A slightly more reactive deck with a much more methodical combo approach would be something that I would take to a FNM or the likes. That way it may be able to power through disruption a bit better. It could look like this:
The first deck is far cheaper and goes all in on the combo with only Determined there to protect it. Once SOI hits I can see changing the deck to include some number of Pieces of the Puzzle just because it is so good at digging for cards. The 1 mana cantrips are really invaluable in the deck, so I'd look to replace the 2 mana ones. I also really like Pore Over the Pages as a "one mana draw 3" but you have to compare it to Time Reversal which is a 5 "mana draw 7". Whatever the big haymaker card is it is going to have to be tested out. Playing one of each is probably correct since you are going to have a lot of cards hitting the yard and want them shuffled back in. If I had to guess I can see the deck looking something like this post rotation:
The flex slots can be a lot of things. Explore, Ugin's Insight, more Determined for protection, more Blue Sun's Zenith for redundancy, more Reality Spasm for consistent mana untapping and defense, Snapcaster Mage to get 2x the use out of spells, etc... There are a lot of slots still open in the deck and it's pretty flexible.
I really really really am struggling with this deck. It feels like the right combination of cards should be staring me in the face but I find myself having no clue how to properly pilot this thing. >.<
What are some of your common breakdown of turns 1-6?
Do we care that ancestral vision just found its way off the ban list?
No not really. We need the card draw right away and having to suspend for 4 turns or jump through hoops to cheat one into play isn't worth it I feel. By the time you are drawing the cards you are probably already dead unless you cast it turn 1, and then every copy you draw during the combo turn is a dead card. That said casting a Dictate eot then untapping and drawing 3 cards would be sweet.
I really really really am struggling with this deck. It feels like the right combination of cards should be staring me in the face but I find myself having no clue how to properly pilot this thing. >.<
What are some of your common breakdown of turns 1-6?
I really really really am struggling with this deck. It feels like the right combination of cards should be staring me in the face but I find myself having no clue how to properly pilot this thing. >.<
What are some of your common breakdown of turns 1-6?
A good opening hand has at least one ramp spell, or two if you are really lucky and a green source to cast it. You also want at least one of the combo pieces, dictate, reality spaz or early harvest.
Then just try to get to 5 mana as fast as you can, cast ramp spells over anything else unless you have the mana and get a dictate down once you are able to. From there you want to try and only draw more gas, and not lands or useless cards
After nearly half a month of inactivity I wanted to share a list I hope to take to a modern event at my LGS sometime this week. Hopefully I can write up my matchups and share them with you soon. Post SOI I am considering running this list below. Any recommendations on what are some MUST HAVES in the sideboard? Im considering potentially swapping pieces of the puzzle out for Mystical Teachings, at one more mana I would rather be able to tutor the piece I need than hope to dig for it. But I am not sure yet.
After nearly half a month of inactivity I wanted to share a list I hope to take to a modern event at my LGS sometime this week. Hopefully I can write up my matchups and share them with you soon. Post SOI I am considering running this list below. Any recommendations on what are some MUST HAVES in the sideboard? Im considering potentially swapping pieces of the puzzle out for Mystical Teachings, at one more mana I would rather be able to tutor the piece I need than hope to dig for it. But I am not sure yet.
Lol yeah this thread has been hurting. On the bright side the summer is here so I can start playing some paper events again and get off of MTGO for a bit. Maybe I'll bring this out for a few nights and see how it's playing with the new meta.
You list seems pretty stock. I'd suggest something like 8-9 Forests and 11-12 Islands. Perhaps swap out Ugin's Insight for Time Reversal because Reversal is better in a pinch and when you need cards bad. Ugin's Insight is good when you're ahead and have a Dictate in play, but at that point you're probably winning anyways. It's really abysmal when you don't have on in play so it's considered a dead card. I'd suggest 2 BSZ so you can find them easier. If it gets discarded/countered/exiled then you're doomed. Sometimes you really need it to refill your hand when starting the combo. Lastly you can probably afford to drop a single Pore Over the Pages since you're running Snapcaster Mage.
I think Pieces of the Puzzle is the real deal, and if we can ever get some effect like Jace's Sanctum then it'd be beyond insane. Perhaps it comes up eventually....
Any recommendations on what are some MUST HAVES in the sideboard?
