This is what I'm playing, sideboard needs a bit of tuning but most cards in the deck need to cantrip which is why I have some of the cards I do. 4 gigadrowse almost seems like a must, not sure why people don't like it. Good vs aggro, good vs combo, good vs control, almost makes it unwinnable for them if you just tap all blue sources. If your combo ever bricks you can just gigadrowse them for 9 to 12 copies so that's another timewalk itself. If you're playing Dictate of Kruphix, play 4 and use Thassa. No need to worry about Jace management and dying to abrupt decay. Play Dictate go off for a bit and find room for a Thassa and another Jace/Dictate for a turn or two and swing 3 or 4 times. A scry every upkeep never hurts either. Cryptic Command is still useful, I wouldn't drop it, helps for those slower starting games as well as a tap down against aggro, affinity especially. Telling Time should probably be a 4 of, I play 3. Not sure why people would play 1 or 0. With serum visions and 4 Temporal Mastery you can almost guarantee a miracle Temporal which will single handedly beat most aggro decks because you can Cryptic Command and Gigadrowse their boards a turn earlier than usual. I play 2 Mikokoro, legendary or not it is a good 3 mana sink in your time warp turns to ensure you draw worthy cards.
I see a lot of people trying to get cute with Jaces and Laboratory Maniac and splashing in colors and Howling Mines etc but I find Thassa to be just fine and very efficient. Unblockable literally guarantees a 4 turn clock usually less from fetches and shocks. Another huge component is the time management and true inevitability Thassa has. No worrying about bricking your combo because you have to jace activate over 20 times or worry about Elixir managing your library with Dictates. Sure Thassa can be in your bottom 5 but more often than not, from both Serum Visions and Telling Time and all your draw she will get pushed to the middle or top very quickly. I'm not claiming to be the only one to run Thassa, I'm just confused why more people don't when it has so many upsides and very few downsides.
Been playing this for the longest time probably the past 2 -3 months and it only got better with JOU.
There is no need to try and get cute without a lot of the new cards and synergys with dictate/banisher priest etc. Play a concise and lean curve with efficient creatures at all slots. D sphere to ensure wins in all creature matchups while hedging against control game 1s while fueling devotion for Ephara. Have one of the best aggro finishers in standard with Master of Waves which also pumps your Vaporkins and Mutavaults. Go even bigger with Spear of Heliod for your little flyers as well as fueling Devotion for Ephara. Get Lucky and Spear of Heliod into Master? Great you keep your tokens. Master for 2 or 3 never got so much value on turn 4. Disperse to deal with opposing Spheres,Demons,Blood Barons, Game 1 Stormbreaths or other troublesome permanents. Bident and Godsend for Devotion, card advantage/Draw and pump a value creature to kill big dudes if the game makes it to midgame. Skynight to develop board and ensure a clock as well as detaining pesky planeswalkers. Biggest downfall of this deck was the manabase but now with mana confluence no more bad tapped lands or not having double white/double blue etc. 1 nyx fleece ram main for aggro matchups and to help the bleeding of mana confluence. 2 more in the side for Burn and to help the mana confluence more.
Sideboard is a great mixture of some of the best white/blue spells in standard. Has most of your matchups covered and helps your worst matchup ie Control a lot. Play aggro early then tempo with countermagic and Skynights and DSphere/Banishing Light. They answers your threats , drop your card advantage engines in Ephara/Bident. Finish em off with an out of left field Aetherling haymaker. An Island thrown in the sideboard for good measure as to be able to play creatures and hold up your 1/2 mana instants.
Banishing Light has helped a lot more as this deck folded a bit to mistcutter in the past. I had 2 Supreme Verdicts and Pacifism in the side to combat this but now Banishing Light is so much better.
Been playing this for the longest time probably the past 2 -3 months and it only got better with JOU.
