I just did that recently and it seemed pretty good.
Yes, Baneslayer does come out a turn earlier. That is fairly relevant. I like the 2/2 split that I have going with the Engine and Baneslayer. Shes so good, and together with the Engine, whoa. That's a lot of life swinging.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
This is why I run 3 Path, and yes, Pathing your own Wall is okay especially when you need to ramp up to something. It's an nice little trick. I did it when I play UW Control for Standard alot.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
4 celestial colonnade
4 reflecting pool
3 vivid craig
3 vivid creek
2 vivid meadow
2 lavaclaw reaches
2 cascade bluffs
2 sunken ruins
1 mystic gate
2 island
1 mountian
4 wall of omens
1 grave titan
3 vandilion clique
3 day of judgment
4 cryptic command
4 esper charm
4 mana leak
2 lightning bolt
3 path to exile
1 volcanic fallout
2 double negative
3 cruel ultimatum
What i think is my removal is a bit awkward i need to make it more consistant. I want to up the bolt count because i hate being blown out by aggro decks, though a lot of them can be easy matchups for me. Suggestions?
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Yeah i guess adding 2x black based vivid should do it. Other than that i think the fallout could be cut for another piece of removal or something. And the 3rd day could be a consume the meek.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I was messing around with a different type of 5CC, one that incorporated green instead of white. In theory craft, it seems really interesting, and I wanted to see what people think of this type of list. Granted, it is a large deviation from probably the more efficient lists of 5CC but I want to present a new angle on 5CC. Potentially talk about other synergies that can exist in the deck.
2 Mulldrifter
3 Cruel Ultimatum
2 Primal Command
3 Jace, the Mind Sculptor
4 Cryptic Command
4 Mana Leak
2 Broken Ambitions
4 Maelstrom Pulse
2 Day of Judgment
2 Consume the Meek
2 Volcanic Fallout
1 Jace's Ingenuity
4 Vivid Creek
3 Vivid Marsh
2 Vivid Grove
2 Vivid Crag
3 Sunken Ruins
3 Flooded Grove
2 Cascade Bluffs
1 Twilight Mire
2 Island
The deck is really quite interesting and I wanted to show-case the interaction of Primal command and Primeval Titan. You tutor for the Titan and gain some life, then cast the Titan next turn, instantly setting up Cruel Ultimatum. Primeval Titan seems to be quite a Titan, setting up our mana base and making our draws that much more efficient. Perhaps there's a better list that could incorporate these elements, maybe a pseudo ramp deck that runs Primeval Titan into Cruel Ultimatum. I don't really know; this is theory-crafting. I like the versatility of Primal Command, however. It helps the 'Lark match-up, happens to ruins Vengevine decks, gains life against aggro, and can potentially shuffle your deck to reuse spells that were previously cast. Otherwise, it's almost a similar shell to the probably more efficient and prevalent 5CC lists out there. Again, this is more an exercise in creative thinking.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
I found that tarpit is pretty bad. I never want to tap out for it at all. I would rather keep the colonnade and lavaclaw. I bareley have any problems with black sources at all. The only things i need black for in my main is cruel/esper charm. Early game i have the filters/vivids to cover the charms and late game i can cover cruel pretty easily.
Tar Pit will ravage Fae all day as they basically have no out to it aside from Cryptic.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Smother, Disfigure, Agony Warp.
I'd be extremely surprised if anyone has hit a Fae player more than twice in a *match* w/Creeping Tar Pit.
The card is almost too expensive for Std, and not ideal for this archetype in 1.X.
Colourless lands and Cruel Ultimatum are not seeing play together.
-TEAM REVOLUTION
Fae don't run Smother or Disfigure in the main, they only run Agony Warp and that maybe replaced with Doom Blade depending. Plus, this will be late game when you want to use Tar Pit to finish and you will have countermagic.
Hitting a Fae player with 2 Tar Pit can be GG, seeing as they deal almost half of their damage to themselves.
The bolded part is what bothers me the most though, just because it isn't good in Std (which it is, it is the best Std deck at the moment) doesn't mean it isn't good in Extended. If Volcanic Fallout was still legal in Standard do you know how much play it would see? 0. Because Pyroclasm is just better for the job. However, with 7 more sets in the Extended card pool, other cards become better with the metagame. Fallout is an excellent example of this because it is played over Pyroclasm in Ext for the sole fact that it is good against Fae.
This can translate from Std to Legacy too, why would you play Negate over Spell Pierce in Standard but play Spell Pierce in Legacy? It's because the formats are completely different and the meta dictates different card choices, if it did not every format would be what was ran in Standard + better cards.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I think this is a pretty ignorant statement. Creeping tar pit is the best manland in standard right now yet you say it is not even playable. I would love to see your list since you are shooting down everyones ideas. I find it hard to believe you have success with this archetype in the past or even standard now.
You're making the mistake of thinking I'm translating from std to ext. I'm saying that the card DOES see play in Std but is used minimally because of it's activation cost - which any competent UB pilot can explain to you.
Re: Fae's removal - you need to find better testing partners w/better lists. Smother is the core removal for Fae as long as Putrid Leech and Doran are in the upcoming format.
My lists and either my piloting//friends piloting have t8'd and won multiple major events (PTQs, States, cash events) w/Cruel Control whilst it was in Std. Take it for what it's worth, I have no particular care for whether you 'believe' me or not, I'm merely trying to assist you (and like it or not, you dearly need assistance re: your list development, based on what you've posted so far). There's nothing wrong with needing help, if it's good enough for tier 1 pros to need help from each other and the general community then it's good enough for the rest of us.
Here's the list I'm currently toying with, you can find a prev. development a few pages back;
3 Vivid Marsh
3 Vivid Meadow
1 Vivid Crag
4 Reflecting Pool
3 Mystic Gate
2 Sunken Ruins
2 Cascade Bluffs
3 Island
1 Scalding Tarn
2 Grave Titan
3 Wall of Omens
3 Mana Leak
2 Negate
3 Volcanic Fallout
1 Day of Judgment
1 Consume the Meek
2 Smother
1 Path to Exile
2 Cruel Ultimatum
4 Esper Charm
2 Jace, the Mind Sculptor
4 Preordain
3 Kitchen Finks
2 Celestial Purge
3 Not for Sharing
2 Jace Beleren
2 Runed Halo
3 Relic of Progenitus
Jace is by far the 'least good' card in the deck and it wouldn't surprise me at all if he gets cut.
-TEAM REVOLUTION
I think Wall of Omens and Plumeveil enable you to take much greater advantage of Jace against creature decks but then you end with a list that's extremely weighted against aggro and light in the mirror and other blue match ups (Fae, Pyro - Pyro being the best in format atm).
-TEAM REVOLUTION