I'm all for experimentation, but some stuff...unless your meta is more casual modern than 'actual' modern, I doubt could ever work. I love janky stuff, I love probing gatherer--I'm a big fan of hallowed burial against the coco elves and 'pod' decks--sometimes its worth it to pay an extra mana here and there for an effect that addresses a decks real problem.
Without derailing the thread and keeping with the spirit of it, I do think that running delve creatures with thought scour to fuel them and snapcaster steals a lot of games. It's also nice to be able to gum up the board early for cheap this way while your more expensive threats and spells come online. Modern in a way is a lot like draft sometimes, where you don't have to remove everything or answer it, you just have to have a counterplay to the thing that happened. I love lingering souls to buy time, make your opponent commit to the board a little heavier and then supreme verdicting.
My big hope is that sword of the meek is unbanned and you can draw-go until your heart is content with esper, but for now a pro active approach seems near-required to cinch an overall 50% or better match win percentage.
I think this thread is about trying to make Draw-Go Control work as best as possible, not just abandoning it for another strategy. These guys here are committed to the Draw-Go shell!
Ok so maybe Azorius guildmage isn't the best option. But neither are the hatebears or vendilion cliques.
It's a shame tron isn't at some HUGE meta percentage because boarding in extra ghost quarters and a playset of surgical extractions would end them.
Or something like rest in peace, and then milling them via Memory Adept or Traumatize or etc.
Let's get creative. Even if it's jank, I want to hear your ideas.
What is a reliable way to beat tron, either by damage or other means, that:
A) takes up 5 or LESS slots in the board
B) Can't be pyroclasmed / o-stoned away (willing to make exceptions to the o-stone rule)
C) doesn't require triple black like sadistic sacrament
d) Doesn't require a god-draw magical christmas land scenario.
I want to talk about my personal gameplan against Tron. I'm playing for a Teachings shield, I actually play two Mystical teachings in the main, which allow me searh for many silver bullets from the sideboard, especially a simple copy of Commandeer, this is the best tech I found for a Draw-go gameplan against Tron.
The reason for that card is simple: if you cast commandeer in response for a walker and you control it, that means gg for you, because of the advantage in the game that it means. So, you can search for that card in any moment with four mana casting Teachings and pay the alternative cost of commandeer, casting it for free discarting two blue cards from your hand rather than pay its mana cost.
This is a great gameplan because Tron usually have an only copy of Ugin or Karn (usually Ugin in my metagame) as a really finisher, and the rest of threats like Wurncoil engine could be eliminated easily by Path to exile or countered.
In adition to commandeer, I play two copies of Vendilion Clique and surgical straction to exile the lands of tron if I destroyed them before with a ghost quarter/tectonic edge.
Sorry for my english, this is not my native language.
I went back to a lot of the things the original Wafo list did especially in the board by having fewer reactive cards in the board and more bomby threats but adjusted to decks that exist today. Tasigur is is great against combo and burn while being decent in midrange matchups due to them siding out removal. Elspeth is just the queen of stomping non blue fair decks while teferi is great against non instant speed combo by allowing you to hold up countermagic and dropping him if they do nothing. Then comes baneslayer which is great against aggro of all sorts.
I went back to the three thoughtseize because it helps a lot in the matchups that are hard such as infect, boggles, or even resilient combo decks and most of all tron. Against tron I got the 2 cliques main, 3 thoughtseize, 2 negate, 1 tasigur, and the 1 teferi. This way I do not have to disrupt tron forever and threaten to kill them with flash threats or cheap threats thus never letting my shields down.
I know timely is not too great against burn and I rather have something comparable to kor firewalker in those slots but kor firewalker loses a lot of strength without running your own red spells. It might be right to just have them be firewalkers but if you do not get your timely skull cracked or commanded you basically win.
hide // seek is a better alternative to sadistic sacrament if you're only after emrakul. mindbreak trap isn't getting worse the more I say it. I've been running 2 logic knot, 2 remand and 2 negate mainboard, and having all the early interaction helps a lot. The downside is only 2 think twice, which hurts against some matchups, but I see a lot of tron, and think twice has always been dangerous against them.
