I don't really like Dream Fracture, Remove Soul, or Quicksand in your list, but these are all personal calls. Fractures are played in standard due to the lack of viable countermagic in the format, but isn't really a good option outside of that format. I would much rather see that as Dismiss, or even the traditional Counterspell. You can argue that it has card draw strapped to it, and thus makes it cantrip, but you're also letting you opponent cantrip as well, so it's far from an advantage.
Remove Soul and Quicksand are both more meta calls then maindeck options, in my opinion. Since this is casual, you're sure to run into deck with few, or no creatures, and the decks that run this are less likely to have 1-toughness creatures anyways.
All in all, I'd probably go -4 Fracture, -2 Remove Soul, -4 Quicksand/+4 Dismiss, +2 Disk, and +4 Mutavault/Factory.
Personally I find the Disk to be superior to the Keg, since there are times that you can't wait 2+ turns to sweep the board and need to answer something right away. True, disk comes into play tapped, but it's more like the atifact has summoning sickness, and waiting one turn is better then waiting several. If you want to run both, i'd suggest a ratio of 3:1, Disk:Keg.
Echoing Truth is a good maindeck, in my opinion. MUC is a glass cannon strategy; while very effective, it's also very frail. bottom line is that there's ALWAYS going to be something that slips through your net of counters eventually, and you need to have an answer to them without resorting to a board sweep. Four to six slots should be plenty, though, so don't worry about working a ton into there.
Finally, I'd run Visions over the Top, since the Top isn't really "Card Draw", but instead is card selection, which is a critical difference. The top won't net you more cards, it will just net you a better selection of cards. This deck has the luxury of being able to wait several turns easily for it to resolve, so I think Visions is perfect for decks like this. A t1 Visions backed up with FoW/Daze is a huge move against the opponent too.
I really want to find a way to work Psionic Blast into the deck, but I feel the only real slot is over the truths, which might be an option now that I'm running the Ruins + Shackles/Disk package. Standstill is another option for that slot as well, as I can just recur the Disk over and over again as well. Hell, Steel Golem/Phyrexian War Beast is another good addition there.
I really want to find a way to work Psionic Blast into the deck, but I feel the only real slot is over the truths, which might be an option now that I'm running the Ruins + Shackles/Disk package. Standstill is another option for that slot as well, as I can just recur the Disk over and over again as well. Hell, Steel Golem/Phyrexian War Beast is another good addition there.
On the question what to sub in for Truth, my op on the matter:
Forget Psyonic Blast in MUC, please. The deck does not need reach or damage based removal, even less so if the card in question deals damage to the caster. You say it yourself, if MUC is in control it can freeze the game.
- Golem >>>>>>> Beast, as the draw back is like non-existant and it's mainly a puffer that will probably die; thus the Beast's drawback does matter.
- Standstill, is not needed in your deck. One can overdo it with CA and without a manland (or other pressure) Standstill can also backfire.
- ??? -> Phyrexian Ironfoot. All you'd have to do is to change your landbase to snow and presto. You could go Quicksand -> Mouth of Ronom
I don't think 14x Island are enough if you run Shackles and 4x Urza's Factory are to much imo, maybe change 2 for 2.
and why don't you play Dissipate over Hinder?
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
On the question what to sub in for Truth, my op on the matter:
Forget Psyonic Blast in MUC, please. The deck does not need reach or damage based removal, even less so if the card in question deals damage to the caster. You say it yourself, if MUC is in control it can freeze the game.
- Golem >>>>>>> Beast, as the draw back is like non-existant and it's mainly a puffer that will probably die; thus the Beast's drawback does matter.
- Standstill, is not needed in your deck. One can overdo it with CA and without a manland (or other pressure) Standstill can also backfire.
- ??? -> Phyrexian Ironfoot. All you'd have to do is to change your landbase to snow and presto. You could go Quicksand -> Mouth of Ronom
I don't think 14x Island are enough if you run Shackles and 4x Urza's Factory are to much imo, maybe change 2 for 2.
and why don't you play Dissipate over Hinder?
Thanks for the advice, sounds liek you know what you're talking about
I'm running Hinder over Dissipate simply because I have them handy, and since I don't face a whole lot of tutors, putting a card on the bottom of the library is more of less RFG.
