How many Spatial Contortions has everyone been running lately? It isn't particularly effective against Death's Shadow, but is still one of the few ways we can kill problematic creatures like Steel Overseer or Eidolon of the Great Revel. I tend to run a 2:1 split between the main and the sideboard, but I was wondering what the general consensus was.
How many Spatial Contortions has everyone been running lately? It isn't particularly effective against Death's Shadow, but is still one of the few ways we can kill problematic creatures like Steel Overseer or Eidolon of the Great Revel. I tend to run a 2:1 split between the main and the sideboard, but I was wondering what the general consensus was.
I am still on 2 main 1 board with 2 dismember board. If its not needed after game one its good card for side boarding out. I think some people forget that our main 60 fairs pretty well against other decks post board so the less I remove the better. With Knightfall and counters company picking up steam at my FNM the 2 main spatials have almost not been enough lately.
On a side note I 5-0 FNM friday playing a good mix of decks. Knightfall, COunter COmpany, Burn, Grixis Shadow and eldrazi brew with mimic and blinkmoths?? but he was 4-0. Good for 38$ store credit and felt really strong in my meta. I only lost 1 round to Knightfall. 2-0 the rest.
So i have been on this since grixis shadow stepped into the game. Previously with jund being the bulk of hand disruption I did not feel it warranted any need as our top decks were so good against them. But With grixis and the follow up of counterspells and turn 2 tasigur/angler I found the disruption a ton more effective against us.
I have been running 3 in SIdebord for a month now and I must say. It is amazing. If for no other reason then to blow out grixis, burn, titan shift, ad nauseam game 2. None of them expect it and this is what happens for example with grixis. They see 2 inq and a thought seaize plus 1 land and mediocre other cards but in their mind ripping 3 from us game 2 means they can keep a mediocre hand. A snap descision against us game 2 and they feel good about it. Then you drop leyline and blow them out.
About it being dead if not in opening hand...No deck in modern can cast leyline effectively. We only want it in opening hand or not at all, no other deck wants it anywhere else either. So why do we think we must be able to cast it later? With scry, anticipate and thirst it either gets moved to bottom or pitched. Sure it takes up 3 slots but those 3 slots are replacing less useful cards game 2 like sundering titan(not against grixis), angel, remands etc that would only buy us a small amount of time.
Being mono U and playing a leyline is a complete blow out. Burn is the only deck that has and answer game 2 generally because the always board in wear//tear anyways. But in the hand disruption decks uts a complete beast. I like it.
When it feels really bad is drawing 1st second or third card. THen it is dead but We get to a thirst fairly quickly and are able to move it.
Proxy one up and try it. YMMV but my meta is ripe for it.
Quick question, why is everyone saying Elrazi Tron is a good matchup?
I always play 50/50 against them.
I dont think every one does. IF we lose our wurmcoils we lose the game. Pie has good success againts them but i think its because he uses summary dismisal. That card is a beast when you hit do to caverns. I am about 65% against them but also have 2 in sideboard. Not that it is necessarily an bomb answer but it is way better than having a dead condescend or getting ulamog or emrakul 2.0.
Here's my current list. All the dailies I've been playing for a while resembles this one strongly, with only one or two cards being different daily to daily.
As you can see that despite initially championing Gemstone Caverns as an awesome card I've since cooled on its utility. I believe it was good while I suggested it, but the meta has changed since then, and its utility is now somewhat lower. I used its slot to get another land destruction spell in the mainboard to go with the Crucible of Worlds in the sideboard. I'm still thinking the slot could find some better use and I'm going to test Mirrorpool next.
Unlike kharniverous I just don't believe in using two Mindslaver. I've tried it, and I just get them in my hand too often. It might be that he goes for partial locks earlier in the game more often than I do, but I only really need access to it once, and don't recall having trouble finding one when I wanted. Instead of using multiple Mindslavers I've focused my strategy pulling ahead with a pair of Torrential Gearhulks. The extra deck velocity generated by these two allows for running a leaner and more singleton based strategy than would otherwise be possible. They magnify the power of our sideboard, with cards like Dismember and Spatial Contortion being castable several times. They have a also have a nice size vs most of the other creatures played. They do require that I play extra blue, so I've included a singleton Talisman of Dominance, as well as a Wayfarer's Bauble and a Solemn Simulacrum. You can see reasoning for the bauble earlier in the thread if you search. Together these two cards allow me to reach 6 lands at a decent speed, at which point a lot of the value and payoff cards come online.