I like the more wafo idea of having a moderately "bomby" sideboard, how has it worked for you so far? Seems good.
Still need more time to test but I can say it feels the strongest and less narrow of the plans. I believe there is a reason he built the original deck that way. Teferi felt unfair, elspeth felt unfair and thoughtseize is just too strong against blue znd combo. V. Clique feels unfair as well against anything without removal or when you have exhausted all your opponents resources. I feel like the sideboard should just be shock full of strong proactive cards with a sw I am appreciating the beauty of the original sprinkle of reactive. I was of a different opinion before starting to play much more often but now I see the beauty of the original principles used by wafo tapa.
I've been playing this deck for about 6 weeks. I've been putting up terrible results, but I'm convinced there's something here (and I don't own the Tarns to play Twin like I really want too). I started with a hybrid of the tap-out and draw-go builds, which was the evolution of a terrible Esper Geist midrange deck. I'm mostly guessing at
After loosing a lot with that build I stumbled upon this thread. I haven't read the whole thing (dang it's long), but I've gotten through the first 20 or so pages and about the last 30. I've decided to give straight draw-go a try after reading that. Here's what I'm at now:
I'm aware that I probably need the 4th Cryptic. I have the points on puca, but if someone doesn't send me one by the 24th (when my CC statement rolls over) then I'll just buy another. While we're on the subject, is 4 absolutely necessary, or are the lists that run (get away with) 3? What should I cut for the 4th Cryptic? I'm leaning towards swapping the 4th Spell Snare for it.
My list is tuned towards beating delver (grixis, jeskai, and dark) and grixis control, because that's about 1/3 of what I see at my LGS. I also see elves, infect, jund, merfolk, grishoalbrand; occasionally tron, twin, bloom titan, bogles, living end, and some weird bant midrange build. Affinity and burn (at least until this week) have been complete absent. I faced burn twice this week, so I'm in the process of retuning my sideboard to face that again. I'm rather found of Blood Baron (bit of a pet card I guess). Grixis and jund can't really deal with it (outside of Lili) if it resolves and the lifelink isn't terrible in the burn MU. I know I'm weak to tron in my 75, but I don't see it very often in my area, there's one guy that plays G/R and another that occasionally plays mono-blue. So I don't run much hate for it.
Is Calciform Pools still a thing? I saw a lot of love for it a few pages back. Seems kind of slow and I don't really like it with 2 other colorless lands, but having another mana sink doesn't seem that bad. Especially one that can power out a huge Rev or Zenith. Basically, I'm running 8 fetches because that's what I have. It looks like most builds run 7, and I'm not sure what to run in the place of the 8th.
I've been running 2 tec edges and 1 pools. Its worked out fine, rarely getting color screwed majorly. I also run an urborg, which is a bit more questionable, but its nice for things like consume the meek, or just as a black source that isnt chokeable, and it helps fetchlands late game.
I'm not even exaggerating here: if you get Calciform Pools out turn 2-3 against other "control" decks or combo, you become a huge favorite. The cost is low for the effect, I really promise. Those match-ups are actually just about having mana to make plays on the others' turn.
I don't run the sac lands in my deck, which is why I added the singleton Calciform Pool. You basically have to activate it twice and you're going to draw an extra card off Revelation. That will happen th emajority of games that you draw it, but every now and then it comes out early and stacks 4 or 5 counters. At that point you can leave it untapped by itself and that's your Cryptic Command protection. I've found it most useful against Collected Company (ramps your Revelation and allows you to Cryptic their EoT plays sooner.) and URx. The last pPTQ I was at I actually ran Cavern of Souls, instead. It ended up not doing anything because most of their counters are Negate/Dispel.