How about the Pickles Combo for a backbone? This is an incredibly powerful deck that is great in Multi-player, I nearly always take down my playgroup with it, mainly because Brine Elemental reads "All Opponents."
I wonder how your playgroup lets you survive 'til you have the lock set up and think that Pickles is called Pickles and not MUC for a reason. Other than that:
- Teferi 's strong for sure but it allways put to much of a bullseye on me when I wanted to set up something. It does not help you in your gameplan, but makes other people throw stuff at you.
- I've never been a fan of Willbender, but that's me. I see the need for another morph creature and that he makes a great fake target here. but he what I would cut if the deck needed more early safty.
- Oblivion Stone is imo a sub-par way of dealing with things if your goal is to keep two different creatures on the board and you can't recurr the copies you have.
but hey, I'm no Pickles expert ^^ (neither MUC, just sharing experiences)
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
It's casual but extended legal at the same time. I plan on using it mostly for fun against people that play Mirrodin artifact jank.
Anyone have any suggestions? I haven't tested this yet but years ago I had a mono blue deck that used all counters and shackles and it could lock people down.
I like your list Melendez ^^ looks somewhat like mine, just extended legal. Annul is awesome if you face a lot of Mirrodin junk. And Echoing Truth is in general better than Boomerang, unless you often bounce lands - for whatever reason - so you might want to change the numbers. Then I would cut Boomerang for Fabricate to get the important stuff. Minamo is worse than an Island unless you steal many legandary creatures, when you play Shackles. Lastly I feel bound to mention Synod Sanctum (once more) and say that it's just mean with Shackles.
First post got an update. Mostly the cardlist and there mostly the creature section. I split up speedbumps & wincons and added some thoughts on when to play the former.
Comments on that and the update in general are very welcome.
Scepter based MUC, as Melendez; I'm just that mean.
Going to replace Trickery with Dissipate. Thinking about replacing Trinket Mage with Fabricate. Long term goal: Get (buy) a playset Mana Drain.
This list is the result of ~8 years playing the deck btw...
Here is my updated list. Please keep in mind I am facing a diverse metagame in a Multiplayer setting. Somewhere between 3-5 people at a time, a combination of Aggro decks, Midrange, and Control decks.
This is the MtGO version of my deck. It does fairly well, but since it's MtGO I don't want to blow a ton of money making it better, as I've already invested enough tickets into it. Any suggestions on how to improve it with a budget in mind?
Due to the deck not having a sweeper, I've been forced to run more creatures, specifically creatures with bounce in order to compensate. I want to add more counterspells, but i'm not sure which should be ran. I'm growing tired of soft counters, as Mana Leak has been letting me down lately, which is also why I haven't included Daze or Force Spike. Thoughts?
I really want to counter Fireball for like, 15...that sounds like fun
It does pretty well. I've been playing basically the same deck only with Pickles Combo as the win-con, but I really like Guile, and want to try him out, a bit slower, a bit easier to remain neutral in the Multiplayer setting...Thats the hope anyway. Okay, I'm gonna tweak the numbers and get back to you with my latest list, I'll be testing some tonight with my Friends.
This deck is pretty solid and people I've played HATE playing this deck with a passion... I did splash some green in my sideboard to deal with some of the crap my deck can't handle (like affinity for example), but generally I don't have to dig into my SB most of the time.
This is the final list l've settled on. I am currently 8-1 in match play with my causal group, though I admit this deck is certainly better than any other in my meta game.
Rewind for the simple reason you may need to cast something else in a pinch. That means more to me than drawing a card I might not have the mana to cast.
Thanks guys, I thought so but needed some reassurance
What are people's average clock for this deck? I've been winning between the 10-12 turn mark, with a high end of about turn 14. Is this on par with most people, or am I playing too fast/slow?
Here's my current list. Again, this is a MtGO deck, and a budgetted one, no no FoW or sweepers sadly. This translates to a bit different of a list than most people run.
I'll probably drop either a Hinder or Dismiss for the fourth Rewind. I've done away with all forms of conditional counters, since i've had really bad luck with my opponent's never tapping out and leaving mana open for Force Spike, Daze, and Mana Leak. I'm currently rolling on a 13 game winning streak, so the current counterspell configuration seems to be doing alright.
I'm really loving the Suspend creatures, in the end they're holding up very well and are worth the inclusion. I especially like the Cloudskates, as being able to bounce a creature with a flying haste creature is excellent tempo at that stage of the game, especially if you suspend the Errant the turn before. They resolve at the same time, and will usually do some hurt.