I've really liked Devastation Tide as a way to reset agro decks, or wipe out annoying cards like Leonin Arbiter or Rule of Law for only 2 mana. Simic Charm is also an interesting one to include, it gives you another bounce effect while also providing protection for dictates if you need it.
Some burn protection from something like Sun Dropplet or Dragon's Claw is a good idea, and then throwing in some artifact hate is probably a good idea too, recall or Fracturing Gust probably.
Most of the time I find myself sideboarding out the Bound // Determined slot for other sideboard cards if my opponent isn't playing counterspells, so you should be able to swap about 4 cards per match if you don't need them.
Other than that, I think you are going to be really disappointed with Pore Over the Pages, this deck really needs good card draw in its best spells and at the end of the day PotP is just a Divination with a fancy ability tacked on. I haven't played any games but I'm 99% sure that you would be better off with more Ugin's Insights or Time Reversals in their place.
I have to agree with Lt Glitter on this. I tried pore over the pages and was not impressed at all. More over I think i still don't understand piloting this thing. I built Torpf's list above and couldn't even get the combo to go off proper in solitaire mode. Now I gotta wait till next Tuesday to make it to my LGS modern event cause of work schedule
Very frustrated i think im gonna move back to Time Reversal as for one earlier version i was playing around with I really enjoyed abusing that to keep the combo going.
More over I think i still don't understand piloting this thing. I built Torpf's list above and couldn't even get the combo to go off proper in solitaire mode. Now I gotta wait till next Tuesday to make it to my LGS modern event cause of work schedule
I have made a new video, maybe it will be helpful. Hopefully the cards don't go too fast, mtgo replays are at hyper speed and I usually slow them down before uploading.
I've been goldfishing this deck for a few months, and even though it is probably too slow for competitive Modern, I love it. Lately, I've been trying a Sultai Seasons Past version, the goal being to go infinite with Dark petition, Seasons Past, Dictate and Early Harvest. I had the feeling that I fizzled very often with the usual UG version.
So here it is:
The sideboard has not been tested at all.
This version has the advantages of not fizzling at all, but the Sultai manabase is sometimes a problem. I tried going with a more controlling BG version and killing with Sign in Blood but the black card draw was just too bad.
I like it!
I've been playing 4 Pieces of the Puzzle instead of anticipate in my UG version and its been very good, probably better than Forbidden alchemy was when we had Dig through time. If you have Seasons Past then you may be able to take advantage of the "cards go to the graveyard" part of it even better than my deck can (it doesn't).
I'm aware dig is banned. I think this deck needs at least path and probably a better wishboard. Suggestions?
I'm 99% sure that that list is one in the thread a ways back. We messed around with a washboard in a baby shell for quite a while. It gives the deck extreme flexibility, using a wish for Sphinx's Revelation it draw your deck, thrn Research to put the rest of he cards you need in. It can also go infinite with Mirror Sheen and 6 mana.
The point of playing glittering wish is that it gives you a way to tutor for your draw spell (sphinx's rev) as well as tutor for a dictate like spell in mirror sheen plus random sideboard cards, so its a better merchant scroll for the deck.
You also may not need to play blue sun or sphinx's rev in the main deck if you can consistently generate enough mana before using up all of your wishes.
I've only been playing the UG version since I posted that last bant deck list but I'd go with something like:
I've been finding that with pieces of the puzzle and 4 time reversals you can run through your deck pretty quickly once you have a dictate in play. I'd have to play a few games to see if the numbers are right, and there may be better anti burn cards than sun droplet, maybe its right to play 4 leyline and 4 devastation tides?
You could try path but I don't think the deck needs it. 99% of the time I'd rather draw any other card in the deck than a path because your opponent usually has multiple creatures in play and you won't see any difference unless you get rid of them all.
The point of playing glittering wish is that it gives you a way to tutor for your draw spell (sphinx's rev) as well as tutor for a dictate like spell in mirror sheen plus random sideboard cards, so its a better merchant scroll for the deck.
You also may not need to play blue sun or sphinx's rev in the main deck if you can consistently generate enough mana before using up all of your wishes.
I've only been playing the UG version since I posted that last bant deck list but I'd go with something like:
I've been finding that with pieces of the puzzle and 4 time reversals you can run through your deck pretty quickly once you have a dictate in play. I'd have to play a few games to see if the numbers are right, and there may be better anti burn cards than sun droplet, maybe its right to play 4 leyline and 4 devastation tides?