Commit/Memory is the real deal, be it by casting it EOT using gearhulk (remember, you can cast Memory this way), or by just as an option to cast later in the game when both sides are down to few resources. If you're after side with the extra ugins in the deck it can in some cases reliably be cast -> finish tron -> cast ugin or O-stone in the same sequence.
I strongly believe that you need one or two Ugin, the Spirit Dragon in the sideboard. If you do it opens up the option of siding out the Treasure Mages in matchups like counters company and elves. You will have enough big spells of the correct type without having to spend the three mana tutoring one up using the treasure mage. Instead using these three mana to cast Thirst lets us find both the tron and the big spell at the same time.
Feek free to ask if you have any other questions. =)
Is the bauble still working for you? I'm considering it. I'd have to cut the 3rd repeal or anticipate. I notice you don't run Anticipate, do you find bauble ramp more helpful than card digging?
Is the bauble still working for you? I'm considering it. I'd have to cut the 3rd repeal or anticipate. I notice you don't run Anticipate, do you find bauble ramp more helpful than card digging?
Yes, but I have an indirect reasoning for it being right.
As you see in the list I'm running 5 card draw spells, those being 4 Thirsts and 1 Gifts. I feel that is close to the upper limit on how many cards you can exclusively dedicate to drawing cards. Our ideal start hand, in a vacuum, has exactly one or zero card drawing spells up until the turn you can cast them. If we have more than this the hand gets clogged with cards that doesn't interact. However if we have a high total density of card drawing spells we get cascading effects where one card drawing spell can draw a second, which draws a third and so on. We want access to the cascading effect, but don't want our hands clogged with card drawing spells.
The way I'm achieving the cascading effect in my deck is to run the Gearhulks, they are super flexible in that they enable the cascading effect when I need it, but can target interaction spells as well. The Gearhulks costing double blue isn't ideal, but comes at a relatively low deckbuilding cost that could be covered by talismans, which were already close to being the optimal choice for our deck. The amount of blue sources needed locks me into two or three spells that create blue mana that isn't from my lands. This is because simply playing islands becomes too slow when we also want use use the same lands plays to be tron lands to play tron lands.
As you know, using Talismans for blue extensively will hurt a lot. Which means that every talisman added is worse than the previous since the life loss becomes increasingly relevant as your life total goes lower. In addition hands with multiple Talismans have weird sequencing slowing us down. As I reasoned back when I originally talked about Wayfarer's Bauble it is way more flexible on the curve than the talismans are, at the cost of requiring a greater amount of total mana investment. Some of this mana is End of Turn mana, which aren't super well spent currently when we aren't casting card drawing spells. It could be said that this somewhat leads to Anticipate and the bauble being direct competitors for using the limited resource of EOT mana. Especially the turn two EOT mana.
The inclusion of spells that helps reach 4 mana on turn three in turn makes Solemn Simulacrum better, which in turn allow us to cast Gearhulks and Wurmcoils on turn four.
When adding blue sources to the deck under these requirements it leads me to assign the following ranking for ability to add blue sources to the deck.
1) Talisman #1
2) Wayfarer's Bauble #1
2) Talisman #2
3) Solemn Simulacrum #1
4) More blue lands
We only need two bonus blue sources, so one of each of the Talisman and Bauble. However the Solemn serves more purposes than just fetching a blue source, so it's included independent of this ranking.
This is all just a roundabout way of saying the following:
I play Wayfarer's Bauble because I want better access to the kind of effect offered by Anticipate.
Is the bauble still working for you? I'm considering it. I'd have to cut the 3rd repeal or anticipate. I notice you don't run Anticipate, do you find bauble ramp more helpful than card digging?
Yes, but I have an indirect reasoning for it being right.