There is no need to try and get cute without a lot of the new cards and synergys with dictate/banisher priest etc. Play a concise and lean curve with efficient creatures at all slots. D sphere to ensure wins in all creature matchups while hedging against control game 1s while fueling devotion for Ephara. Have one of the best aggro finishers in standard with Master of Waves which also pumps your Vaporkins and Mutavaults. Go even bigger with Spear of Heliod for your little flyers as well as fueling Devotion for Ephara. Get Lucky and Spear of Heliod into Master? Great you keep your tokens. Master for 2 or 3 never got so much value on turn 4. Disperse to deal with opposing Spheres,Demons,Blood Barons, Game 1 Stormbreaths or other troublesome permanents. Bident and Godsend for Devotion, card advantage/Draw and pump a value creature to kill big dudes if the game makes it to midgame. Skynight to develop board and ensure a clock as well as detaining pesky planeswalkers. Biggest downfall of this deck was the manabase but now with mana confluence no more bad tapped lands or not having double white/double blue etc. 1 nyx fleece ram main for aggro matchups and to help the bleeding of mana confluence. 2 more in the side for Burn and to help the mana confluence more.
Sideboard is a great mixture of some of the best white/blue spells in standard. Has most of your matchups covered and helps your worst matchup ie Control a lot. Play aggro early then tempo with countermagic and Skynights and DSphere/Banishing Light. They answers your threats , drop your card advantage engines in Ephara/Bident. Finish em off with an out of left field Aetherling haymaker. An Island thrown in the sideboard for good measure as to be able to play creatures and hold up your 1/2 mana instants.
Banishing Light has helped a lot more as this deck folded a bit to mistcutter in the past. I had 2 Supreme Verdicts and Pacifism in the side to combat this but now Banishing Light is so much better.
Jace seems like he would be good versus control, but he also just dies to d-sphere, and then the 0 did you nothing...
Generally when you land a Jace, MA. You more often then not ALWAYS +1 first to draw a card so if they do have a sphere, you didn't lose CA or go neutral. And then if you get to untap with it you can protect it and mill away without having to commit to the board and having counter back up etc.
How is zero Jace AOTs working for you, DXI? I'm still attached to him, but his best matchups - creature-based aggro - are the ones we're already very good against, so I can see how taking him out entirely could be helpful. Still, he just provides so much value that I can't see dumping him entirely. As you said, our worst matchup is control, and while Jace isn't the best against control, he's certainly better than Domestication, as at least he can -2 twice to keep our hand stocked.
Jace MA and Prognostic sphinx with counter back up are good enough threats against control. When we tap AND are able to jam a spell, we want it to be a good one. Not something that can simply give us 2 lands and a crappy creature and then wait to die etc. As valuable as card advantage is when we put no pressure on control it's a lot easier for that card advantage to be negligible because the raw power of their cards trumps like 90% of the cards in our deck. You can be up a card or two but those cards can easily be a land and a judge's familiar or what have you.
Been wrecking house lately, only weak matchups are control game 1 and Jund monsters not R/G. Jund gets the edge with golgari charm,abrupt decay and overload mortars etc. But it is still a pretty alright matchup game 1, sideboard is iffy but I feel a downswing in jund in the coming weeks. Deck is slow imo and the manabase trouble shows.
But this deck is a power house against Mono Blue,Red Based Aggro strategies and burn,B/G Dredge, and Mono Black. Any fringe creature decks also fall flat to it. Mono Black aggro actually gives me a harder time then mono black devotion but both are manageable and A LOT better postboard.
Had 24 lands for a bit but found myself flooding a lot and with the curve ending at 4 mainboard I felt it was neccessary to cut to 23 land. I really wanted to fit in a 2nd bident but to pull a land and add another 4 drop seemed risky. I wound up finding myself at a 1 of Ajani as it acts as a 3rd spear of Heliod without actually giving me multiples in hand and without raising my curve. It then felt awkward to have 23 lands and not 24 against control game 2/3 with aetherling and counter spell so I cut a Tablet of the guilds as burn/aggro is generally an easier matchup and threw an island in the board. Seems dumb but it works and the 15th sideboard slot always seemed like an overlap anyway.