You could try path but I don't think the deck needs it. 99% of the time I'd rather draw any other card in the deck than a path because your opponent usually has multiple creatures in play and you won't see any difference unless you get rid of them all.
And I see you're missing a key component of the deck.... the 1 Swamp and Transguild Courier in the sideboard. You Glittering Wish for a Research and then bring them into the deck with it. Then you cast the Transguild Courier and then cast Bound on it to return 5 cards from your graveyard to your hand. I suggest 4 Early Harvests and the Transguild Courier. Then you can loop it 3 more times with the rest of your Bounds and on the last one return 3 Early Harvests, the Transguild Courier, and a Serum Visions to draw the last card in your deck which at this point should be a Blue Sun's Zenith. Then with the 1000's of mana you have at this point you can BSZ your opponent to draw their entire deck ~25 times. How else are you going to beat the Spawnsire of Ulamog + Reliquary Tower deck that brings in 1000 eldrazi and then casts Evacuation? It's basically the perfect stratigey against us but I think I have solved it.
Telling time lets you "get" two cards by leaving one on top and then using another spell to draw it, otherwise it functions the same as anticipate since you can cast a shuffle card, or use a fetch to clear out the top.
I'm not sure if anyone pointed this out before (I didn't read all the 21 pages but since it is still like that in the Primer...) but you absolutely CAN Remand your own spells to draw additional cards even if they can't be countered (as per Determined). What will happen is that the card will not be countered and thus will not be put in your hand, but rather remain on the stack. However, you will draw the card from Remand (in some sense, it is even better, as you don't have to spend the mana to cast it again, if it ever is a problem for this deck...).
What still won't work is Remand'ing your own spell to try to fizzle another counterspell, but that counterspell will not counter whatever you are casting anyway (but you can't prevent them from drawing cards off of their own Remands, for example).
So, if possible, it would be nice if the OP could update the Primer, as it seems to be an important mechanic to the deck that players should understand when learning to play with it.
I'm not sure if anyone pointed this out before (I didn't read all the 21 pages but since it is still like that in the Primer...) but you absolutely CAN Remand your own spells to draw additional cards even if they can't be countered (as per Determined). What will happen is that the card will not be countered and thus will not be put in your hand, but rather remain on the stack. However, you will draw the card from Remand (in some sense, it is even better, as you don't have to spend the mana to cast it again, if it ever is a problem for this deck...).
What still won't work is Remand'ing your own spell to try to fizzle another counterspell, but that counterspell will not counter whatever you are casting anyway (but you can't prevent them from drawing cards off of their own Remands, for example).
So, if possible, it would be nice if the OP could update the Primer, as it seems to be an important mechanic to the deck that players should understand when learning to play with it.
This is a really good point and I will get around to updating the OP.
Also with Kaladesh in full swing could Insidious Will be playable in this deck? It is a counterspell and it doubles any Early Harvests for us. Jamming in Twincast or keeping Reality Spasm will probably prove to be better in the long run though.
A singleton Wildest Dreams would also let us Regrowth back Early Harvests but is probably overkill. The double X cost is hard to pay for.
I'm not sure if anyone pointed this out before (I didn't read all the 21 pages but since it is still like that in the Primer...) but you absolutely CAN Remand your own spells to draw additional cards even if they can't be countered (as per Determined). What will happen is that the card will not be countered and thus will not be put in your hand, but rather remain on the stack. However, you will draw the card from Remand (in some sense, it is even better, as you don't have to spend the mana to cast it again, if it ever is a problem for this deck...).
What still won't work is Remand'ing your own spell to try to fizzle another counterspell, but that counterspell will not counter whatever you are casting anyway (but you can't prevent them from drawing cards off of their own Remands, for example).
So, if possible, it would be nice if the OP could update the Primer, as it seems to be an important mechanic to the deck that players should understand when learning to play with it.
This is a really good point and I will get around to updating the OP.
Also with Kaladesh in full swing could Insidious Will be playable in this deck? It is a counterspell and it doubles any Early Harvests for us. Jamming in Twincast or keeping Reality Spasm will probably prove to be better in the long run though.
A singleton Wildest Dreams would also let us Regrowth back Early Harvests but is probably overkill. The double X cost is hard to pay for.