As you see in the list I'm running 5 card draw spells, those being 4 Thirsts and 1 Gifts. I feel that is close to the upper limit on how many cards you can exclusively dedicate to drawing cards. Our ideal start hand, in a vacuum, has exactly one or zero card drawing spells up until the turn you can cast them. If we have more than this the hand gets clogged with cards that doesn't interact. However if we have a high total density of card drawing spells we get cascading effects where one card drawing spell can draw a second, which draws a third and so on. We want access to the cascading effect, but don't want our hands clogged with card drawing spells.
The way I'm achieving the cascading effect in my deck is to run the Gearhulks, they are super flexible in that they enable the cascading effect when I need it, but can target interaction spells as well. The Gearhulks costing double blue isn't ideal, but comes at a relatively low deckbuilding cost that could be covered by talismans, which were already close to being the optimal choice for our deck. The amount of blue sources needed locks me into two or three spells that create blue mana that isn't from my lands. This is because simply playing islands becomes too slow when we also want use use the same lands plays to be tron lands to play tron lands.
As you know, using Talismans for blue extensively will hurt a lot. Which means that every talisman added is worse than the previous since the life loss becomes increasingly relevant as your life total goes lower. In addition hands with multiple Talismans have weird sequencing slowing us down. As I reasoned back when I originally talked about Wayfarer's Bauble it is way more flexible on the curve than the talismans are, at the cost of requiring a greater amount of total mana investment. Some of this mana is End of Turn mana, which aren't super well spent currently when we aren't casting card drawing spells. It could be said that this somewhat leads to Anticipate and the bauble being direct competitors for using the limited resource of EOT mana. Especially the turn two EOT mana.
The inclusion of spells that helps reach 4 mana on turn three in turn makes Solemn Simulacrum better, which in turn allow us to cast Gearhulks and Wurmcoils on turn four.
When adding blue sources to the deck under these requirements it leads me to assign the following ranking for ability to add blue sources to the deck.
1) Talisman #1
2) Wayfarer's Bauble #1
2) Talisman #2
3) Solemn Simulacrum #1
4) More blue lands
We only need two bonus blue sources, so one of each of the Talisman and Bauble. However the Solemn serves more purposes than just fetching a blue source, so it's included independent of this ranking.
This is all just a roundabout way of saying the following:
I play Wayfarer's Bauble because I want better access to the kind of effect offered by Anticipate.
Long winded... Yes. Very informative... Absolutely! Thanks for the answer. It gives me more to think about. Do you find yourself siding 1 or both of them out often?
I love dropping [card]Solemn Simulacrum/card] and I usually play 2. I dropped down to 1 the other night and in 4 games I didn't see him even once. My question is, if your only playing 1 is it really worth it?
Also this is my list. Pretty much the same main as pie.
Side board choices are largely for fast agro, I have a lot of issues with lingering souls in my metta. I often go 2-2, when i lose it's usually around turn 5 due to agro. I seem to not get my stabilizers in time or maybe I did but they can go just wide enough that it's too late. This is why I'm contemplating adding a bit more early ramp like talisman of dominance or wayfarer's bauble . Maybe this is the wrong way to go?
Like the talisman the bauble does have a tendency to get sided out slightly more than the average card in the deck. However much of this is in anticipation of artifact destruction or or other hate, leading them to be slightly better before sideboarding. This is not a big problem though, since the way I've built my sideboard I usually have more cards we want to take in from the sideboard than we want to take out from the mainboard. Post sideboard we also know better which kind of ramp we want in any particular matchup. Against decks that flood the board like elves we need to reach a lot of mana ASAP, but against decks like Eldrazi Tron or midrange decks we want access to the blue mana, and to get to just 6 mana for wurmcoil.
Quick question, why is everyone saying Elrazi Tron is a good matchup?
I'm at about 60% against them, and the strategy I've gone for is three Dismember in the sideboard. Other than that I'm not dedicating cards exclusively for the matchup. The mainboard Commit // Memory does the job of dealing with uncounterable spells far better than cards like Summary Dismissal ever could.