I just don't think Iroas solves any of the problems this deck has.
Still weak to verdict,Caryatid,Courser and I don't think cutting a Spear is going to give us an edge in that regard while also stretching the mana base for a pretty bad god and a conditional removal spell. It doesn't stay online nearly as well as Ephara does with D spheres so its going to be really bad in the control matchup as well. R/G and Control are arguably the weaker matchups for this deck and none of these red additions help solve that problem. Seems like you're just copy and pasting new cards in cause they are better than the other 4 drops the deck had but that doesn't mean they are worth it
Splashing Red for a 2 of 4 drop that isn't a huge advantage to begin with and a 3 of conditional removal spell seems shortsighted. You have 4 brave the elements? Why do you need a 2 of god who does a worse job of brave but costs 4 mana?
Maybe putting in Iroas and getting Boros Charms into the mix could be something we need for double strike and indestructible combat with or without iroas as well as an out to verdict etc. Also to make good use of Godsend you need blue creatures so you can block blood barons or stormbreaths etc. No one is going to block your godsend equipped dude.
Updated List. Came in 2nd at a small 14 man monday tourney, split the finals with the list posted above. These are the changes I am going to make based on some analysis and tips from fellow friends at the shops.
Master doesn't get off for huge numbers but with vaporkin, familiar and lyev/dsphere it gets around 2/3 sometimes 4 on average. It pumps vaporkins and mutavaults which is why I moved up to 3 mutavaults it also keeps the tokens if you have a spear of heliod on the board which helps alot.
Changed up the sideboard to be more traditional mono blue style. Upped the counters and Moved in 2 Aetherlings no more Sphinx. Took out 2 syncopate and put in 2 disperse. No real science behind it just kind of seeing how it goes. Allows me to save my own guys and use d sphere tricks. I was using syncopate to stop things like blood baron or stormbreath but disperse do a fine job as well without being so time and mana sensitive.
Will update you on FNM and SCG IQS and Super IQS on the 15th and 20th.
Play this and thank me later. Have been wrecking house with this for the past 24 hours. I'm sure it has a lot of tuning needed but 4 Vaporkin, 4 Soldiers , 4 Lyev 3 Captain 4 D Sphere 2 Spear and 2 Syncopate are core.
I want to mess with some masters for the vaporkin mutavault synergy but they could only replace Brimaz IMO and that makes the curve too high when we aren't exactly blue based.
Could maybe use another Rapid in the 75 but it does rather well against Blood Baron and Stormbreath,
Yes Thassa doesn't get turned on that often but it is very useful as another 3 drop, for the scry and unblockable captains and Brimaz. It's also very helpful at stopping Blood Barons when it is turned on. Been toying with trying to fit another bident main cause some of the flyer starts into bident are crazy I'm just not sure where to fit it in. Familiar, Vaporkin, Lyev , Bident is rough when they are at roughly 13 hp and you drew 2 to 3 extra cards on turn 4. If there was a spot for the bident it would probably be for thassa which would make me go down to 1 and probably just replace it for a 3rd Ephara or Brimaz.
