I like how you guys are working on this deck.
The way I play the deck is: Before I cast Ideal, I dig and remove any immediate threats. A lot of people just ramp and dig, but I think it's been established that that isn't a good idea. After I cast it, I simply get my lock pieces out and usually end up winning. For non-enchantment removal, we have Path to Exile, Lightning Helix, Magma Jet, and maybe Lightning Bolt. Right now I'm testing Magma Jet, and it has worked out pretty great so far, as it can kill a Dark Confidant, Clique, Quasali Pridemage, or any small guy that serves as utility.
I honestly think that this deck needs to stay in three colors, just so that we can get our ideal off early enough to make it count. R/W/U gives us access to everything we need, from the actual Enduring Ideal in white, removal and ramp in red, and dig for blue. We can't afford to cut anything, and adding another color very well may stretch our mana base too thin. On the other hand, you are welcome to try.
Also, I'm a huge fan of Meishin. Unless you get yourself at zero cards in hand, Meishin will always be better, as it deals with creatures other than birdies. Just from experience, it's won me a couple of games alone(without Dovescape out first). If there are two p/t creatures with flying on the other side of the table, your Curse of Death's hold is gonna look a little silly. Just my opinion on that.
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It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
edit:
i've been trying your deck and i'm loving it, but i just made it 4 inquisitions instead of the split, the target turn is 4 anyway.
That's solid reasoning. There are only a couple reasons I use two Duress. First, Cryptic Command. Second, planeswalkers. Either way, you hit counterspells, discard, and the creatures that blow up your enchantments.
I have started using Meishin and I admit that it was better than my initial testing. I played against Faeries and it shined when it shut down three fliers on their side. I took out the Curse for him and that's probably where I'll stay for a while. I still like having a way to kill off Dovescape tokens, rather than just shrinking them.
As for the fourth color, we can look at the odds of having access to any individual color in our opening hand. I'm counting Bloom under white only. It's rare to use it for red, but I guess that happens. Anyways, here you go:
Blue: 6 fetchlands, 2 islands, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 20 blue sources, you have 95.17% of having at least one in your opening hand.
Red: 6 fetchlands, 1 mountain, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 19 red sources, you have 94.17% of having at least one in your opening hand.
Black: 6 fetchlands, 1 swamp, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 19 black sources, you have 94.17% of having at least one in your opening hand.
Those are pretty good odds. Of course, since there is overlap, each color's odds decrease with every land you play. Still, I have never had problems with color fixing.
Would we be better off w/ only 8 pieces of ramp? Allows more room for counters/discard/removal/etc. I feel like it'd be worth it, but do you cut Pentax prism or lotus bloom? Prism + song is a potential turn 3 ideal, where as bloom can secure a t4 ideal by itself (givin that you hit all your land drops). And although it may look like gambling for speed (prism) vs consistency (bloom), you must also consider bloom can be pretty useless to draw after t2. Song is always nice.
Porphyry nodes may make you wait but it only costs 1 and can kill in multiples, but honestly pyroclasm is better. Just an idea tho
Prison term seems nice to drop against elves combo, after you fly they'll need to hit you with Emmy, but once he enters just bind him and they do nothing but twiddle their nimble little thumbs during the extra turn.
How competitive is this deck? I've been thinking of picking it up but I haven't seen it used in and of the dailies or PTQs.
If what you're asking is how good it is, it's pretty good. It has speed, some disruption, and a hard lock to beat. It maindecks cards that can shut down multiple decks completely. Living End, any control, and Gifts might as well scoop to a resolved Dovescape. Aggro might as well scoop to the Moat effect provided by Form of the Dragon combined with Meishin, the Mind Cage. On top of that, it has a ton of Sideboard options. Blood Moon, Leyline of the Void, and Leyline of Sanctity can shut down decks as well.
If what you're asking is how popular it is, it's pretty under the radar. But that can be a good thing as people won't expect it...
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It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
I think we can still make it better. If we can find a tutor to replace one of the draw spells, for instance. On that subject, can Infernal Tutor be abused in a way that works with our strategy?