But then again most Eldrazi Tron decks run none of those cards, but even if they play one or two copies they have very few ways to finding them. You simply can't dedicate a lot of sideboard cards specifically for dealing with singletons in opponents' decks. The primary effect we're worried about from Eldrazi Tron is uncounterability, which they have somewhat often with their 4 Expedition Maps. Uncounterability is dealt with by either Commit or Summary Dismissal equally well, and I'm favoring Commit due to its far greater flexibility.
Commit isn't dead against the cards from other decks you mentioned either. Against storm it stalls the combo by either stopping Past in Flames, or by removing an electromancer.
If you want to dedicate sideboard slots against niche cards that's up to you. I'm saying I haven't found the targeted hate cards in blue to be better than running general answers, and gaining advantage by tuning the deck after sideboarding.
I am not dedicating sb slots to combat niche cards at all. I am dedicating sb slots to have an extremely wide answer that deals with very different kinds of threats by simply being unconditional. "Exile everything on the stack" is as unconditional as it can get, it doesn't matter if it's a
on cast trigger, storm, uncounterable, triggered ability, activated ability or simply a Scapeshift/Titan/Nahiri/Ad Nauseam... Summary Dismissal just deals with it. If you don't like it that's fine but saying that Summary Dismissal is narrow or for niche cards is simply wrong. It is at its core an unconditional counterspell and I often bring it in just because I want something that says "counter target spell". I think people really do not get that it's not bad to bring in Summary Dismissal against any combo deck and cast it just to counter Scapeshift or whatever.
I think Commit is a decent card and what Commit does is desirable in U Tron even for 3U. The whole problem with that card is Memory which seems utterly useless to me. While I like the effect Commit offers it suffers from a similiar problem like many of our other answers like Remand and Repeal and even Condescend at times... it's conditional. If you don't have enough mana your condescend won't do much. If you remand you might die next turn. If you commit you might die in two turns (or one if they cantrip). Summary Dismissal just deals with it and even exiles so they cannot get it back ever. That is worth a lot to me.
@Agnara, I would have to agree with pie on this. Summary can exile anything. It's never dead. Even if you use it as a squelch on a fetch land. It is also infinite times better vs storm and ad nauseam where I don't see commit offering much to either of those match ups as you stated. Also it feels so good to use against ulamog and his triggers.
You also mention they play 1 or 2 copies like they have to get lucky finding them but you only run 1 commit to answer that threat. Whats the logic in the thinking there?
And memory, Control is about 2 for 1-ing or making opponent 2 for 1 in our favor, this is called card advantage. When i am up 3 cards late game I feel like I have stabilized, giving my opponent 7 cards and me 7 cards feels very bad when we run more lands than they usually do, meaning we statistically should have more dead cards in our 7 and put them right back into the game. Not sure what match up I would feel comfortable giving them 7 cards and tossing my 3 card advantage.
Commit can be decent at times, but saying that it is more flexible than Summary is just wrong. Summary does so much more. It's like comparing Unsubstantiate to Mana Leak.
Any argument you can make for Commit gets torn apart if you have a Gearhulk in the deck. The synergy between the two leaves Commit far, far behind.
I am not dedicating sb slots to combat niche cards at all. I am dedicating sb slots to have an extremely wide answer that deals with very different kinds of threats by simply being unconditional. "Exile everything on the stack" is as unconditional as it can get,[...]
"Exile everything on the stack" is indeed as unconditional as you can get. As unconditional as you can get when dealing with the stack. My point is mainly that Commit also deals deals with a lot of situations that relates to the battlefield. Nonland permanents on the battlefield is a way way way more frequent occurrence in games of magic than on-cast triggers.
I may have phrased poorly in my earlier posts, but I never meant to say that Summary Dismissal is a niche card. The situations were you want Summary Dismissal over Commit // Memory are. You mention "Scapeshift/Titan/Nahiri/Ad Nauseam" Commit deals with those just as easy, if not easier due to reduced timing restrictions. Summary Dismissal has a real upside over Commit // Memory, and that's when dealing with cast triggers (storm/expensive eldrazi), and when used to stop triggers from land (fetch/valakut). I'm questioning the use of dedicated sideboard slots for only those situations, when Commit // Memory can be used as a flex card instead. It's even maindeckable.