21 Island
2 Mikokoro, Center of the Sea
Artifact: 1
1 Elixir of Immortality
Planeswalker: 1
1 Jace Beleren
Creature: 1
1 Thassa, God of the Sea
Enchantment: 4
4 Dictate of Kruphix
Instant: 14
4 Remand
4 Gigadrowse
3 Telling Time
3 Cryptic Command
4 Time Warp
4 Walk the Aeons
4 Temporal Mastery
4 Serum Visions
2 AEtherize
2 Batterskull
1 Laboratory Maniac
2 Swan Song
2 Shadow of Doubt
2 Spellskite
1 Spell Pierce
1 Hurkyl's Recall
2 Echoing Truth
This is what I'm playing, sideboard needs a bit of tuning but most cards in the deck need to cantrip which is why I have some of the cards I do. 4 gigadrowse almost seems like a must, not sure why people don't like it. Good vs aggro, good vs combo, good vs control, almost makes it unwinnable for them if you just tap all blue sources. If your combo ever bricks you can just gigadrowse them for 9 to 12 copies so that's another timewalk itself. If you're playing Dictate of Kruphix, play 4 and use Thassa. No need to worry about Jace management and dying to abrupt decay. Play Dictate go off for a bit and find room for a Thassa and another Jace/Dictate for a turn or two and swing 3 or 4 times. A scry every upkeep never hurts either. Cryptic Command is still useful, I wouldn't drop it, helps for those slower starting games as well as a tap down against aggro, affinity especially. Telling Time should probably be a 4 of, I play 3. Not sure why people would play 1 or 0. With serum visions and 4 Temporal Mastery you can almost guarantee a miracle Temporal which will single handedly beat most aggro decks because you can Cryptic Command and Gigadrowse their boards a turn earlier than usual. I play 2 Mikokoro, legendary or not it is a good 3 mana sink in your time warp turns to ensure you draw worthy cards.
I see a lot of people trying to get cute with Jaces and Laboratory Maniac and splashing in colors and Howling Mines etc but I find Thassa to be just fine and very efficient. Unblockable literally guarantees a 4 turn clock usually less from fetches and shocks. Another huge component is the time management and true inevitability Thassa has. No worrying about bricking your combo because you have to jace activate over 20 times or worry about Elixir managing your library with Dictates. Sure Thassa can be in your bottom 5 but more often than not, from both Serum Visions and Telling Time and all your draw she will get pushed to the middle or top very quickly. I'm not claiming to be the only one to run Thassa, I'm just confused why more people don't when it has so many upsides and very few downsides.
4 Temple of Enlightenment
4 Hallowed Fountain
3 Island
6 Plains
3 Mutavault
3 Mana Confluence
Planeswalker: 1
1 Ajani, Caller of the Pride
Creatures: 26
4 Soldier of the Pantheon
3 Precinct Captain
4 Vaporkin
4 Lyev Skyknight
2 Ephara, God of the Polis
2 Brimaz, King of Oreskos
2 Judge's Familiar
3 Master of Waves
1 Hypnotic Siren
1 Nyx-Fleece Ram
2 Disperse
Enchantments: 8
4 Detention Sphere
1 Bident of Thassa
2 Spear of Heliod
1 Godsend
2 Gainsay
2 Negate
1 Supreme Verdict
2 AEtherling
1 Dispel
2 Rapid Hybridization
1 Island
2 Banishing Light
2 Nyx-Fleece Ram
Been playing this for the longest time probably the past 2 -3 months and it only got better with JOU.
There is no need to try and get cute without a lot of the new cards and synergys with dictate/banisher priest etc. Play a concise and lean curve with efficient creatures at all slots. D sphere to ensure wins in all creature matchups while hedging against control game 1s while fueling devotion for Ephara. Have one of the best aggro finishers in standard with Master of Waves which also pumps your Vaporkins and Mutavaults. Go even bigger with Spear of Heliod for your little flyers as well as fueling Devotion for Ephara. Get Lucky and Spear of Heliod into Master? Great you keep your tokens. Master for 2 or 3 never got so much value on turn 4. Disperse to deal with opposing Spheres,Demons,Blood Barons, Game 1 Stormbreaths or other troublesome permanents. Bident and Godsend for Devotion, card advantage/Draw and pump a value creature to kill big dudes if the game makes it to midgame. Skynight to develop board and ensure a clock as well as detaining pesky planeswalkers. Biggest downfall of this deck was the manabase but now with mana confluence no more bad tapped lands or not having double white/double blue etc. 1 nyx fleece ram main for aggro matchups and to help the bleeding of mana confluence. 2 more in the side for Burn and to help the mana confluence more.