While they have a lot of answers to their own emrakul, making them have the answer is always good. I do think the surgical effects are bad--like in general. The real problem with this control deck regarding the match up is addressing Tron's inevitability. I similiarly doubt this deck has game against UW tron for the same emrakul reasons.
Couple of things. I go back to school at the end of next week, so I will have some time now to finish matchups and do some primer updates as well.
Some thoughts:
Hatebears plan:
It's great, against a narrow range of matchups (scapeshift, ad nauseum, UR storm, tron of all flavors, other random-ass combo), but it does eat up a lot of sideboard slots and is therefore something of a meta-call. It's ideal if your metagame is heavily midrange + the above combo decks, but does not have a significant amount of twin or grixis. Rare, but if this describes your metagame, go to town with 6-7 bears in the board.
Azorius Guildmage/The Tron Matchup:
Azorius guildmage is very, VERY cute. It's also one of my pet cards. It also isn't great on its own. There are, in my opinion, three reasonable ways to beat tron:
1. Play a teachings or gifts based shell and have a bullet (commandeer, mindbreak trap) or tron package (life from the loam/tec edge/raven's crime/ghost quarter). These are the most effective at beating anything other than a turn three karn/wurmcoil start from tron since they effectively lock the game out.
2. Play aggressive creatures, either hatebears/cliques or geist. These plans work well when they come together, but it's hard to have ENOUGH clocks in your deck that you draw one in both sideboarded games, so it tends to be swingy on the variance end.
3. Load up on a couple pieces of powerful hate and try to operate our gameplan as usual. This means stony silence + rest in peace or stony silence + land destruction + extractions. Either way, the game plan is to disrupt them, hamstring their ability to operate on all cylinders, and permanently answer emrakul. This is the plan I'm on. Lots of things have to come together, but it's not that bad, maybe a 45-55 postboard matchup if you play tight and it doesn't waste any sideboard slots on the matchup at all.
Having the 4th cryptic command:
I recommend you play with it. It's really only bad if you have not very much BGX/grindy nonblue decks AND a lot of fast linear decks that don't care about cryptic, like infect, burn, or affinity. That being said, some metagames are hostile to cryptic, and I do advocate the 4th spell snare pretty much all the time. I think if the metagame is such that you don't want the 4th cryptic, it's almost obligatory that you run extra slot removal in its place.
The "bomby" wafo sideboard:
I used to play a sideboard that was 10/15 bomb cards, whether teferi, planeswalkers, grave titans, unbeatable hate pieces, timely reinforcements, etc. I found after a lot of testing that the reason the original build got away with that style is that the format was about a turn "slower". Because birthing pod was in the format, decks had to contend with the fact that a large percentage of the metagame could virtually guarantee an appropriate hatebear on turn four at the latest, usually turn three. Because of this, the fast linear decks had to slow down somewhat and interact more, and it limited the number and quality of noninteractive decks in the format. Because the midrange toolbox police are gone, there's a much wider variety (and metagame percentage) of fast linear decks, as people seek once more to play past each other. I think with the advent of grixis control and the large numbers of coco decks, the format is slowing down a bit again, and this approach may become more viable as the metagame trends towards these "fair" creature based decks. Time will tell, but it is something to consider going back to. Certainly I'm not worried about collected company killing me on turn four with any consistency.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
While they have a lot of answers to their own emrakul, making them have the answer is always good. I do think the surgical effects are bad--like in general. The real problem with this control deck regarding the match up is addressing Tron's inevitability. I similiarly doubt this deck has game against UW tron for the same emrakul reasons.
There was a guy that talked about Bribery, cbigardo. My thing is that if they have the Karn...it beats Bribery. Karn is basically the main thing you're afraid of. Seems like Bribery is basically like boarding in a 20/20 for 5 mana against a combo deck and crossing your fingers.
Gurmag was bc I couldn't find my tasigur, but I think he's actually ok, tasigur is so popular and he also beats most goyfs as opposed to what having a tasigur would do.