I think Commit is a decent card and what Commit does is desirable in U Tron even for 3U. The whole problem with that card is Memory which seems utterly useless to me.[...]
A card can only get better by including more options. If Commit is good enough alone, Commit // Memory is also good enough.
[...]While I like the effect Commit offers it suffers from a similiar problem like many of our other answers like Remand and Repeal and even Condescend at times... it's conditional.[...]
The problem with Remand and Repeal is that sometimes you really need one when you have the other. Commit doesn't have that problem. It has the ability to solve BOTH situations, that's flexibility.
The only situations I can think of right now where Commit would be dead is when the board is flooded with permanents, or it will be flooded before you can reach four mana. All other situations are situations where you can get decent value out of casting it.
[...]If you don't have enough mana your condescend won't do much. If you remand you might die next turn. If you commit you might die in two turns (or one if they cantrip). Summary Dismissal just deals with it and even exiles so they cannot get it back ever. That is worth a lot to me.
How long are the games of magic you're playing usually? Two turns is an eternity in games I play. That's enough turns to play a a threat of your own, maybe play card draw spell. If you're in a good mood maybe set up a slaver lock as well. A problem card being pushed two turns into the future is almost the same as dealing with it permanently in our deck. If we can get time for our payoff spells we win.
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UC U Tron
- Legacy -
GBW Nic Fit
Gifts > everything else
U Mono Best Tron
RUG Monkey Grow Delver
RUGW Cats n' Gnats
UR Wizard Tribal with Grapeshot Combo
Got to Squelch a g/b tron player out of the game. That was worth the trip in itself.
I am still on 2 main 1 board with 2 dismember board. If its not needed after game one its good card for side boarding out. I think some people forget that our main 60 fairs pretty well against other decks post board so the less I remove the better. With Knightfall and counters company picking up steam at my FNM the 2 main spatials have almost not been enough lately.
On a side note I 5-0 FNM friday playing a good mix of decks. Knightfall, COunter COmpany, Burn, Grixis Shadow and eldrazi brew with mimic and blinkmoths?? but he was 4-0. Good for 38$ store credit and felt really strong in my meta. I only lost 1 round to Knightfall. 2-0 the rest.
So i have been on this since grixis shadow stepped into the game. Previously with jund being the bulk of hand disruption I did not feel it warranted any need as our top decks were so good against them. But With grixis and the follow up of counterspells and turn 2 tasigur/angler I found the disruption a ton more effective against us.
I have been running 3 in SIdebord for a month now and I must say. It is amazing. If for no other reason then to blow out grixis, burn, titan shift, ad nauseam game 2. None of them expect it and this is what happens for example with grixis. They see 2 inq and a thought seaize plus 1 land and mediocre other cards but in their mind ripping 3 from us game 2 means they can keep a mediocre hand. A snap descision against us game 2 and they feel good about it. Then you drop leyline and blow them out.
About it being dead if not in opening hand...No deck in modern can cast leyline effectively. We only want it in opening hand or not at all, no other deck wants it anywhere else either. So why do we think we must be able to cast it later? With scry, anticipate and thirst it either gets moved to bottom or pitched. Sure it takes up 3 slots but those 3 slots are replacing less useful cards game 2 like sundering titan(not against grixis), angel, remands etc that would only buy us a small amount of time.
Being mono U and playing a leyline is a complete blow out. Burn is the only deck that has and answer game 2 generally because the always board in wear//tear anyways. But in the hand disruption decks uts a complete beast. I like it.
When it feels really bad is drawing 1st second or third card. THen it is dead but We get to a thirst fairly quickly and are able to move it.
Proxy one up and try it. YMMV but my meta is ripe for it.
I dont think every one does. IF we lose our wurmcoils we lose the game. Pie has good success againts them but i think its because he uses summary dismisal. That card is a beast when you hit do to caverns. I am about 65% against them but also have 2 in sideboard. Not that it is necessarily an bomb answer but it is way better than having a dead condescend or getting ulamog or emrakul 2.0.
http://modernnexus.com/the-summer-of-fringe/
Is the bauble still working for you? I'm considering it. I'd have to cut the 3rd repeal or anticipate. I notice you don't run Anticipate, do you find bauble ramp more helpful than card digging?