Sideboard is a great mixture of some of the best white/blue spells in standard. Has most of your matchups covered and helps your worst matchup ie Control a lot. Play aggro early then tempo with countermagic and Skynights and DSphere/Banishing Light. They answers your threats , drop your card advantage engines in Ephara/Bident. Finish em off with an out of left field Aetherling haymaker. An Island thrown in the sideboard for good measure as to be able to play creatures and hold up your 1/2 mana instants.
Banishing Light has helped a lot more as this deck folded a bit to mistcutter in the past. I had 2 Supreme Verdicts and Pacifism in the side to combat this but now Banishing Light is so much better.
4 Temple of Enlightenment
4 Hallowed Fountain
3 Island
6 Plains
3 Mutavault
3 Mana Confluence
Planeswalker: 1
1 Ajani, Caller of the Pride
Creatures: 26
4 Soldier of the Pantheon
3 Precinct Captain
4 Vaporkin
4 Lyev Skyknight
2 Ephara, God of the Polis
2 Brimaz, King of Oreskos
2 Judge's Familiar
3 Master of Waves
1 Hypnotic Siren
1 Nyx-Fleece Ram
2 Disperse
Enchantments: 8
4 Detention Sphere
1 Bident of Thassa
2 Spear of Heliod
1 Godsend
2 Gainsay
2 Negate
1 Supreme Verdict
2 AEtherling
1 Dispel
2 Rapid Hybridization
1 Island
2 Banishing Light
2 Nyx-Fleece Ram
Been playing this for the longest time probably the past 2 -3 months and it only got better with JOU.
There is no need to try and get cute without a lot of the new cards and synergys with dictate/banisher priest etc. Play a concise and lean curve with efficient creatures at all slots. D sphere to ensure wins in all creature matchups while hedging against control game 1s while fueling devotion for Ephara. Have one of the best aggro finishers in standard with Master of Waves which also pumps your Vaporkins and Mutavaults. Go even bigger with Spear of Heliod for your little flyers as well as fueling Devotion for Ephara. Get Lucky and Spear of Heliod into Master? Great you keep your tokens. Master for 2 or 3 never got so much value on turn 4. Disperse to deal with opposing Spheres,Demons,Blood Barons, Game 1 Stormbreaths or other troublesome permanents. Bident and Godsend for Devotion, card advantage/Draw and pump a value creature to kill big dudes if the game makes it to midgame. Skynight to develop board and ensure a clock as well as detaining pesky planeswalkers. Biggest downfall of this deck was the manabase but now with mana confluence no more bad tapped lands or not having double white/double blue etc. 1 nyx fleece ram main for aggro matchups and to help the bleeding of mana confluence. 2 more in the side for Burn and to help the mana confluence more.
Sideboard is a great mixture of some of the best white/blue spells in standard. Has most of your matchups covered and helps your worst matchup ie Control a lot. Play aggro early then tempo with countermagic and Skynights and DSphere/Banishing Light. They answers your threats , drop your card advantage engines in Ephara/Bident. Finish em off with an out of left field Aetherling haymaker. An Island thrown in the sideboard for good measure as to be able to play creatures and hold up your 1/2 mana instants.
Banishing Light has helped a lot more as this deck folded a bit to mistcutter in the past. I had 2 Supreme Verdicts and Pacifism in the side to combat this but now Banishing Light is so much better.
Generally when you land a Jace, MA. You more often then not ALWAYS +1 first to draw a card so if they do have a sphere, you didn't lose CA or go neutral. And then if you get to untap with it you can protect it and mill away without having to commit to the board and having counter back up etc.