Hey guys!
Been following the thread for a little bit now and actually been playing Esper Draw-Go for the past couple weeks.
Went 3-1 at FNM tonight.
Used Piotrowiak's list except 3 cryptic and 2 remand. 2 shadow of doubt, and 2 snaps. And of course the 4 think twice.
My sideboard was setup basically to beat the decks that are played every week at my local shop.
Went up against:
B/W Tokens (2-0)
Burn (1-2)
Bye
Kiki-Chord (2-1)
Overall, I love this deck and definitely can't wait to play it again.
Gurmag was bc I couldn't find my tasigur, but I think he's actually ok, tasigur is so popular and he also beats most goyfs as opposed to what having a tasigur would do.
How you like the list? It seems really close to mine in philosophy.
Love it, but then again I've been playing the same maindeck + or - 3 cards for about 8 months now. haha.
Sideboard seemed good.
Loving only one snapcaster main, because now everytime I draw him it's fantastic, instead of sometimes drawing the second one when I would rather have something else. Overall I would still consider re-adding the 2nd snap though. Not really a big deal.
My favorite thing to do all night actually was play a Gurmag Angler against infect while holding a Dispel and Cryptic Command in hand, and the mana to cast both. Only paying 1 mana to produce a relavant threat is great in so many matchups for us.
Not really sure I like Tasigur though, for a couple reasons, OTHER tasigurs are everywhere, and he will do nothing against them, and he usually can't beat a goyf unlike Gurmag Angler.
Legitimately thinking about trading out Angler for a 1 of sideboard Tombstalker though. Tell me that isn't SWEET.
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I'm all for experimentation, but some stuff...unless your meta is more casual modern than 'actual' modern, I doubt could ever work. I love janky stuff, I love probing gatherer--I'm a big fan of hallowed burial against the coco elves and 'pod' decks--sometimes its worth it to pay an extra mana here and there for an effect that addresses a decks real problem.
Without derailing the thread and keeping with the spirit of it, I do think that running delve creatures with thought scour to fuel them and snapcaster steals a lot of games. It's also nice to be able to gum up the board early for cheap this way while your more expensive threats and spells come online. Modern in a way is a lot like draft sometimes, where you don't have to remove everything or answer it, you just have to have a counterplay to the thing that happened. I love lingering souls to buy time, make your opponent commit to the board a little heavier and then supreme verdicting.
My big hope is that sword of the meek is unbanned and you can draw-go until your heart is content with esper, but for now a pro active approach seems near-required to cinch an overall 50% or better match win percentage.
It's a shame tron isn't at some HUGE meta percentage because boarding in extra ghost quarters and a playset of surgical extractions would end them.
Or something like rest in peace, and then milling them via Memory Adept or Traumatize or etc.
Let's get creative. Even if it's jank, I want to hear your ideas.
What is a reliable way to beat tron, either by damage or other means, that:
A) takes up 5 or LESS slots in the board
B) Can't be pyroclasmed / o-stoned away (willing to make exceptions to the o-stone rule)
C) doesn't require triple black like sadistic sacrament
d) Doesn't require a god-draw magical christmas land scenario.
The reason for that card is simple: if you cast commandeer in response for a walker and you control it, that means gg for you, because of the advantage in the game that it means. So, you can search for that card in any moment with four mana casting Teachings and pay the alternative cost of commandeer, casting it for free discarting two blue cards from your hand rather than pay its mana cost.
This is a great gameplan because Tron usually have an only copy of Ugin or Karn (usually Ugin in my metagame) as a really finisher, and the rest of threats like Wurncoil engine could be eliminated easily by Path to exile or countered.
In adition to commandeer, I play two copies of Vendilion Clique and surgical straction to exile the lands of tron if I destroyed them before with a ghost quarter/tectonic edge.
Sorry for my english, this is not my native language.