As you see in the list I'm running 5 card draw spells, those being 4 Thirsts and 1 Gifts. I feel that is close to the upper limit on how many cards you can exclusively dedicate to drawing cards. Our ideal start hand, in a vacuum, has exactly one or zero card drawing spells up until the turn you can cast them. If we have more than this the hand gets clogged with cards that doesn't interact. However if we have a high total density of card drawing spells we get cascading effects where one card drawing spell can draw a second, which draws a third and so on. We want access to the cascading effect, but don't want our hands clogged with card drawing spells.
The way I'm achieving the cascading effect in my deck is to run the Gearhulks, they are super flexible in that they enable the cascading effect when I need it, but can target interaction spells as well. The Gearhulks costing double blue isn't ideal, but comes at a relatively low deckbuilding cost that could be covered by talismans, which were already close to being the optimal choice for our deck. The amount of blue sources needed locks me into two or three spells that create blue mana that isn't from my lands. This is because simply playing islands becomes too slow when we also want use use the same lands plays to be tron lands to play tron lands.
As you know, using Talismans for blue extensively will hurt a lot. Which means that every talisman added is worse than the previous since the life loss becomes increasingly relevant as your life total goes lower. In addition hands with multiple Talismans have weird sequencing slowing us down. As I reasoned back when I originally talked about Wayfarer's Bauble it is way more flexible on the curve than the talismans are, at the cost of requiring a greater amount of total mana investment. Some of this mana is End of Turn mana, which aren't super well spent currently when we aren't casting card drawing spells. It could be said that this somewhat leads to Anticipate and the bauble being direct competitors for using the limited resource of EOT mana. Especially the turn two EOT mana.
The inclusion of spells that helps reach 4 mana on turn three in turn makes Solemn Simulacrum better, which in turn allow us to cast Gearhulks and Wurmcoils on turn four.
When adding blue sources to the deck under these requirements it leads me to assign the following ranking for ability to add blue sources to the deck.
1) Talisman #1
2) Wayfarer's Bauble #1
2) Talisman #2
3) Solemn Simulacrum #1
4) More blue lands
We only need two bonus blue sources, so one of each of the Talisman and Bauble. However the Solemn serves more purposes than just fetching a blue source, so it's included independent of this ranking.
This is all just a roundabout way of saying the following:
I play Wayfarer's Bauble because I want better access to the kind of effect offered by Anticipate.
Long winded... Yes. Very informative... Absolutely! Thanks for the answer. It gives me more to think about. Do you find yourself siding 1 or both of them out often?
I love dropping [card]Solemn Simulacrum/card] and I usually play 2. I dropped down to 1 the other night and in 4 games I didn't see him even once. My question is, if your only playing 1 is it really worth it?
Also this is my list. Pretty much the same main as pie.
1 Snapcaster Mage
2 Treasure Mage
2 Solemn Simulacrum
1 Torrential Gearhulk
2 Wurmcoil Engine
1 Platinum Angel
Planeswalkers
1 Ugin, the Spirit Dragon
Spells
4 Condescend
3 Repeal
1 Anticipate
1 Cyclonic Rift
2 Remand
2 Spatial Contortion
4 Thirst for Knowledge
1 Commit // Memory
2 Chalice of the Void
4 Expedition Map
1 Oblivion Stone
1 Mindslaver
Lands
1 Academy Ruins
10 Island
1 Tectonic Edge
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Chalice of the Void
2 Grafdigger's Cage
2 Hurkyl's Recall
1 Negate
2 Ratchet Bomb
1 Spellskite
2 Dismember
1 Filigree Familiar
2 Summary Dismissal
1 Batterskull
Side board choices are largely for fast agro, I have a lot of issues with lingering souls in my metta. I often go 2-2, when i lose it's usually around turn 5 due to agro. I seem to not get my stabilizers in time or maybe I did but they can go just wide enough that it's too late. This is why I'm contemplating adding a bit more early ramp like talisman of dominance or wayfarer's bauble . Maybe this is the wrong way to go?