Jace MA and Prognostic sphinx with counter back up are good enough threats against control. When we tap AND are able to jam a spell, we want it to be a good one. Not something that can simply give us 2 lands and a crappy creature and then wait to die etc. As valuable as card advantage is when we put no pressure on control it's a lot easier for that card advantage to be negligible because the raw power of their cards trumps like 90% of the cards in our deck. You can be up a card or two but those cards can easily be a land and a judge's familiar or what have you.
4 Temple of Enlightenment
4 Hallowed Fountain
3 Island
8 Plains
3 Mutavault
1 Azorius Guildgate
Creature: 27
4 Soldier of the Pantheon
3 Judge's Familiar
4 Vaporkin
3 Precinct Captain
2 Imposing Sovereign
4 Lyev Skyknight
2 Brimaz, King of Oreskos
3 Master of Waves
2 Ephara, God of the Polis
1 Ajani, Caller of the Pride
Enchantment: 7
4 Detention Sphere
1 Bident of Thassa
2 Spear of Heliod
Instant: 2
2 Disperse
2 Gainsay
2 Negate
2 Supreme Verdict
2 AEtherling
1 Dispel
2 Pacifism
1 Tablet of the Guilds
2 Rapid Hybridization
1 Island
Been wrecking house lately, only weak matchups are control game 1 and Jund monsters not R/G. Jund gets the edge with golgari charm,abrupt decay and overload mortars etc. But it is still a pretty alright matchup game 1, sideboard is iffy but I feel a downswing in jund in the coming weeks. Deck is slow imo and the manabase trouble shows.
But this deck is a power house against Mono Blue,Red Based Aggro strategies and burn,B/G Dredge, and Mono Black. Any fringe creature decks also fall flat to it. Mono Black aggro actually gives me a harder time then mono black devotion but both are manageable and A LOT better postboard.
Had 24 lands for a bit but found myself flooding a lot and with the curve ending at 4 mainboard I felt it was neccessary to cut to 23 land. I really wanted to fit in a 2nd bident but to pull a land and add another 4 drop seemed risky. I wound up finding myself at a 1 of Ajani as it acts as a 3rd spear of Heliod without actually giving me multiples in hand and without raising my curve. It then felt awkward to have 23 lands and not 24 against control game 2/3 with aetherling and counter spell so I cut a Tablet of the guilds as burn/aggro is generally an easier matchup and threw an island in the board. Seems dumb but it works and the 15th sideboard slot always seemed like an overlap anyway.
Quick overview of boarding:
R/G/Jund Monsters:
+2 Pacifism
+2 Rapid
+1/2 Verdict (Play vs Draw)
-2 Soldiers
-2 Captains
-1 Familiar
-1 creature (Play vs Draw)
Burn:
+1 Tablet of the Guilds
+1 Dispel
+2 Negate
-2 Soldier of the Pantheon
-1 Ajani
-1 Bident
Mono Blue
+2 Gainsay
+1 Verdict
+1 Rapid
-2 Imposing Sovereign
-1/2 Precinct Captain Play vs Draw
-1/0 Familiar Play vs Draw
Mono Black:
+2 Pacifism
+1/2 Verdict Play vs Draw
+2 Rapid
+2 Negate
-2 Imposing
-1/2 Master of Waves Play vs Draw
-2 Soldier of the Pantheon
-2/3 Familiar Play vs Draw
Control:
+2 Aetherling
+2 Gainsay
+2 Negate
+1 Dispel
+1 Island
-2 Imposing
-3 Familiar
-2 Master
-1 Spear of Heliod
Sometimes I stay honest with Rapids vs Esper.
Still weak to verdict,Caryatid,Courser and I don't think cutting a Spear is going to give us an edge in that regard while also stretching the mana base for a pretty bad god and a conditional removal spell. It doesn't stay online nearly as well as Ephara does with D spheres so its going to be really bad in the control matchup as well. R/G and Control are arguably the weaker matchups for this deck and none of these red additions help solve that problem. Seems like you're just copy and pasting new cards in cause they are better than the other 4 drops the deck had but that doesn't mean they are worth it
Splashing Red for a 2 of 4 drop that isn't a huge advantage to begin with and a 3 of conditional removal spell seems shortsighted. You have 4 brave the elements? Why do you need a 2 of god who does a worse job of brave but costs 4 mana?