I think we can still make it better. If we can find a tutor to replace one of the draw spells, for instance. On that subject, can Infernal Tutor be abused in a way that works with our strategy?
its pretty rare that we'll have hellbent for infernal tutor when we need it, and even rarer that we'll need 2 of anything else to go off.
honestly the biggest problem this deck has is the 6 slot minimum dedicated to enchantments we almost never want to draw, not to mention things like o-ring that are merely o.k. seeing as how poor they are against aggro, aka our worst matchup. add the 4 enduring ideals and you don't have a lot of breathing room as far as how the deck operates.
you have no idea how much i want to see an enchantment printed with "whenever a player may search their library, they may choose to search for a card outside of the game instead (SB)". i don't care how many drawback it has, i don't care if it's 32 mana to cast. i want to see that card.
so that's what i'd focus on finding cards to fix. our dig is fine, our ramp is fine, its the fact we have all of 8 free slots to work with most of the time.
its pretty rare that we'll have hellbent for infernal tutor when we need it, and even rarer that we'll need 2 of anything else to go off.
honestly the biggest problem this deck has is the 6 slot minimum dedicated to enchantments we almost never want to draw, not to mention things like o-ring that are merely o.k. seeing as how poor they are against aggro, aka our worst matchup. add the 4 enduring ideals and you don't have a lot of breathing room as far as how the deck operates.
you have no idea how much i want to see an enchantment printed with "whenever a player may search their library, they may choose to search for a card outside of the game instead (SB)". i don't care how many drawback it has, i don't care if it's 32 mana to cast. i want to see that card.
so that's what i'd focus on finding cards to fix. our dig is fine, our ramp is fine, its the fact we have all of 8 free slots to work with most of the time.
To help against drawing the "bullets", I am running see beyond.
So against any deck running blue, I'm about 90% confident you can just cast Form of the Dragon and you'll win. It takes some seriously bad luck for them to muster five points of flying in those few turns. They'd have to drop multiple guys with flash at your EOT, so don't be nervous about dropping to five from Form.
Although, if your opponent is blue and has any fliers on board, kill them immediately. Don't think, "Oh, Spellstutter Sprite only flies over for one, no problem." That's when you'll get yourself into trouble.
The worst matchup I've encountered so far was a UB Snapcaster control list with at least six discard, six counters, and four Snapcasters. I couldn't do anything besides play ramp before my hand was shredded and he beat me down with dorks for four a turn.
If there were somehow space for three Leyline of Sanctity in the main, we'd be protected from risky Form plays and keep our combo protected in-hand. Space is just so tight here.
Tight space is this decks number 1 problem, I see nothing wrong with 4 leylines in the SB though. Maybe even squeeze 1 in MB, it stops gifts too (I think, it does say 'target opponent')
Okay, at least a single Blood Moon is necessary in the board. I just lost to a tron deck because I drew my second Form and could only get him to 5 before he played Emrakul. I even had Pithing Needle on Exp Map.
I've found myself not very impressed with Path to Exile out of the board. I'm going to try without it for a while. Here's the board I'm testing now.
I think these are a must for all sideboards. It is the other 5 or so cards that make a difference. I have a lot of affinity where I play so I am packing 2 Aura of Silence.
Yes, I'm testing Court Hussar and so far, so good! Its very good! and fit the curve of digging cards to search for Ideal or some answer like Wrath / DoJ.
Also, I want to play with Paradox Haze, I really like it! Cause in 3 turns I can put 4 enchants in play, not 3. Thoughts on it?
Paradox Haze is the definition of win more. How many turns after you cast Ideal do you want to win? For me, it's ASAP.
Edit: Also, Meishin is a backup to Form of the Dragon. You certainly don't need two of those. The number of times that it would be useful has to be negligible.
About Paradox Haze, usually I tend to build my defense first and after my win condition. Without Paradox would be Dovescape, Curse or Meishin and Form, which means that I still can lost a enchant to a creature for example.
With Paradox (that I still can lost) I can go Greater Auramancy + Dovescape and Meishin or Curse + Form, which is a 100% win.
I think that Meishin is very important to play just one, cause if I draw one I just can lose. Delver, Vendilion, Mistbind, etc are flying, so form will just do NOTHING.
Some of you may think that you have made great mistakes in your lives, and perhaps you have. But let me ask you this.... did you ever play strip poker with two fat chicks and win?
NinjaNate, I was thinking about run Lightning Helix main deck to replace Wrath. but Magma Jet I didnt thought about it, seems so so.
Helix can be a "Time Walk" by killing a thread and getting life. So can do Magma Jet I guess by killing a thread and Scrying 2, but I dont know, need test.
What I'm trying to explain about Meishin is that you don't depend on it 90% of your games. Obviously this figure is speculative, but I can say with confidence that a majority of the time Meishin isn't needed. Although, you can't afford to lose a game after Ideal has resolved because they have fliers, so that's why you include one of them. That's it. If you drew it and it happens to be that one game you needed it, tough luck. Combo isn't for the faint of heart.