@Foxblade:
That sir looks like a fun deck to play. Not to hot on your SB though, problems against affinity, try hurkyls recall or rebuild.
Also try Cloud Pirates in place of cloud sprit, check that Siiiiiick art!
I like hurkyls recall :o... I have cloud spirit only cause its a faerie so it helps when I use spell stutter sprite to counter something.
Its a fun deck to play, but like I said people I've played with it get pretty pissed sometimes (I've been called a cheap ass I dunno how many times).
Remand is a really good counter, for 2 mana you basically stall their spell while getting to draw for more. My win cons are Memnarch, but thats because my blue deck runes more stealing spells than counters.
Condescend & Spell Burst are probably my favorites because condescend lets you Scry and spell Burst has buyback.
IMO the strongest card-drawer in MUC because you can burn it early for one if necessary, while late-game the advantage it generates is usually game-closing. Both cheaper and more expensive than FoF (depending on how you use it), it's stronger than Brainstorm, Impulse, or any of the other cheap draw cards in MUC simply because most of your deck is the same anyway (i.e., counters, limited removal, and a few win conditions), so unless you're playing a MUC deck that relies on specific cards (in which case Impulse is stronger), Whispers of the Muse is a better way to go.
Comparing Brainstorm/Impulse with Whispers is a bit odd. First two are filter cards, not card draws. And you don't use filter cards to find one specific card, you use it to find a specific card for a specific situation. Also, Brainstorm in MUC is subpar without a shuffler.
Whispers takes until 6 turns to get started, and then several turns after that to become lucrative. MUC shouldn't need to find more ways to stabilize late-game. It needs to find ways to stabilize the early game, and Whispers ain't up for the task.
Of course, you can chuck it in there if you have some spare room, or if you can't afford the more crucial cards. But if you own, say, Fact of Fictions, please for the love of god don't ditch them for Whispers.
I agree that Brainstorm/Impulse and Whispers are different categories of cards, but my point is that unless he's trying to search for specific removal cards like the Keg or Disk (which he may very well be better off doing, but I don't think that's the focus of his deck), he doesn't really need the filtering and is in most cases better off with the late-game draw, since as MUC he'll most likely be running more lands than his opponent and will have a slightly weaker non-land/land draw ratio if he doesn't compensate somehow.
Yes, Whispers takes a while to get going, but it gets going at just the right time -- by turn 7 or 8, his counters and his opponent's spells will generally have traded off sufficiently that both players are low on cards, so the Whispers engine gets into action right at the time that a deck with no CA draw would otherwise have to start top-decking for counters or removal at an unfavorable non-land/land ratio.
About Fact or Fiction -- yes, it's a more powerful card. However, I personally feel that FoF is more suited to something like 5C Keeper where drawing specific answers is more important than simply the number of cards you draw. In MUC, I think it's going to depend more on the metagame and the matchup, depending on whether you want 2-3 cards now or possibly more cards later. I realize that 99% of players would still play FoF over Whispers, but unless I'm playing some sort of powered accelerated Morphling deck, I'll always have a soft spot for Whispers.
Something significant just happened in the world of MUC.
Forgive me if what i'm saying here is stupid, but I don't think it is.
With the release of M10, and thus the removal of mana burn, did Mana Drain just become strictly better than Counterspell?
I'm seriously starting to appreciate that.
Throw Isochran Scepter in there with Accumulated Knowledge and Mana Drain, and that's an unhappy opponent. Every turn I can pay two for a minimum of 1 card, usually gets up to two, as well as two to counter any of their spells, which gives me more mana for card draw. Sick much?
And you, too, are one of us, and yet you are not. In your words I hear anger, hatred. I see a darkness that is not cold and lifeless, but is alive and moving, like a living entity. I feel caged, trapped, a yearning for escape. --Death Gate Cycle Volume 3: Fire Sea
I don't really like Dream Fracture, Remove Soul, or Quicksand in your list, but these are all personal calls. Fractures are played in standard due to the lack of viable countermagic in the format, but isn't really a good option outside of that format. I would much rather see that as Dismiss, or even the traditional Counterspell. You can argue that it has card draw strapped to it, and thus makes it cantrip, but you're also letting you opponent cantrip as well, so it's far from an advantage.
Remove Soul and Quicksand are both more meta calls then maindeck options, in my opinion. Since this is casual, you're sure to run into deck with few, or no creatures, and the decks that run this are less likely to have 1-toughness creatures anyways.
All in all, I'd probably go -4 Fracture, -2 Remove Soul, -4 Quicksand/+4 Dismiss, +2 Disk, and +4 Mutavault/Factory.
Personally I find the Disk to be superior to the Keg, since there are times that you can't wait 2+ turns to sweep the board and need to answer something right away. True, disk comes into play tapped, but it's more like the atifact has summoning sickness, and waiting one turn is better then waiting several. If you want to run both, i'd suggest a ratio of 3:1, Disk:Keg.
Echoing Truth is a good maindeck, in my opinion. MUC is a glass cannon strategy; while very effective, it's also very frail. bottom line is that there's ALWAYS going to be something that slips through your net of counters eventually, and you need to have an answer to them without resorting to a board sweep. Four to six slots should be plenty, though, so don't worry about working a ton into there.
Finally, I'd run Visions over the Top, since the Top isn't really "Card Draw", but instead is card selection, which is a critical difference. The top won't net you more cards, it will just net you a better selection of cards. This deck has the luxury of being able to wait several turns easily for it to resolve, so I think Visions is perfect for decks like this. A t1 Visions backed up with FoW/Daze is a huge move against the opponent too.
Here's an updated list:
4x Guile
//Counters//
4x Counterspell
4x Force of Will
4x Dismiss
4x Hinder
3x Force Spike
1x Pact of Negation
4x Ancestral Vision
4x Fact or Fiction
//Board Control//
4x Nevindryyl's Disk
4x Vedelken Shackles
4x Echoing Truth
4x Urza's Factory
4x Quicksand
2x Academy Ruins
2x Tolaria West
14x Island
I really want to find a way to work Psionic Blast into the deck, but I feel the only real slot is over the truths, which might be an option now that I'm running the Ruins + Shackles/Disk package. Standstill is another option for that slot as well, as I can just recur the Disk over and over again as well. Hell, Steel Golem/Phyrexian War Beast is another good addition there.
What would people suggest I run over the truths?
4x Steel Golem
4x Phyrexian War Beast
4x Standstill
4x ???
On the question what to sub in for Truth, my op on the matter:
Forget Psyonic Blast in MUC, please. The deck does not need reach or damage based removal, even less so if the card in question deals damage to the caster. You say it yourself, if MUC is in control it can freeze the game.
- Golem >>>>>>> Beast, as the draw back is like non-existant and it's mainly a puffer that will probably die; thus the Beast's drawback does matter.
- Standstill, is not needed in your deck. One can overdo it with CA and without a manland (or other pressure) Standstill can also backfire.
- ??? -> Phyrexian Ironfoot. All you'd have to do is to change your landbase to snow and presto. You could go Quicksand -> Mouth of Ronom
I don't think 14x Island are enough if you run Shackles and 4x Urza's Factory are to much imo, maybe change 2 for 2.
and why don't you play Dissipate over Hinder?
Thanks for the advice, sounds liek you know what you're talking about
I'm running Hinder over Dissipate simply because I have them handy, and since I don't face a whole lot of tutors, putting a card on the bottom of the library is more of less RFG.
Here's my current Decklist:
3 Calciform Pools
18 Island
4 Vesuvan Shapeshifter
3 Brine Elemental
3 Willbender
2 Sower of Temptation
4 Counterspell
4 Cryptic Command
2 Sensei's Divining Top
4 Oblivion Stone
3 Propaganda
What do you think?
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
- Teferi 's strong for sure but it allways put to much of a bullseye on me when I wanted to set up something. It does not help you in your gameplan, but makes other people throw stuff at you.
- I've never been a fan of Willbender, but that's me. I see the need for another morph creature and that he makes a great fake target here. but he what I would cut if the deck needed more early safty.
- Oblivion Stone is imo a sub-par way of dealing with things if your goal is to keep two different creatures on the board and you can't recurr the copies you have.
but hey, I'm no Pickles expert ^^ (neither MUC, just sharing experiences)
4 Mana Leak
4 Rune Snag
3 Remand
4 Boomerang
2 Echoing Truth
4 Ancestral Vision
4 Thirst for Knowledge
4 Isochron Scepter (this is why I have all those 2cc instants)
4 Vedalken Shackles
Creatures:
3 Guile
Lands:
1 Miren, the Moaning Well
1 Academy Ruins
1 Minamo, School at Water's Edge
4 Seat of the Synod
17 Island
It's casual but extended legal at the same time. I plan on using it mostly for fun against people that play Mirrodin artifact jank.
Anyone have any suggestions? I haven't tested this yet but years ago I had a mono blue deck that used all counters and shackles and it could lock people down.
Annul is awesome if you face a lot of Mirrodin junk. And Echoing Truth is in general better than Boomerang, unless you often bounce lands - for whatever reason - so you might want to change the numbers. Then I would cut Boomerang for Fabricate to get the important stuff. Minamo is worse than an Island unless you steal many legandary creatures, when you play Shackles. Lastly I feel bound to mention Synod Sanctum (once more) and say that it's just mean with Shackles.
First post got an update. Mostly the cardlist and there mostly the creature section. I split up speedbumps & wincons and added some thoughts on when to play the former.
Comments on that and the update in general are very welcome.
Here is my current deck:
4x Rune Snag
3x Faery Trickery
4x Force of Will
4x Brainstorm
4x Propaganda
1x Fabricate
2x Trinket Mage
1x Synod Sanctum
3x Isochron Scepter
3x Vedalken Shackles
1x Nevinyrral's Disk
1x Academy Ruins
1x Seat of the Synod
19x Island
Scepter based MUC, as Melendez; I'm just that mean.
Going to replace Trickery with Dissipate. Thinking about replacing Trinket Mage with Fabricate. Long term goal: Get (buy) a playset Mana Drain.
This list is the result of ~8 years playing the deck btw...
3 Calciform Pools
18 Island
3 Guile
2 Draining Whelk
3 Teferi, Mage of Zhalfir
2 Sower of Temptation
1 Venser, Shaper Savant
4 Dissipate
4 Cryptic Command
4 Ancestral Vision
2 Sensei's Divining Top
3 Propaganda
Here is my updated list. Please keep in mind I am facing a diverse metagame in a Multiplayer setting. Somewhere between 3-5 people at a time, a combination of Aggro decks, Midrange, and Control decks.
Are the SDT's necessary?
Should i Cut Teferi?
Do i have enough counters?
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
4x Errant Ephemeron
4x Riftwing Cloudskate
3x Man-O'-war
2x Quicksilver Dragon
2x Guile
4x Counterspell
4x Mana Leak
//Card Draw (12)//
4x Ancestral Vision
4x Think Twice
2x Jace Beleren
2x Fact or Fiction
25x Island
Due to the deck not having a sweeper, I've been forced to run more creatures, specifically creatures with bounce in order to compensate. I want to add more counterspells, but i'm not sure which should be ran. I'm growing tired of soft counters, as Mana Leak has been letting me down lately, which is also why I haven't included Daze or Force Spike. Thoughts?
Draining Whelk on Akroma, Angel of Wrath is pretty frickin sweet, and has happened at least 3 times in recent memory.
I really want to counter Fireball for like, 15...that sounds like fun
It does pretty well. I've been playing basically the same deck only with Pickles Combo as the win-con, but I really like Guile, and want to try him out, a bit slower, a bit easier to remain neutral in the Multiplayer setting...Thats the hope anyway. Okay, I'm gonna tweak the numbers and get back to you with my latest list, I'll be testing some tonight with my Friends.
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
4 Ninja of the deep hours
4 Mistblade shinobi
4 Spellstutter Sprite
4 Cloud of faeries
4 Cloud Sprite
4 Force of Will
4 Daze
4 Familiar's Ruse
4 Aether Vial
4 Breeding Pool
4 Flooded Grove
4 Trygon Predator
3 Tarmogoyf
3 Calciform Pools
17 Island
3 Teferi, Mage of Zhalfir
3 Draining Whelk
3 Guile
4 Dissipate
4 Cryptic Command
4 Ancestral Vision
3 Fact or Fiction
4 Oblivion Stone
What do you think?
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
To me, free >>> cantrip.
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450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
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What are people's average clock for this deck? I've been winning between the 10-12 turn mark, with a high end of about turn 14. Is this on par with most people, or am I playing too fast/slow?
Here's my current list. Again, this is a MtGO deck, and a budgetted one, no no FoW or sweepers sadly. This translates to a bit different of a list than most people run.
3x Man-O'-War
3x Riftwing Cloudskate
3x Errant Ephemeron
2x Quicksilver Dragon
2x Guile
4x Ancestral Vision
4x Think Twice
4x Counterspell
4x Hinder
3x Dismiss
3x Rewind
23x Island
2x Urza's Factory
1x Tolaria West
I'm really loving the Suspend creatures, in the end they're holding up very well and are worth the inclusion. I especially like the Cloudskates, as being able to bounce a creature with a flying haste creature is excellent tempo at that stage of the game, especially if you suspend the Errant the turn before. They resolve at the same time, and will usually do some hurt.
Breakdown:
Counters - 14
Draw - 11
Bounce - 6
Any pointers that are budget friendly?
I like hurkyls recall :o... I have cloud spirit only cause its a faerie so it helps when I use spell stutter sprite to counter something.
Its a fun deck to play, but like I said people I've played with it get pretty pissed sometimes (I've been called a cheap ass I dunno how many times).
That is all.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Condescend & Spell Burst are probably my favorites because condescend lets you Scry and spell Burst has buyback.
You could also ramp out other rediculious stuff, like Stroke of Genius or something...
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
IMO the strongest card-drawer in MUC because you can burn it early for one if necessary, while late-game the advantage it generates is usually game-closing. Both cheaper and more expensive than FoF (depending on how you use it), it's stronger than Brainstorm, Impulse, or any of the other cheap draw cards in MUC simply because most of your deck is the same anyway (i.e., counters, limited removal, and a few win conditions), so unless you're playing a MUC deck that relies on specific cards (in which case Impulse is stronger), Whispers of the Muse is a better way to go.
Whispers takes until 6 turns to get started, and then several turns after that to become lucrative. MUC shouldn't need to find more ways to stabilize late-game. It needs to find ways to stabilize the early game, and Whispers ain't up for the task.
Of course, you can chuck it in there if you have some spare room, or if you can't afford the more crucial cards. But if you own, say, Fact of Fictions, please for the love of god don't ditch them for Whispers.
Yes, Whispers takes a while to get going, but it gets going at just the right time -- by turn 7 or 8, his counters and his opponent's spells will generally have traded off sufficiently that both players are low on cards, so the Whispers engine gets into action right at the time that a deck with no CA draw would otherwise have to start top-decking for counters or removal at an unfavorable non-land/land ratio.
About Fact or Fiction -- yes, it's a more powerful card. However, I personally feel that FoF is more suited to something like 5C Keeper where drawing specific answers is more important than simply the number of cards you draw. In MUC, I think it's going to depend more on the metagame and the matchup, depending on whether you want 2-3 cards now or possibly more cards later. I realize that 99% of players would still play FoF over Whispers, but unless I'm playing some sort of powered accelerated Morphling deck, I'll always have a soft spot for Whispers.
Cheers,
--Kiwi
18 island
3 fairy conclave
2 Reliquary Tower
Threats 5
3 Guile
2 Vedalken Shackles
4 Propaganda
4 Echoing Truth
Draw x4
4 Rhystic Study
4 Accumulated Knowledge
4 Counterspell
4 Rune Snag
4 Cryptic Command
4 Rewind
Scionofgod
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Forgive me if what i'm saying here is stupid, but I don't think it is.
With the release of M10, and thus the removal of mana burn, did Mana Drain just become strictly better than Counterspell?
I'm seriously starting to appreciate that.
Throw Isochran Scepter in there with Accumulated Knowledge and Mana Drain, and that's an unhappy opponent. Every turn I can pay two for a minimum of 1 card, usually gets up to two, as well as two to counter any of their spells, which gives me more mana for card draw. Sick much?
I'm running something like this.
23 Island
Win Conditions - 6
3 Guile
3 Vedelkan Shackles
4 Counterspell
4 Mana Drain
4 Force of Will
4 Cryptic Command
3 Nevinyrral's Disk
Draw - 8
4 Ancestral Vision
4 Accumulated Knowledge
4 Isochran Scepter
It's a little light on answers for permanents, but cryptic helps a little with bouncing and tapping and whatnot.
Any idea on some nice tutoring so I can get the sceptre a lot?