Maybe putting in Iroas and getting Boros Charms into the mix could be something we need for double strike and indestructible combat with or without iroas as well as an out to verdict etc. Also to make good use of Godsend you need blue creatures so you can block blood barons or stormbreaths etc. No one is going to block your godsend equipped dude.
4 Temple of Enlightenment
4 Hallowed Fountain
4 Island
8 Plains
3 Mutavault
1 Azorius Guildgate
Creatures: 26
4 Soldier of the Pantheon
3 Precinct Captain
4 Lyev Skyknight
2 Ephara, God of the Polis
2 Brimaz, King of Oreskos
2 Imposing Sovereign
2 Master of Waves
3 Judge's Familiar
4 Vaporkin
4 Detention Sphere
1 Bident of Thassa
2 Spear of Heliod
Instants: 3
2 Disperse
1 Rapid Hybridization
3 Gainsay
2 Negate
2 Supreme Verdict
2 AEtherling
1 Rapid Hybridization
1 Dispel
2 Pacifism
2 Tablet of the Guilds
Master doesn't get off for huge numbers but with vaporkin, familiar and lyev/dsphere it gets around 2/3 sometimes 4 on average. It pumps vaporkins and mutavaults which is why I moved up to 3 mutavaults it also keeps the tokens if you have a spear of heliod on the board which helps alot.
Changed up the sideboard to be more traditional mono blue style. Upped the counters and Moved in 2 Aetherlings no more Sphinx. Took out 2 syncopate and put in 2 disperse. No real science behind it just kind of seeing how it goes. Allows me to save my own guys and use d sphere tricks. I was using syncopate to stop things like blood baron or stormbreath but disperse do a fine job as well without being so time and mana sensitive.
Will update you on FNM and SCG IQS and Super IQS on the 15th and 20th.
4 Temple of Enlightenment
4 Hallowed Fountain
6 Island
7 Plains
2 Mutavault
1 Azorius Guildgate
Creatures: 26
4 Soldier of the Pantheon
3 Precinct Captain
4 Lyev Skyknight
2 Ephara, God of the Polis
2 Brimaz, King of Oreskos
2 Imposing Sovereign
2 Thassa, God of the Sea
3 Judge's Familiar
4 Vaporkin
4 Detention Sphere
1 Bident of Thassa
2 Spear of Heliod
Instants: 3
2 Syncopate
1 Rapid Hybridization
2 Gainsay
2 Negate
2 Sphinx's Revelation
2 Supreme Verdict
1 AEtherling
1 Dispel
2 Pacifism
1 Bident of Thassa
2 Tablet of the Guilds
Play this and thank me later. Have been wrecking house with this for the past 24 hours. I'm sure it has a lot of tuning needed but 4 Vaporkin, 4 Soldiers , 4 Lyev 3 Captain 4 D Sphere 2 Spear and 2 Syncopate are core.
I want to mess with some masters for the vaporkin mutavault synergy but they could only replace Brimaz IMO and that makes the curve too high when we aren't exactly blue based.
Could maybe use another Rapid in the 75 but it does rather well against Blood Baron and Stormbreath,
Yes Thassa doesn't get turned on that often but it is very useful as another 3 drop, for the scry and unblockable captains and Brimaz. It's also very helpful at stopping Blood Barons when it is turned on. Been toying with trying to fit another bident main cause some of the flyer starts into bident are crazy I'm just not sure where to fit it in. Familiar, Vaporkin, Lyev , Bident is rough when they are at roughly 13 hp and you drew 2 to 3 extra cards on turn 4. If there was a spot for the bident it would probably be for thassa which would make me go down to 1 and probably just replace it for a 3rd Ephara or Brimaz.