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
Commit isn't dead against the cards from other decks you mentioned either. Against storm it stalls the combo by either stopping Past in Flames, or by removing an electromancer.
If you want to dedicate sideboard slots against niche cards that's up to you. I'm saying I haven't found the targeted hate cards in blue to be better than running general answers, and gaining advantage by tuning the deck after sideboarding.
on cast trigger, storm, uncounterable, triggered ability, activated ability or simply a Scapeshift/Titan/Nahiri/Ad Nauseam... Summary Dismissal just deals with it. If you don't like it that's fine but saying that Summary Dismissal is narrow or for niche cards is simply wrong. It is at its core an unconditional counterspell and I often bring it in just because I want something that says "counter target spell". I think people really do not get that it's not bad to bring in Summary Dismissal against any combo deck and cast it just to counter Scapeshift or whatever.
I think Commit is a decent card and what Commit does is desirable in U Tron even for 3U. The whole problem with that card is Memory which seems utterly useless to me. While I like the effect Commit offers it suffers from a similiar problem like many of our other answers like Remand and Repeal and even Condescend at times... it's conditional. If you don't have enough mana your condescend won't do much. If you remand you might die next turn. If you commit you might die in two turns (or one if they cantrip). Summary Dismissal just deals with it and even exiles so they cannot get it back ever. That is worth a lot to me.
Youtube Channel
My stream:
www.twitch.tv/pierakor
My Disco:
https://discord.gg/gTt6xHd
You also mention they play 1 or 2 copies like they have to get lucky finding them but you only run 1 commit to answer that threat. Whats the logic in the thinking there?
And memory, Control is about 2 for 1-ing or making opponent 2 for 1 in our favor, this is called card advantage. When i am up 3 cards late game I feel like I have stabilized, giving my opponent 7 cards and me 7 cards feels very bad when we run more lands than they usually do, meaning we statistically should have more dead cards in our 7 and put them right back into the game. Not sure what match up I would feel comfortable giving them 7 cards and tossing my 3 card advantage.
Commit can be decent at times, but saying that it is more flexible than Summary is just wrong. Summary does so much more. It's like comparing Unsubstantiate to Mana Leak.
Any argument you can make for Commit gets torn apart if you have a Gearhulk in the deck. The synergy between the two leaves Commit far, far behind.
"Exile everything on the stack" is indeed as unconditional as you can get. As unconditional as you can get when dealing with the stack. My point is mainly that Commit also deals deals with a lot of situations that relates to the battlefield. Nonland permanents on the battlefield is a way way way more frequent occurrence in games of magic than on-cast triggers.
I may have phrased poorly in my earlier posts, but I never meant to say that Summary Dismissal is a niche card. The situations were you want Summary Dismissal over Commit // Memory are. You mention "Scapeshift/Titan/Nahiri/Ad Nauseam" Commit deals with those just as easy, if not easier due to reduced timing restrictions. Summary Dismissal has a real upside over Commit // Memory, and that's when dealing with cast triggers (storm/expensive eldrazi), and when used to stop triggers from land (fetch/valakut). I'm questioning the use of dedicated sideboard slots for only those situations, when Commit // Memory can be used as a flex card instead. It's even maindeckable.
A card can only get better by including more options. If Commit is good enough alone, Commit // Memory is also good enough.
The problem with Remand and Repeal is that sometimes you really need one when you have the other. Commit doesn't have that problem. It has the ability to solve BOTH situations, that's flexibility.
The only situations I can think of right now where Commit would be dead is when the board is flooded with permanents, or it will be flooded before you can reach four mana. All other situations are situations where you can get decent value out of casting it.
How long are the games of magic you're playing usually? Two turns is an eternity in games I play. That's enough turns to play a a threat of your own, maybe play card draw spell. If you're in a good mood maybe set up a slaver lock as well. A problem card being pushed two turns into the future is almost the same as dealing with it permanently in our deck. If we can get time for our payoff spells we win.