In an attempt to partially revive this thread, I played a version of the deck in the past involving Seasons past. I felt like it was a bit convoluted but quite consistent. The biggest trouble came against decks like infect and mono red goblins.
Reading through this thread has given me hopes that there is a form of the deck that is still possible. But my idea is that it isn't one dimensional like most of the lists. It would have a few ways to win the game, depending on what is called upon.
Aetherflux reservoir is actually part of my short list, funny enough.
Thing in The Ice also feels like it belongs in this deck (I had it in my previous version and it did some work alright).
A couple things to take into consideration:
- Gigadrowse might actually be a key card in this deck since it allows to tap out the opponent EOT and go off on ours
- Pact of Negation feels like it could be in the board since you absolutely want to resolve a dictate against control. Then again, maybe Gigadrowse is just better.
- Thing in the ice. Could come in post board. Your opponent is likely to side out a bunch of removal spells anyways. Could be a nice hedge.
- The format has kind of devolved into combo vs kill you by t3 decks. So our game plan should be pro-active against this. This is why I'm thinking the Gigadrowses might just be a necessary evil.
- It's possible that Utopia Sprawl is better than either explore or Search for tomorrow. Maybe there's a split between search and explore + 4 sprawls
I'm not sure if anyone pointed this out before (I didn't read all the 21 pages but since it is still like that in the Primer...) but you absolutely CAN Remand your own spells to draw additional cards even if they can't be countered (as per Determined). What will happen is that the card will not be countered and thus will not be put in your hand, but rather remain on the stack. However, you will draw the card from Remand (in some sense, it is even better, as you don't have to spend the mana to cast it again, if it ever is a problem for this deck...).
What still won't work is Remand'ing your own spell to try to fizzle another counterspell, but that counterspell will not counter whatever you are casting anyway (but you can't prevent them from drawing cards off of their own Remands, for example).
So, if possible, it would be nice if the OP could update the Primer, as it seems to be an important mechanic to the deck that players should understand when learning to play with it.
This is a really good point and I will get around to updating the OP.
Also with Kaladesh in full swing could Insidious Will be playable in this deck? It is a counterspell and it doubles any Early Harvests for us. Jamming in Twincast or keeping Reality Spasm will probably prove to be better in the long run though.
A singleton Wildest Dreams would also let us Regrowth back Early Harvests but is probably overkill. The double X cost is hard to pay for.
In an attempt to partially revive this thread, I played a version of the deck in the past involving Seasons past. I felt like it was a bit convoluted but quite consistent. The biggest trouble came against decks like infect and mono red goblins.
Reading through this thread has given me hopes that there is a form of the deck that is still possible. But my idea is that it isn't one dimensional like most of the lists. It would have a few ways to win the game, depending on what is called upon.
Aetherflux reservoir is actually part of my short list, funny enough.
Thing in The Ice also feels like it belongs in this deck (I had it in my previous version and it did some work alright).
A couple things to take into consideration:
- Gigadrowse might actually be a key card in this deck since it allows to tap out the opponent EOT and go off on ours
- Pact of Negation feels like it could be in the board since you absolutely want to resolve a dictate against control. Then again, maybe Gigadrowse is just better.
- Thing in the ice. Could come in post board. Your opponent is likely to side out a bunch of removal spells anyways. Could be a nice hedge.
- The format has kind of devolved into combo vs kill you by t3 decks. So our game plan should be pro-active against this. This is why I'm thinking the Gigadrowses might just be a necessary evil.
- It's possible that Utopia Sprawl is better than either explore or Search for tomorrow. Maybe there's a split between search and explore + 4 sprawls
It's a neat idea, but still has the glaring flaw that most everything has had thus far: if it doesn't act as card draw or ramp, or both, then it is not going to be worth a slot in the deck. This deck is a super fragile at base level and 99% of the time it needs to play perfectly to get wins.
vs fast decks? Ramp faster than they can win and hope you still have cards left to combo off with.
vs control/Bg/x? Hope your hand doesn't get ripped apart by counters or discard.
Every card counts in this deck which is why Blue Sun's Zenith is used to draw and as a wincon. If you need additional cards to help you out then cast the singleton Research that is usually somewhere in the 75 to get whatever you need. If you are at the point of casting wincons, then you will have enough mana and resources to essentially draw your deck.