You have to be very, very strict with each card you include. Think about Ideal as a 60-card chain: it's only as strong as its weakest link.
Like the list running Night, Curse, THREE Forms, and TWO Meishins is undeniably wrong. There's way too much unnecessary redundancy there. That steals slots from other areas, like dig and protection, which are more important, because they are pre-Ideal plays. We're fairly optimized once Ideal has resolved. It's getting that 7-mana sorcery on the table that we need to work towards improving.
What I'm trying to explain about Meishin is that you don't depend on it 90% of your games. Obviously this figure is speculative, but I can say with confidence that a majority of the time Meishin isn't needed. Although, you can't afford to lose a game after Ideal has resolved because they have fliers, so that's why you include one of them. That's it. If you drew it and it happens to be that one game you needed it, tough luck. Combo isn't for the faint of heart.
You have to be very, very strict with each card you include. Think about Ideal as a 60-card chain: it's only as strong as its weakest link.
Like the list running Night, Curse, THREE Forms, and TWO Meishins is undeniably wrong. There's way too much unnecessary redundancy there. That steals slots from other areas, like dig and protection, which are more important, because they are pre-Ideal plays. We're fairly optimized once Ideal has resolved. It's getting that 7-mana sorcery on the table that we need to work towards improving.
I understand you, but I really cant feel safe if I draw my only Meishin. I prefer play with 1 Dovescape, which is also risky.
With Blood Moon and Copy Enchantment still in test in MD, when the Moon comes into play in some games was the opponent Scoop card! But other games its just dead and eat a slot.
Right now my deck have 4 to 6 slots that I'm testing and the card I'm using to play are:
Yesterday I finished a build that seems good against aggro, with 3 Walls, 3 hussars and 2-3 Wrath effect.
In a more control meta maybe I would use Remand, Condescend, Spell Pierce MD.
Here is my current list that is doing well against control and aggro. With 2 Boseiju MD and 3 Wrath + 3 Hussar I have good answers for both and with 11 digging spells isnt hard to find one or the combo fast.
@dave182 - The three Forms are by far the most understandable, because they can just win you the game, but I can tell you from experience that you don't want Curse and Night. I can also say that one Meishin has served me well, and I see no reason to include a second. It's a "don't kill me" card, not an "I win". Dovescape and Form are the most likely to fit into the latter. That's why I use two copies of each and nothing beyond that.
@Equinox² - I mean, it's one slot and we just have them switched. A majority of the time, both versions will work. You can count the number of times the extra Meishin is useful, and I will do the same for Dovescape. I'm also watching the Oblivion Ring slot to see if Leyline would be better there.
@Equinox² - I briefly mentioned this a few pages ago, but I'm pretty convinced that against the blue decks, you want proactive answers. If you are trying to be reactive to the reactive decks with counterspells, then you're playing right into their game plan. Discard has always been the trump to counters; nothing's changed. And Orim's Chant is one of the best white spells ever printed. Silence is close enough that I'd take it main deck every time.
Edit - And there's no way the list you posted with *** is good against control. Is has absolutely no tools to fight their counterspells besides two Boseiju. That's not going to be enough a majority of games.
why Curse of death's hold over night of souls' betrayal? IF we have to cast it, Night comes out faster and if our opponent gives themselves shroud (ex: their own leyline) then we cant use it on them. The only downfall I can see is killing our own birds from dovescape but i i cant count the number of times ive won off dovescape on one hand.
It's largely going to be irrelevant, but there is one reason I'm playing Curse over Night. If I play Curse, then I can still hardcast Dovescape and win the game. If I play Night, I can no longer hardcast Dovescape because it'll lock me out. That's it. It'll probably come up once in two hundred games, but I'm building conservatively.
If the opponent has himself shrouded, then you have bigger problems then not being able to stick Curse to them - you can't target them with Form either. So, that point doesn't matter much since you'll have to get the Oblivion Ring to clear their Leyline anyways.
I'm playing a different list right now, with 7 counterspells MD! Now I'm playing at Cockatrice, cause people say have better players an better decks then MWS.
Well, played four matchs yesterday night and won all 2-0, with people saying "WTF!!", "I didnt knew this deck", etc.
People on Cockatrice play like MWS for what I saw, not that much different, but they play more MTGO decks, more "Field like" decks.