2 Snapcaster Mage
2 Vendilion Clique
Sorceries: 3
3 Supreme Verdict
Instants: 27
4 Esper Charm
4 Think Twice
2 Sphinx's Revelation
1 White Sun's Zenith
3 Cryptic Command
2 Remand
3 Spell Snare
2 Logic Knot
4 Path to Exile
1 Condemn
1 Shadow of Doubt
4 Celestial Colonnade
4 Flooded Strand
2 Polluted Delta
1 Marsh Flats
2 Hallowed Fountain
2 Watery Grave
1 Godless Shrine
3 Island
2 Plains
2 Drowned Catacomb ,
2 Ghost Quarter
1 Mystic Gate
2 Ghost Quarters
1 Tasigur the Golden Fang
1 Teferi Mage of Zhalfir
3 Thoughtseize
1 Celestial Purge
2 Negate
1 Baneslayer Angel
1 Pulse of the Fields
2 Timely Reinforcements
1 Wrath of God
1 Night of Souls' Betrayal
1 Elspeth, Sun's Champion
I went back to a lot of the things the original Wafo list did especially in the board by having fewer reactive cards in the board and more bomby threats but adjusted to decks that exist today. Tasigur is is great against combo and burn while being decent in midrange matchups due to them siding out removal. Elspeth is just the queen of stomping non blue fair decks while teferi is great against non instant speed combo by allowing you to hold up countermagic and dropping him if they do nothing. Then comes baneslayer which is great against aggro of all sorts.
I went back to the three thoughtseize because it helps a lot in the matchups that are hard such as infect, boggles, or even resilient combo decks and most of all tron. Against tron I got the 2 cliques main, 3 thoughtseize, 2 negate, 1 tasigur, and the 1 teferi. This way I do not have to disrupt tron forever and threaten to kill them with flash threats or cheap threats thus never letting my shields down.
I know timely is not too great against burn and I rather have something comparable to kor firewalker in those slots but kor firewalker loses a lot of strength without running your own red spells. It might be right to just have them be firewalkers but if you do not get your timely skull cracked or commanded you basically win.
Still need more time to test but I can say it feels the strongest and less narrow of the plans. I believe there is a reason he built the original deck that way. Teferi felt unfair, elspeth felt unfair and thoughtseize is just too strong against blue znd combo. V. Clique feels unfair as well against anything without removal or when you have exhausted all your opponents resources. I feel like the sideboard should just be shock full of strong proactive cards with a sw I am appreciating the beauty of the original sprinkle of reactive. I was of a different opinion before starting to play much more often but now I see the beauty of the original principles used by wafo tapa.
4 Inquisition of Kozilek
1 Thoughtseize
4 Path to Exile
2 Spell Snare
2 Remand
2 Mana Leak
2 Think Twice
3 Lingering Souls
4 Esper Charm
3 Supreme Verdict
1 Sphinx's Revelation
1 Sorin, Solemn Visitor
4 Snapcaster Mage
1 Vendilion Clique
2 Tasigur, the Golden Fang
Lands (24)
4 Celestial Colonnade
4 Flooded Strand
4 Polluted Delta
2 hallowed Fountain
2 Watery Grave
1 Godless Shrine
1 Shizo, Death's Storehouse
3 Island
1 Swamp
2 Plains
After loosing a lot with that build I stumbled upon this thread. I haven't read the whole thing (dang it's long), but I've gotten through the first 20 or so pages and about the last 30. I've decided to give straight draw-go a try after reading that. Here's what I'm at now:
4 Path to Exile
1 Condemn
3 Supreme Verdict
4 Spell Snare
2 Remand
2 Logic Knot
3 Cryptic Command
4 Think Twice
2 Shadow of Doubt
4 Esper Charm
2 Sphinx's Revelation
1 white sun's zenith
2 Snapcaster Mage
Lands (26)
4 Celestial Colonnade
4 Flooded Strand
4 Polluted Delta
2 hallowed Fountain
2 Watery Grave
2 Drowned Catacomb
2 Ghost Quarter
3 Island
2 Plains
1 Swamp
1 Blood Baron of Vizkopa
1 Vendilion Clique
2 Celestial Purge
1 Annul
1 Dispel
1 Negate
1 Hallowed Moonlight
2 Timely Reinforcements
1 Wrath of God
2 Stony Silence
1 Night of Souls' Betrayal
1 Curse of Death's Hold
I'm aware that I probably need the 4th Cryptic. I have the points on puca, but if someone doesn't send me one by the 24th (when my CC statement rolls over) then I'll just buy another. While we're on the subject, is 4 absolutely necessary, or are the lists that run (get away with) 3? What should I cut for the 4th Cryptic? I'm leaning towards swapping the 4th Spell Snare for it.
My list is tuned towards beating delver (grixis, jeskai, and dark) and grixis control, because that's about 1/3 of what I see at my LGS. I also see elves, infect, jund, merfolk, grishoalbrand; occasionally tron, twin, bloom titan, bogles, living end, and some weird bant midrange build. Affinity and burn (at least until this week) have been complete absent. I faced burn twice this week, so I'm in the process of retuning my sideboard to face that again. I'm rather found of Blood Baron (bit of a pet card I guess). Grixis and jund can't really deal with it (outside of Lili) if it resolves and the lifelink isn't terrible in the burn MU. I know I'm weak to tron in my 75, but I don't see it very often in my area, there's one guy that plays G/R and another that occasionally plays mono-blue. So I don't run much hate for it.
Is Calciform Pools still a thing? I saw a lot of love for it a few pages back. Seems kind of slow and I don't really like it with 2 other colorless lands, but having another mana sink doesn't seem that bad. Especially one that can power out a huge Rev or Zenith. Basically, I'm running 8 fetches because that's what I have. It looks like most builds run 7, and I'm not sure what to run in the place of the 8th.
While they have a lot of answers to their own emrakul, making them have the answer is always good. I do think the surgical effects are bad--like in general. The real problem with this control deck regarding the match up is addressing Tron's inevitability. I similiarly doubt this deck has game against UW tron for the same emrakul reasons.
Some thoughts:
Hatebears plan:
It's great, against a narrow range of matchups (scapeshift, ad nauseum, UR storm, tron of all flavors, other random-ass combo), but it does eat up a lot of sideboard slots and is therefore something of a meta-call. It's ideal if your metagame is heavily midrange + the above combo decks, but does not have a significant amount of twin or grixis. Rare, but if this describes your metagame, go to town with 6-7 bears in the board.
Azorius Guildmage/The Tron Matchup:
Azorius guildmage is very, VERY cute. It's also one of my pet cards. It also isn't great on its own. There are, in my opinion, three reasonable ways to beat tron:
1. Play a teachings or gifts based shell and have a bullet (commandeer, mindbreak trap) or tron package (life from the loam/tec edge/raven's crime/ghost quarter). These are the most effective at beating anything other than a turn three karn/wurmcoil start from tron since they effectively lock the game out.
2. Play aggressive creatures, either hatebears/cliques or geist. These plans work well when they come together, but it's hard to have ENOUGH clocks in your deck that you draw one in both sideboarded games, so it tends to be swingy on the variance end.
3. Load up on a couple pieces of powerful hate and try to operate our gameplan as usual. This means stony silence + rest in peace or stony silence + land destruction + extractions. Either way, the game plan is to disrupt them, hamstring their ability to operate on all cylinders, and permanently answer emrakul. This is the plan I'm on. Lots of things have to come together, but it's not that bad, maybe a 45-55 postboard matchup if you play tight and it doesn't waste any sideboard slots on the matchup at all.
Having the 4th cryptic command:
I recommend you play with it. It's really only bad if you have not very much BGX/grindy nonblue decks AND a lot of fast linear decks that don't care about cryptic, like infect, burn, or affinity. That being said, some metagames are hostile to cryptic, and I do advocate the 4th spell snare pretty much all the time. I think if the metagame is such that you don't want the 4th cryptic, it's almost obligatory that you run extra slot removal in its place.
The "bomby" wafo sideboard:
I used to play a sideboard that was 10/15 bomb cards, whether teferi, planeswalkers, grave titans, unbeatable hate pieces, timely reinforcements, etc. I found after a lot of testing that the reason the original build got away with that style is that the format was about a turn "slower". Because birthing pod was in the format, decks had to contend with the fact that a large percentage of the metagame could virtually guarantee an appropriate hatebear on turn four at the latest, usually turn three. Because of this, the fast linear decks had to slow down somewhat and interact more, and it limited the number and quality of noninteractive decks in the format. Because the midrange toolbox police are gone, there's a much wider variety (and metagame percentage) of fast linear decks, as people seek once more to play past each other. I think with the advent of grixis control and the large numbers of coco decks, the format is slowing down a bit again, and this approach may become more viable as the metagame trends towards these "fair" creature based decks. Time will tell, but it is something to consider going back to. Certainly I'm not worried about collected company killing me on turn four with any consistency.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
There was a guy that talked about Bribery, cbigardo. My thing is that if they have the Karn...it beats Bribery. Karn is basically the main thing you're afraid of. Seems like Bribery is basically like boarding in a 20/20 for 5 mana against a combo deck and crossing your fingers.
played against 2 Grixis decks, Griselbrand, Affinity and Infect. 2-0 every match except 2-1 against affinity.
4x Flooded Strand
3x Polluted Delta
2x Drowned Catacomb
1x Swamp
2x Plains
3x Island
1x Mystic Gate
2x Hallowed Fountain
2x Watery Grave
1x Ghost Quarter
1x Calciform Pools
4x Path To Exile
1x Condemn
1x Dismember
3x Supreme Verdict
2x Remand
3x Spell Snare
4x Cryptic Command
4x Think Twice
4x Esper Charm
2x Hallowed Moonlight
2x Sphinx's Revelation
1x Snapcaster Mage
1x White Sun's Zenith
1x Teferi, Mage of Zhalfir
1x Elspeth, Sun's Champion
1x Baneslayer Angel
1x Gurmag Angler
1x Supreme Verdict
2x Dispel
1x Detention Sphere
2x Celestial Purge
2x Pulse of the Fields
1x Timely Reinforcements
2x Negate
Gurmag was bc I couldn't find my tasigur, but I think he's actually ok, tasigur is so popular and he also beats most goyfs as opposed to what having a tasigur would do.
Been following the thread for a little bit now and actually been playing Esper Draw-Go for the past couple weeks.
Went 3-1 at FNM tonight.
Used Piotrowiak's list except 3 cryptic and 2 remand. 2 shadow of doubt, and 2 snaps. And of course the 4 think twice.
My sideboard was setup basically to beat the decks that are played every week at my local shop.
Went up against:
B/W Tokens (2-0)
Burn (1-2)
Bye
Kiki-Chord (2-1)
Overall, I love this deck and definitely can't wait to play it again.
How you like the list? It seems really close to mine in philosophy.
Sideboard seemed good.
Loving only one snapcaster main, because now everytime I draw him it's fantastic, instead of sometimes drawing the second one when I would rather have something else. Overall I would still consider re-adding the 2nd snap though. Not really a big deal.
My favorite thing to do all night actually was play a Gurmag Angler against infect while holding a Dispel and Cryptic Command in hand, and the mana to cast both. Only paying 1 mana to produce a relavant threat is great in so many matchups for us.
Not really sure I like Tasigur though, for a couple reasons, OTHER tasigurs are everywhere, and he will do nothing against them, and he usually can't beat a goyf unlike Gurmag Angler.
Legitimately thinking about trading out Angler for a 1 of sideboard Tombstalker though. Tell me that isn't SWEET.