Playing too many wincondtions means that you are going to have times where you draw say Metallurgic Summonings instead of say Pieces of the puzzle and just lose as a result. Cutting down on these chances will improve the deck.
I'll be updating the primer over the holidays too. I know I said it a while ago and never go around to it.
My Peasant-Cube-in-Progress http://www.cubetutor.com/viewcube/15395
10 Forest
10 Island
Spells
4 Serum Visions
4 Sleight of Hand
4 Telling Time
1 Merchant Scroll
4 Edge of Autumn
4 Search for Tomorrow
4 Early Harvest
3 Time Reversal
1 Ugin's Insight
4 Dictate of Karametra
3 Bound // Determined
1 Research // Development
2 Reality Spasm
1 Blue Sun's Zenith
A slightly more reactive deck with a much more methodical combo approach would be something that I would take to a FNM or the likes. That way it may be able to power through disruption a bit better. It could look like this:
4 Misty Rainforest
7 Forest
9 Island
Creatures
2 Snapcaster Mage
Spells
4 Serum Visions
4 Sleight of Hand
2 Telling Time
2 Peer Through Depths
1 Merchant Scroll
4 Edge of Autumn
4 Search for Tomorrow
4 Early Harvest
2 Rewind
4 Dictate of Karametra
2 Bound // Determined
1 Research // Development
2 Reality Spasm
2 Blue Sun's Zenith
The first deck is far cheaper and goes all in on the combo with only Determined there to protect it. Once SOI hits I can see changing the deck to include some number of Pieces of the Puzzle just because it is so good at digging for cards. The 1 mana cantrips are really invaluable in the deck, so I'd look to replace the 2 mana ones. I also really like Pore Over the Pages as a "one mana draw 3" but you have to compare it to Time Reversal which is a 5 "mana draw 7". Whatever the big haymaker card is it is going to have to be tested out. Playing one of each is probably correct since you are going to have a lot of cards hitting the yard and want them shuffled back in. If I had to guess I can see the deck looking something like this post rotation:
4 Misty Rainforest
7 Forest
9 Island
Combo
2 Reality Spasm
4 Early Harvest
4 Dictate of Karametra
1 Blue Sun's Zenith
4 Edge of Autumn
4 Search for Tomorrow
Dig
4 Serum Visions
4 Sleight of Hand
4 Pieces of the Puzzle
1 Time Reversal
1 Pore Over the Pages
1 Merchant Scroll
2 Bound // Determined
1 Research // Development
3 Flex Slots
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Did I do the link thing properly again?
Here is an interesting game play video, where we get to find out what happens if you pay money to play this deck.
Guest starring Torpf who tagged along for this match.
Thanks to the youtoube user who suggested I spend my hard earned play points on this :3
My Peasant-Cube-in-Progress http://www.cubetutor.com/viewcube/15395
What are some of your common breakdown of turns 1-6?
LtGltiier has some videos of GSZ that you can watch with more games coming soon. If that doesn't help what you want then I can try to make a flow-chart or something.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
A good opening hand has at least one ramp spell, or two if you are really lucky and a green source to cast it. You also want at least one of the combo pieces, dictate, reality spaz or early harvest.
Then just try to get to 5 mana as fast as you can, cast ramp spells over anything else unless you have the mana and get a dictate down once you are able to. From there you want to try and only draw more gas, and not lands or useless cards
2x Snapcaster Mage
4x Serum Visions
4x Sleight of Hand
4x Edge of Autumn
3x Pieces of the Puzzle
4x Search for Tomorrow
3x Pore Over the Pages
1x Ugin's Insight
1x BLue Sun's Zenith
4x Early Harvest
4x Bound // Determined
You list seems pretty stock. I'd suggest something like 8-9 Forests and 11-12 Islands. Perhaps swap out Ugin's Insight for Time Reversal because Reversal is better in a pinch and when you need cards bad. Ugin's Insight is good when you're ahead and have a Dictate in play, but at that point you're probably winning anyways. It's really abysmal when you don't have on in play so it's considered a dead card. I'd suggest 2 BSZ so you can find them easier. If it gets discarded/countered/exiled then you're doomed. Sometimes you really need it to refill your hand when starting the combo. Lastly you can probably afford to drop a single Pore Over the Pages since you're running Snapcaster Mage.
I think Pieces of the Puzzle is the real deal, and if we can ever get some effect like Jace's Sanctum then it'd be beyond insane. Perhaps it comes up eventually....