That said, I have to confess that I was a little septic about our deck, but after those matchs my "like" about the deck increased again. Its always fun to play and very strong with counters. If I remember, I played against Martyr Proc, UBR (Jund Style), Affinity and Storm.
Balancing Tings! I played that one too. It was awesome wiping the board and leaving them with one card in hand, while you had a Lotus Bloom ticking down and Terravore waiting to join the party. Fun, fun deck.
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The way I play the deck is: Before I cast Ideal, I dig and remove any immediate threats. A lot of people just ramp and dig, but I think it's been established that that isn't a good idea. After I cast it, I simply get my lock pieces out and usually end up winning. For non-enchantment removal, we have Path to Exile, Lightning Helix, Magma Jet, and maybe Lightning Bolt. Right now I'm testing Magma Jet, and it has worked out pretty great so far, as it can kill a Dark Confidant, Clique, Quasali Pridemage, or any small guy that serves as utility.
I honestly think that this deck needs to stay in three colors, just so that we can get our ideal off early enough to make it count. R/W/U gives us access to everything we need, from the actual Enduring Ideal in white, removal and ramp in red, and dig for blue. We can't afford to cut anything, and adding another color very well may stretch our mana base too thin. On the other hand, you are welcome to try.
Also, I'm a huge fan of Meishin. Unless you get yourself at zero cards in hand, Meishin will always be better, as it deals with creatures other than birdies. Just from experience, it's won me a couple of games alone(without Dovescape out first). If there are two p/t creatures with flying on the other side of the table, your Curse of Death's hold is gonna look a little silly. Just my opinion on that.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
That's solid reasoning. There are only a couple reasons I use two Duress. First, Cryptic Command. Second, planeswalkers. Either way, you hit counterspells, discard, and the creatures that blow up your enchantments.
I have started using Meishin and I admit that it was better than my initial testing. I played against Faeries and it shined when it shut down three fliers on their side. I took out the Curse for him and that's probably where I'll stay for a while. I still like having a way to kill off Dovescape tokens, rather than just shrinking them.
As for the fourth color, we can look at the odds of having access to any individual color in our opening hand. I'm counting Bloom under white only. It's rare to use it for red, but I guess that happens. Anyways, here you go:
Blue: 6 fetchlands, 2 islands, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 20 blue sources, you have 95.17% of having at least one in your opening hand.
Red: 6 fetchlands, 1 mountain, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 19 red sources, you have 94.17% of having at least one in your opening hand.
Black: 6 fetchlands, 1 swamp, 4 Gemstone, 3 City, 1 bounce land, 4 Prism
With 19 black sources, you have 94.17% of having at least one in your opening hand.
Those are pretty good odds. Of course, since there is overlap, each color's odds decrease with every land you play. Still, I have never had problems with color fixing.
Porphyry nodes may make you wait but it only costs 1 and can kill in multiples, but honestly pyroclasm is better. Just an idea tho
Prison term seems nice to drop against elves combo, after you fly they'll need to hit you with Emmy, but once he enters just bind him and they do nothing but twiddle their nimble little thumbs during the extra turn.
If what you're asking is how good it is, it's pretty good. It has speed, some disruption, and a hard lock to beat. It maindecks cards that can shut down multiple decks completely. Living End, any control, and Gifts might as well scoop to a resolved Dovescape. Aggro might as well scoop to the Moat effect provided by Form of the Dragon combined with Meishin, the Mind Cage. On top of that, it has a ton of Sideboard options. Blood Moon, Leyline of the Void, and Leyline of Sanctity can shut down decks as well.
If what you're asking is how popular it is, it's pretty under the radar. But that can be a good thing as people won't expect it...
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
its pretty rare that we'll have hellbent for infernal tutor when we need it, and even rarer that we'll need 2 of anything else to go off.
honestly the biggest problem this deck has is the 6 slot minimum dedicated to enchantments we almost never want to draw, not to mention things like o-ring that are merely o.k. seeing as how poor they are against aggro, aka our worst matchup. add the 4 enduring ideals and you don't have a lot of breathing room as far as how the deck operates.
you have no idea how much i want to see an enchantment printed with "whenever a player may search their library, they may choose to search for a card outside of the game instead (SB)". i don't care how many drawback it has, i don't care if it's 32 mana to cast. i want to see that card.
so that's what i'd focus on finding cards to fix. our dig is fine, our ramp is fine, its the fact we have all of 8 free slots to work with most of the time.
To help against drawing the "bullets", I am running see beyond.
Although, if your opponent is blue and has any fliers on board, kill them immediately. Don't think, "Oh, Spellstutter Sprite only flies over for one, no problem." That's when you'll get yourself into trouble.
The worst matchup I've encountered so far was a UB Snapcaster control list with at least six discard, six counters, and four Snapcasters. I couldn't do anything besides play ramp before my hand was shredded and he beat me down with dorks for four a turn.
If there were somehow space for three Leyline of Sanctity in the main, we'd be protected from risky Form plays and keep our combo protected in-hand. Space is just so tight here.
I've found myself not very impressed with Path to Exile out of the board. I'm going to try without it for a while. Here's the board I'm testing now.
1 Greater Auramancy
3 Firespout
4 Leyline of Sanctity
I think these are a must for all sideboards. It is the other 5 or so cards that make a difference. I have a lot of affinity where I play so I am packing 2 Aura of Silence.
I noticed a bunch of people mention Leyline of the Void. Isn't Wheel of Sun and Moon just as good, if not better, since its easy to cast and on color?
I'm developing my Ideal deck for 2 weeks now, a version for Moder and another for legacy.
Here is my current testing list, some news:
4 Gemstone Mine
4 Arid Mesa
2 Scalding Tarn
1 Boseiju, Who Shelters All
1 Mountain
1 Plains
1 Island
2 Steam Vents
2 Sacred Foundry
2 Azorius Chancery
4 Court Hussar
Spells
4 Serum Visions
4 Peer Through Depths
4 Enduring Ideal
2 Form of the Dragon
2 Meishin, the Mind Cage
1 Oblivion Ring
1 Dovescape
1 Blood Moon
1 Greater Auramancy
1 Curse of Death's Hold
3 Day of Judgment / Wrath of God
4 Seething Song
4 Lotus Bloom
4 Pentad Prism
Yes, I'm testing Court Hussar and so far, so good! Its very good! and fit the curve of digging cards to search for Ideal or some answer like Wrath / DoJ.
Also, I want to play with Paradox Haze, I really like it! Cause in 3 turns I can put 4 enchants in play, not 3. Thoughts on it?
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
Edit: Also, Meishin is a backup to Form of the Dragon. You certainly don't need two of those. The number of times that it would be useful has to be negligible.
With Paradox (that I still can lost) I can go Greater Auramancy + Dovescape and Meishin or Curse + Form, which is a 100% win.
I think that Meishin is very important to play just one, cause if I draw one I just can lose. Delver, Vendilion, Mistbind, etc are flying, so form will just do NOTHING.
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
4 Pentad Prism
1 Curse of Death's Hold
2 Dovescape
3 Form of the Dragon
1 Greater Auramancy
2 Meishin, the Mind Cage
1 Night of Soul's Betrayal
4 Magma Jet
3 Peer Through Depths
4 Seething Song
4 Sleight of Hand
2 Arid Mesa
1 Boseiju, Who Shelters All
3 Halimar Depths
3 Hollowed Fountain
2 Island
3 Mountain
3 Plains
2 Scalding Tarn
2 Steam Vents
2 Tolaria West
and the only 2 games I have dropped with it is to Affinity and that was due to them just being so much faster than me.
Not sure what i actually need in my board past leylines.
Currently playing
WE DEMAND A SACRIFICE
Night Shift
Karrthus, Tyrant of Dragons
Some of you may think that you have made great mistakes in your lives, and perhaps you have. But let me ask you this.... did you ever play strip poker with two fat chicks and win?
Cockatrice name: Ninja Nate
Helix can be a "Time Walk" by killing a thread and getting life. So can do Magma Jet I guess by killing a thread and Scrying 2, but I dont know, need test.
Did you already tested Helix?
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
You have to be very, very strict with each card you include. Think about Ideal as a 60-card chain: it's only as strong as its weakest link.
Like the list running Night, Curse, THREE Forms, and TWO Meishins is undeniably wrong. There's way too much unnecessary redundancy there. That steals slots from other areas, like dig and protection, which are more important, because they are pre-Ideal plays. We're fairly optimized once Ideal has resolved. It's getting that 7-mana sorcery on the table that we need to work towards improving.
I understand you, but I really cant feel safe if I draw my only Meishin. I prefer play with 1 Dovescape, which is also risky.
My enchantment base is:
2 Meishin
1 Dovescape
1 Grater Auramancy
1 Oblivion Ring
1 Curse of Death's Hold
With Blood Moon and Copy Enchantment still in test in MD, when the Moon comes into play in some games was the opponent Scoop card! But other games its just dead and eat a slot.
Right now my deck have 4 to 6 slots that I'm testing and the card I'm using to play are:
9 Day of Judgment
9 Condescend
9 Wall of Omens
9 Lightning Helix
9 Magma Jet
9 Remand
Without the numbers the links dont work.
Yesterday I finished a build that seems good against aggro, with 3 Walls, 3 hussars and 2-3 Wrath effect.
In a more control meta maybe I would use Remand, Condescend, Spell Pierce MD.
Here is my current list that is doing well against control and aggro. With 2 Boseiju MD and 3 Wrath + 3 Hussar I have good answers for both and with 11 digging spells isnt hard to find one or the combo fast.
4 Arid Mesa
2 Scalding Tarn
2 Azorius Chancery
2 Sacred Foundry
1 Steam Vents
1 Hallowed Fountain
1 Mistveil Plains
1 Sulfur Falls
2 Clifftop Retreat
2 Plains
1 Island
1 Mountain
2 Boseiju, Who Shelters All
3 Court Hussar
Spells
4 Lotus Bloom
4 Pentad Prism
4 Seething Song
4 Enduring Ideal
2 Form of the Dragon
2 Meishin, the Mind Cage
1 Dovescape
1 Curse of Death's Hold
1 Greater Auramancy
1 Oblivion Ring
4 Serum Visions
4 Peer Through Depths
3 Wrath of God
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
@Equinox² - I mean, it's one slot and we just have them switched. A majority of the time, both versions will work. You can count the number of times the extra Meishin is useful, and I will do the same for Dovescape. I'm also watching the Oblivion Ring slot to see if Leyline would be better there.
This is my updated list.
Sideboard
@Equinox² - I briefly mentioned this a few pages ago, but I'm pretty convinced that against the blue decks, you want proactive answers. If you are trying to be reactive to the reactive decks with counterspells, then you're playing right into their game plan. Discard has always been the trump to counters; nothing's changed. And Orim's Chant is one of the best white spells ever printed. Silence is close enough that I'd take it main deck every time.
Edit - And there's no way the list you posted with *** is good against control. Is has absolutely no tools to fight their counterspells besides two Boseiju. That's not going to be enough a majority of games.
If the opponent has himself shrouded, then you have bigger problems then not being able to stick Curse to them - you can't target them with Form either. So, that point doesn't matter much since you'll have to get the Oblivion Ring to clear their Leyline anyways.
Well, played four matchs yesterday night and won all 2-0, with people saying "WTF!!", "I didnt knew this deck", etc.
People on Cockatrice play like MWS for what I saw, not that much different, but they play more MTGO decks, more "Field like" decks.
That said, I have to confess that I was a little septic about our deck, but after those matchs my "like" about the deck increased again. Its always fun to play and very strong with counters. If I remember, I played against Martyr Proc, UBR (Jund Style), Affinity and Storm.
Here is my current list:
1 Boseiju, Who Shelters All
4 Arid Mesa
3 Scalding Tarn
1 Mistveil Plains
1 Plains
1 Island
1 Mountain
1 Sulfur Falls
2 Clifftop Retreat
2 Steam Vents
2 Sacred Foundry
2 Hallowed Fountain
4 Serum Visions
4 Peer Through Depths
4 Enduring Ideal
2 Form of the Dragon
2 Meishin, the Mind Cage
1 Oblivion Ring
1 Dovescape
1 Greater Auramancy
1 Leyline of Sanctity
4 Seething Song
4 Lotus Bloom
4 Pentad Prism
4 Remand
3 Condescend
Also, who like the deck and/or is new to it HAVE to look this:
http://www.wizards.com/Magic/Magazine/Events.aspx?x=mtgevent/ptval07/welcome
Watch Semi and final matchs, plus look Andre Mueller list.
Also, just for curiosity, here is another favorite deck I played in Extended at 2007 season...hehe...It was 2nd place at a GP and always did well!
4 Archaeological Dig
4 Geothermal Crevice
4 Irrigation Ditch
2 Sulfur Vent
4 Tinder Farm
2 Vesuva
4 Terravore
3 Balancing Act
3 Burning Wish
2 Chromatic Star
1 Erratic Explosion
3 Fire // Ice
4 Insidious Dreams
4 Lotus Bloom
3 Orim's Chant
3 Remand
1 Sensei's Divining Top
4 Terrarion
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br