I'd make the deck look something like:
11 Island
2x Snapcaster Mage
4x Serum Visions
4x Sleight of Hand
4x Edge of Autumn
3x Pieces of the Puzzle
4x Search for Tomorrow
2x Pore Over the Pages
1x Time Reversal
2x Blue Sun's Zenith
4x Early Harvest
3x Bound // Determined
4x Dictate of Karametra
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
I've really liked Devastation Tide as a way to reset agro decks, or wipe out annoying cards like Leonin Arbiter or Rule of Law for only 2 mana. Simic Charm is also an interesting one to include, it gives you another bounce effect while also providing protection for dictates if you need it.
Some burn protection from something like Sun Dropplet or Dragon's Claw is a good idea, and then throwing in some artifact hate is probably a good idea too, recall or Fracturing Gust probably.
Most of the time I find myself sideboarding out the Bound // Determined slot for other sideboard cards if my opponent isn't playing counterspells, so you should be able to swap about 4 cards per match if you don't need them.
Other than that, I think you are going to be really disappointed with Pore Over the Pages, this deck really needs good card draw in its best spells and at the end of the day PotP is just a Divination with a fancy ability tacked on. I haven't played any games but I'm 99% sure that you would be better off with more Ugin's Insights or Time Reversals in their place.
Gl!
Very frustrated i think im gonna move back to Time Reversal as for one earlier version i was playing around with I really enjoyed abusing that to keep the combo going.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
I have made a new video, maybe it will be helpful. Hopefully the cards don't go too fast, mtgo replays are at hyper speed and I usually slow them down before uploading.
I've been goldfishing this deck for a few months, and even though it is probably too slow for competitive Modern, I love it. Lately, I've been trying a Sultai Seasons Past version, the goal being to go infinite with Dark petition, Seasons Past, Dictate and Early Harvest. I had the feeling that I fizzled very often with the usual UG version.
So here it is:
4 Sleight of Hand
4 Serum Visions
2 Explore
4 Search for Tomorrow
2 Anticipate
4 Early Harvest
4 Misty Rainforest
3 Island
6 Forest
4 Edge of Autumn
4 Dark Petition
4 Manamorphose
2 Seasons Past
1 Blue Sun's Zenith
2 Swamp
2 Polluted Delta
4 Verdant Catacombs
1 Flaying Tendrils
2 Damnation
1 Thragtusk
3 Obstinate Baloth
1 Painful Truths
3 Bound // Determined
3 Duress
1 Maelstrom Pulse
The sideboard has not been tested at all.
This version has the advantages of not fizzling at all, but the Sultai manabase is sometimes a problem. I tried going with a more controlling BG version and killing with Sign in Blood but the black card draw was just too bad.
I've been playing 4 Pieces of the Puzzle instead of anticipate in my UG version and its been very good, probably better than Forbidden alchemy was when we had Dig through time. If you have Seasons Past then you may be able to take advantage of the "cards go to the graveyard" part of it even better than my deck can (it doesn't).
1 Memory's Journey
4 Misty Rainforest
4 Flooded Strand
1 Plains
2 Explore
3 Forbidden Alchemy
2 Reality Spasm
4 Remand
4 Serum Visions
3 Glittering Wish
4 Early Harvest
5 Island
2 Dig Through Time
4 Dictate of Karametra
4 Search for Tomorrow
4 Telling Time
5 Forest
Sideboard
1 Research // Development
2 Sphinx's Revelation
1 Runic Repetition
4 Trinisphere
1 Mirror Sheen
4 Leyline of Sanctity
1 Blue Sun's Zenith
I'm aware dig is banned. I think this deck needs at least path and probably a better wishboard. Suggestions?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
You also may not need to play blue sun or sphinx's rev in the main deck if you can consistently generate enough mana before using up all of your wishes.
I've only been playing the UG version since I posted that last bant deck list but I'd go with something like:
4 Telling Time
4 Time Reversal
4 Pieces of the Puzzle
3 Glittering Wish
3 Bound // Determined
2 Reality Spasm
4 Early Harvest
4 Edge of Autumn
4 Search for Tomorrow
4 Dictate of Karametra
4 Flooded Strand
5 Island
6 Forest
1 Plains
4 Devastation Tide
2 Sun Droplet
1 Supply // Demand
1 Wheel of Sun and Moon
1 Glittering Wish
1 Detention Sphere
1 Research // Development
1 Sphinx's Revelation
1 Mirror Sheen
1 Blue Sun's Zenith
1 Bound // Determined
I've been finding that with pieces of the puzzle and 4 time reversals you can run through your deck pretty quickly once you have a dictate in play. I'd have to play a few games to see if the numbers are right, and there may be better anti burn cards than sun droplet, maybe its right to play 4 leyline and 4 devastation tides?
You could try path but I don't think the deck needs it. 99% of the time I'd rather draw any other card in the deck than a path because your opponent usually has multiple creatures in play and you won't see any difference unless you get rid of them all.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
What still won't work is Remand'ing your own spell to try to fizzle another counterspell, but that counterspell will not counter whatever you are casting anyway (but you can't prevent them from drawing cards off of their own Remands, for example).
So, if possible, it would be nice if the OP could update the Primer, as it seems to be an important mechanic to the deck that players should understand when learning to play with it.
Also with Kaladesh in full swing could Insidious Will be playable in this deck? It is a counterspell and it doubles any Early Harvests for us. Jamming in Twincast or keeping Reality Spasm will probably prove to be better in the long run though.
A singleton Wildest Dreams would also let us Regrowth back Early Harvests but is probably overkill. The double X cost is hard to pay for.
Aetherflux Reservoir for the best win ever because why not?
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
In an attempt to partially revive this thread, I played a version of the deck in the past involving Seasons past. I felt like it was a bit convoluted but quite consistent. The biggest trouble came against decks like infect and mono red goblins.
Reading through this thread has given me hopes that there is a form of the deck that is still possible. But my idea is that it isn't one dimensional like most of the lists. It would have a few ways to win the game, depending on what is called upon.
Aetherflux reservoir is actually part of my short list, funny enough.
Win cons:
- Aetherflux Reservoir
- Metallurgic Summonings
- Blue Sun's zenith
- Emrakul - I think any of the big 3 eldrazi can do here (Both Emrakuls and Ulamog)(in the sideboard since it would be bad to draw it at any point, even worse to discard it. So we play Coax from the blind eternities)
The Seasons Past combo works along side Gifts ungiven, which can tutor up parts of any combo you want. I also quite like the Pieces of the puzzle as it puts cards in the grave to bring back with Seasons past.
So my attempt at a rough list is...
2 Gifts ungiven
4 Pieces of the puzzle
4 Serum Visions
4 Explore
4 Search for Tomorrow
4 Early harvest
4 Dictate of Karametra
1 Noxious Revival
1 Eternal Witness
1 Revive
1 Coax from the blind eternities
1 Metallurgic Summonings
1 Blue Sun's Zenith
4 Anticipate
1 Time Warp
1 Gemstone Caverns
9 Forest
6 Island
Thing in The Ice also feels like it belongs in this deck (I had it in my previous version and it did some work alright).
A couple things to take into consideration:
- Gigadrowse might actually be a key card in this deck since it allows to tap out the opponent EOT and go off on ours
- Pact of Negation feels like it could be in the board since you absolutely want to resolve a dictate against control. Then again, maybe Gigadrowse is just better.
- Thing in the ice. Could come in post board. Your opponent is likely to side out a bunch of removal spells anyways. Could be a nice hedge.
- The format has kind of devolved into combo vs kill you by t3 decks. So our game plan should be pro-active against this. This is why I'm thinking the Gigadrowses might just be a necessary evil.
- It's possible that Utopia Sprawl is better than either explore or Search for tomorrow. Maybe there's a split between search and explore + 4 sprawls
vs fast decks? Ramp faster than they can win and hope you still have cards left to combo off with.
vs control/Bg/x? Hope your hand doesn't get ripped apart by counters or discard.
Every card counts in this deck which is why Blue Sun's Zenith is used to draw and as a wincon. If you need additional cards to help you out then cast the singleton Research that is usually somewhere in the 75 to get whatever you need. If you are at the point of casting wincons, then you will have enough mana and resources to essentially draw your deck.
Playing too many wincondtions means that you are going to have times where you draw say Metallurgic Summonings instead of say Pieces of the puzzle and just lose as a result. Cutting down on these chances will improve the deck.
I'll be updating the primer over the holidays too. I know I said it a while ago and never go around to it.
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge