I'm looking into adding more countermagic, most likely mainboard negate. If I try spell pierce I will cut AV altogether though and really go for that turn 6 kill.
..i like this approach more, since we don`t have to plan for the long run and keeping the board clean during those first few turns should be feasible. how many copies of Negate do you plan on running ?
If I put them in, 1 or 2 Negates. I won't be cutting AV however, as resolving AV generally means you win the game and it more than makes up how clunky a late topdecked AV is.
How do you survive against Burn or Zoo without Lightning Helix? I guess this question is really open to anyone who plays Draw-Go.
I still think getting to play helix is one of the privileges of playing in jeskai. Even if it's not good versus the top decks, you'll be playing versus eldrazi or death shadow less than 50% of the time and in many other MUs helix is still excellent.
If you are going to go the nahiri and emrakul route you might be better off going W/R Prison. 4 Nahiri, Emrakul, Spreading Seas is a lot of tapping down and with only 10 removal spells and 2 conditional counters you are going to have some very dead hands in games. I'm also not a fan of ancestral in UWR, as opposed to UW. It's such a bad card on anything but basically turn 1.
This is short-sighted. His list can discard AV to Nahiri if the situation becomes conducive.
The thing that got me into Jeskai was Lightning Helix : lifegain with Sphinx's Revelation is so much valuable (it's something that's lacking in Grixis Control, the reason why I dropped the deck). So running 2 LE + Ajani feels amazing.
I decided to fine-tune my list and I've settled on something for sometime seeing draw-go lists popping up here and there on MTGO :
So I decided to include Think Twice for card advantage and having easier draws also, moving 1 Sphinx's Revelation to the side in order to replace Jace, Architect of Thoughts (making sure to keep advantage in longer matchups). 1 Counterflux in the side also. Seems good after winning a mirror yesterday
Draw-go is in great shape ; having acces to red is probably the key for good draw-go. Esper lacks gaz most of the times in a large field. Glad to see Wafo-Tapa, Mitas, Sukenik and others doing great so far!
How do you survive against Burn or Zoo without Lightning Helix? I guess this question is really open to anyone who plays Draw-Go.
I'm currently testing 3 Bolt, 3 Path, 3 Snare, 1 Helix, 1 BA + 3 snaps as my interaction vs Burn and Zoo that attempts to fight on their wavelength when on the draw being worst case scenario.
Probably the most explosive draws feature Burning-Tree Emissary into X amount of 2/2 bodies on turn 2 or 3 so I'm trialling a bit more Spell Snare currently. Not sure if this is enough early interaction and life gain, but my last 3 game 1's against red based aggro I've opened with either two 1 mana spells or a 1 mana spell + snap.
Life gain is important to eventually stabilise, but I think trading early 1 for 1's and minimise creature beats, then it goes a long way to winning and IMO the 1 mana spells are best to trade as clean as possible. Then helix/snap/helix or BA/snap/BA seals the deal.
I've been playing U/W and primariy Jeskai control based variants in modern for many years. The things that have kept me coming back time and again to the deck are the chances for consistent interaction, the interesting and difficult decision points, and the ability to give yourself a huge advantage against a correctly predicted field by playing the right number of specific elements in your 75.
Along the way, I've met many Jeskai players. Some I've learned a lot from and this has really helped my game. But I'd have to say that on average the Jeskai players I have come across tend to be calcified in their card evaluations and very rarely think deeply on decisions. This is something I want to discuss briefly and if anyone wants to chime in for a more in-depth discussion feel free.
1. Fetch/shocking too aggressively(or not aggressively enough).
This is one I see often. Jeskai player is against some kind of control deck with a R/B land on the battlefield, a Sacred Foundry, and two fetches in hand. Player proceeds to play Foundry untapped (or fetch shock for a Hallowed Fountain). Doesn't go for any basics. After these games I often inquire, "Why did you fetch up the third shockland?" The answer is something trivial like "I wanted double white, and of course I need more U for Cryptics". I look through the deck seeing that there is only a singleton Supreme Verdict for WW, and can't find any other useful uses of WW. In these situations, don't shock, it's rarely worth it. And there are other times I see what seem like rather obvious mistakes. Opp is playing against burn and on T1 doesn't fetch/shock the Goblin Guide. After the game he says, "I wanted to save the life". I explain to him that if he had shocked it would have been the same two life he let the GG hit him for and he would have used his mana on T1 and had up his Mana Leak for T2. To which he responds, "Oh," and doesn the same thing when I saw him playing burn a couple weeks later.
Be careful, guys! Think about why you are doing something. Don't just go off habit = )
2. "Card X has always been great for me". This is a big deal and one of the reasons IMO that Jeskai gets held back as an archtype. other decks seems to be fine with adding and removing cards when they are less optimal. But Jeskai players are very calcified in their card evaluations. Have you heard of these? "I would never run Jeskai without Cryptic", "4 lightning bolt is always correct," "You'd be crazy not to have a 4-mana sweeper in the main," "I always run Gideon because he's always great for me," "I'd never run AV because it seems slow to me (but I run Sphinx's Revelation)".
Try to be able to see when cards are good and when they aren't. There are lots of metas where I've argued to forgo 4 mana sweepers, and many where I've said Cryptic isn't good. But currently I think they are both fine. This is based on what my opponent's are bringing to the table, NOT my own card preferences.
3. Using Remand incorrectly. One thing about remand I've always found strange is that people use it on their own spells far less often than they should. For example, your opponent has a goyf and your hand is bolt, remand. You can bolt him end of turn, maintain priority and remand your bolt to cycle the remand. I see players in this kind of situation all the time and they don't cycle their remand. Give it the due consideration it deserves. I also see many players remanding their opponent's counterspells in the hopes of drawing into an answer instead of just remanding their own spell. Example- I play snap, you spell snare. DON'T remand the spell snare! I see this a lot. Remand your snapcaster for super value!
4. Not activating colonnade enough in post board games. In game one many opponents are stuck with removal in hand against Jeskai. But they usually shave some number during sideboarding. It's often correct to jam with your colonnade and force them to have it. I think people have a hard time going from the mindset of "I'm going to control the game" to "Now I'm going to race you, can you race my 4/4 flier?"
5. Not mulliganing enough against linear match-ups. Post board hands are much less keepable in the linear match-ups like Dredge, Tron, etc. Provided that you have brought appropriate hate you should be rolling the dice more to get a hand that can win. I see WAY TOO MANY people keep hands just because they are "lands and spells". Lands and spells don't help you beat Dredge, lest you forgot?
Anyway, those are five tips off the top of my head. Hope they provide some food for thought.
I'm considering to give up the dredge MU: I currently have 3 RIPs in the side, but if I don't also run some amount of Anger of the Gods it still does not make the dredge MU close. They can mull much more aggressively for their counterhate, and on the draw turn 2 rip is even too slow against the nut hand.
I'll probably still have 2 rips in the side for other MUs but I think I should either devote even more hate to it or design my sideboard like dredge doesn't exist
I'm considering to give up the dredge MU: I currently have 3 RIPs in the side, but if I don't also run some amount of Anger of the Gods it still does not make the dredge MU close. They can mull much more aggressively for their counterhate, and on the draw turn 2 rip is even too slow against the nut hand.
I'll probably still have 2 rips in the side for other MUs but I think I should either devote even more hate to it or design my sideboard like dredge doesn't exist
I don't agree with your reasoning but it's perfectly fine to run 3, 2, 1, or zero RIP. Just depends on your strategy. Hoping to dodge Dredge is perfectly fine. I bring in RIP against a bunch of other decks though so I don't see myself cutting it any time soon.
I suggest you drop a GQ for a Desolate Lighthouse, and I never like 4 Snapcaster in this type of list. You end up seeing him too early when there aren't many good targets in the gy. Maybe consider a single Ajani Vengeant in its place. I also think four Lightning Bolt is one or two too many right now. Maybe drop one for another MB counter, maybe one Mana Leak.
One MB and one in the SB would be good. You could drop a Lightning Bolt main for the one Helix. Not sure what you would drop in the side for the other Helix. Maybe the Blessed Alliance.
Also, 4 Colonnade is one too many in a three color list. Drop one for a Sulfur Falls.
4. Not activating colonnade enough in post board games. In game one many opponents are stuck with removal in hand against Jeskai. But they usually shave some number during sideboarding. It's often correct to jam with your colonnade and force them to have it. I think people have a hard time going from the mindset of "I'm going to control the game" to "Now I'm going to race you, can you race my 4/4 flier?"
Hypothetical scenario. You have a Colonnade on the field. Your opponent has a 2/2. You're on 15 life, they're on 18. They have two cards in hand and have not played any spells the last two turns.
Here you want to activate Colonnade and race the hell out of them. You have them on a 5 turn clock. They have you on a 8 turn clock. If your Colonnade gets killed, who cares? You've got more in the deck and can very easily draw an answer to the 2/2 which will kill you in 7 months.
I suggest you drop a GQ for a Desolate Lighthouse, and I never like 4 Snapcaster in this type of list. You end up seeing him too early when there aren't many good targets in the gy. Maybe consider a single Ajani Vengeant in its place. I also think four Lightning Bolt is one or two too many right now. Maybe drop one for another MB counter, maybe one Mana Leak.
Someone forgot the secret Ambush Viper mode on Snapcaster.
I've been playing U/W and primariy Jeskai control based variants in modern for many years. The things that have kept me coming back time and again to the deck are the chances for consistent interaction, the interesting and difficult decision points, and the ability to give yourself a huge advantage against a correctly predicted field by playing the right number of specific elements in your 75.
Along the way, I've met many Jeskai players. Some I've learned a lot from and this has really helped my game. But I'd have to say that on average the Jeskai players I have come across tend to be calcified in their card evaluations and very rarely think deeply on decisions. This is something I want to discuss briefly and if anyone wants to chime in for a more in-depth discussion feel free.
1. Fetch/shocking too aggressively(or not aggressively enough).
This is one I see often. Jeskai player is against some kind of control deck with a R/B land on the battlefield, a Sacred Foundry, and two fetches in hand. Player proceeds to play Foundry untapped (or fetch shock for a Hallowed Fountain). Doesn't go for any basics. After these games I often inquire, "Why did you fetch up the third shockland?" The answer is something trivial like "I wanted double white, and of course I need more U for Cryptics". I look through the deck seeing that there is only a singleton Supreme Verdict for WW, and can't find any other useful uses of WW. In these situations, don't shock, it's rarely worth it. And there are other times I see what seem like rather obvious mistakes. Opp is playing against burn and on T1 doesn't fetch/shock the Goblin Guide. After the game he says, "I wanted to save the life". I explain to him that if he had shocked it would have been the same two life he let the GG hit him for and he would have used his mana on T1 and had up his Mana Leak for T2. To which he responds, "Oh," and doesn the same thing when I saw him playing burn a couple weeks later.
Be careful, guys! Think about why you are doing something. Don't just go off habit = )
2. "Card X has always been great for me". This is a big deal and one of the reasons IMO that Jeskai gets held back as an archtype. other decks seems to be fine with adding and removing cards when they are less optimal. But Jeskai players are very calcified in their card evaluations. Have you heard of these? "I would never run Jeskai without Cryptic", "4 lightning bolt is always correct," "You'd be crazy not to have a 4-mana sweeper in the main," "I always run Gideon because he's always great for me," "I'd never run AV because it seems slow to me (but I run Sphinx's Revelation)".
Try to be able to see when cards are good and when they aren't. There are lots of metas where I've argued to forgo 4 mana sweepers, and many where I've said Cryptic isn't good. But currently I think they are both fine. This is based on what my opponent's are bringing to the table, NOT my own card preferences.
3. Using Remand incorrectly. One thing about remand I've always found strange is that people use it on their own spells far less often than they should. For example, your opponent has a goyf and your hand is bolt, remand. You can bolt him end of turn, maintain priority and remand your bolt to cycle the remand. I see players in this kind of situation all the time and they don't cycle their remand. Give it the due consideration it deserves. I also see many players remanding their opponent's counterspells in the hopes of drawing into an answer instead of just remanding their own spell. Example- I play snap, you spell snare. DON'T remand the spell snare! I see this a lot. Remand your snapcaster for super value!
4. Not activating colonnade enough in post board games. In game one many opponents are stuck with removal in hand against Jeskai. But they usually shave some number during sideboarding. It's often correct to jam with your colonnade and force them to have it. I think people have a hard time going from the mindset of "I'm going to control the game" to "Now I'm going to race you, can you race my 4/4 flier?"
5. Not mulliganing enough against linear match-ups. Post board hands are much less keepable in the linear match-ups like Dredge, Tron, etc. Provided that you have brought appropriate hate you should be rolling the dice more to get a hand that can win. I see WAY TOO MANY people keep hands just because they are "lands and spells". Lands and spells don't help you beat Dredge, lest you forgot?
Anyway, those are five tips off the top of my head. Hope they provide some food for thought.
I'm considering to give up the dredge MU: I currently have 3 RIPs in the side, but if I don't also run some amount of Anger of the Gods it still does not make the dredge MU close. They can mull much more aggressively for their counterhate, and on the draw turn 2 rip is even too slow against the nut hand.
I'll probably still have 2 rips in the side for other MUs but I think I should either devote even more hate to it or design my sideboard like dredge doesn't exist
I don't agree with your reasoning but it's perfectly fine to run 3, 2, 1, or zero RIP. Just depends on your strategy. Hoping to dodge Dredge is perfectly fine. I bring in RIP against a bunch of other decks though so I don't see myself cutting it any time soon.
Do you bring in RIP versus GDS? I'm on the fence. They use the graveyard more than us but IMO our snapcasters are much better than theirs. I bring it in versus JDS though
I would. On an average draw for both players, they will see more cards than you in the early turns. It forces them to hit it with discard if it's relevant or take 9other things and get slammed by it over a longer run. If I make it to the longer run scenario, the only card I will miss flashing back are Path to Exile. Everything else doesn't really matter imo.
I'm considering to give up the dredge MU: I currently have 3 RIPs in the side, but if I don't also run some amount of Anger of the Gods it still does not make the dredge MU close. They can mull much more aggressively for their counterhate, and on the draw turn 2 rip is even too slow against the nut hand.
I'll probably still have 2 rips in the side for other MUs but I think I should either devote even more hate to it or design my sideboard like dredge doesn't exist
I don't agree with your reasoning but it's perfectly fine to run 3, 2, 1, or zero RIP. Just depends on your strategy. Hoping to dodge Dredge is perfectly fine. I bring in RIP against a bunch of other decks though so I don't see myself cutting it any time soon.
Do you bring in RIP versus GDS? I'm on the fence. They use the graveyard more than us but IMO our snapcasters are much better than theirs. I bring it in versus JDS though
It's list dependent and looking at your list I would probably bring in one or two RIP. But honestly, your sideboard is already pretty good against them. I don't run nearly that much hate against them and feel fine.
With testing so far, I've been very please with 4 Snapcaster Mage and 3 Cryptic Command. Because I run more cards with low CMC, our beloved mage is more often required to flashback cards. At the same time, my counterspells suite feels strong with 8 : 3 Cryptic seems the sweet spot in my list because it's very mana consumming and I wouldn't want to commit to 4 (I love the 3/3 split with Logic Knot, an all-star so far).
My Draw-Go is more coutner-burn oriented than most list floating at the moment, so I'm more going down ''the old way'' in closing out games. I've decided to drop 1 Sphinx's Revelation and move a hard counter to the side for 2 Think Twice : it's a great card advantage engine and works wonders so far. 1 Rev in the side seems good to against some slower matchups (midrange / control) like UW Control, Jund DS, etc.
Finally, 2 Sweepers main and 2 in the side works wonders. Same thing with 2 GQ and 2 Molten Rain in the side.
If I put them in, 1 or 2 Negates. I won't be cutting AV however, as resolving AV generally means you win the game and it more than makes up how clunky a late topdecked AV is.
I still think getting to play helix is one of the privileges of playing in jeskai. Even if it's not good versus the top decks, you'll be playing versus eldrazi or death shadow less than 50% of the time and in many other MUs helix is still excellent.
This is short-sighted. His list can discard AV to Nahiri if the situation becomes conducive.
I decided to fine-tune my list and I've settled on something for sometime seeing draw-go lists popping up here and there on MTGO :
4 Snapcaster Mage
Planeswalkers (1)
1 Ajani Vengeant
Spells (30)
4 Lightning Bolt
4 Path to Exile
4 Serum Visions
3 Cryptic Command
3 Logic Knot
2 Electrolyze
2 Lightning Helix
2 Supreme Verdict
2 Think Twice
1 Negate
1 Mana Leak
1 Secure the Wastes
1 Sphinx's Revelation
4 Flooded Strand
4 Arid Mesa
3 Celestial Colonnade
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Glacial Fortress
1 Sulfur Falls
2 Ghost Quarter
1 Desolate Lighthouse
2 Island
1 Mountain
1 Plains
2 Anger of the Gods
2 Ceremonious Rejection
2 Dispel
2 Molten Rain
1 Blessed Alliance
1 Celestial Purge
1 Counterflux
1 Izzet Staticaster
1 Sphinx's Revelation
1 Timely Reinforcements
1 Wear // Tear
So I decided to include Think Twice for card advantage and having easier draws also, moving 1 Sphinx's Revelation to the side in order to replace Jace, Architect of Thoughts (making sure to keep advantage in longer matchups). 1 Counterflux in the side also. Seems good after winning a mirror yesterday
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
https://www.mtggoldfish.com/deck/684428#paper
Draw-go is in great shape ; having acces to red is probably the key for good draw-go. Esper lacks gaz most of the times in a large field. Glad to see Wafo-Tapa, Mitas, Sukenik and others doing great so far!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
I'm currently testing 3 Bolt, 3 Path, 3 Snare, 1 Helix, 1 BA + 3 snaps as my interaction vs Burn and Zoo that attempts to fight on their wavelength when on the draw being worst case scenario.
Probably the most explosive draws feature Burning-Tree Emissary into X amount of 2/2 bodies on turn 2 or 3 so I'm trialling a bit more Spell Snare currently. Not sure if this is enough early interaction and life gain, but my last 3 game 1's against red based aggro I've opened with either two 1 mana spells or a 1 mana spell + snap.
Life gain is important to eventually stabilise, but I think trading early 1 for 1's and minimise creature beats, then it goes a long way to winning and IMO the 1 mana spells are best to trade as clean as possible. Then helix/snap/helix or BA/snap/BA seals the deal.
I've been playing U/W and primariy Jeskai control based variants in modern for many years. The things that have kept me coming back time and again to the deck are the chances for consistent interaction, the interesting and difficult decision points, and the ability to give yourself a huge advantage against a correctly predicted field by playing the right number of specific elements in your 75.
Along the way, I've met many Jeskai players. Some I've learned a lot from and this has really helped my game. But I'd have to say that on average the Jeskai players I have come across tend to be calcified in their card evaluations and very rarely think deeply on decisions. This is something I want to discuss briefly and if anyone wants to chime in for a more in-depth discussion feel free.
1. Fetch/shocking too aggressively(or not aggressively enough).
This is one I see often. Jeskai player is against some kind of control deck with a R/B land on the battlefield, a Sacred Foundry, and two fetches in hand. Player proceeds to play Foundry untapped (or fetch shock for a Hallowed Fountain). Doesn't go for any basics. After these games I often inquire, "Why did you fetch up the third shockland?" The answer is something trivial like "I wanted double white, and of course I need more U for Cryptics". I look through the deck seeing that there is only a singleton Supreme Verdict for WW, and can't find any other useful uses of WW. In these situations, don't shock, it's rarely worth it. And there are other times I see what seem like rather obvious mistakes. Opp is playing against burn and on T1 doesn't fetch/shock the Goblin Guide. After the game he says, "I wanted to save the life". I explain to him that if he had shocked it would have been the same two life he let the GG hit him for and he would have used his mana on T1 and had up his Mana Leak for T2. To which he responds, "Oh," and doesn the same thing when I saw him playing burn a couple weeks later.
Be careful, guys! Think about why you are doing something. Don't just go off habit = )
2. "Card X has always been great for me". This is a big deal and one of the reasons IMO that Jeskai gets held back as an archtype. other decks seems to be fine with adding and removing cards when they are less optimal. But Jeskai players are very calcified in their card evaluations. Have you heard of these? "I would never run Jeskai without Cryptic", "4 lightning bolt is always correct," "You'd be crazy not to have a 4-mana sweeper in the main," "I always run Gideon because he's always great for me," "I'd never run AV because it seems slow to me (but I run Sphinx's Revelation)".
Try to be able to see when cards are good and when they aren't. There are lots of metas where I've argued to forgo 4 mana sweepers, and many where I've said Cryptic isn't good. But currently I think they are both fine. This is based on what my opponent's are bringing to the table, NOT my own card preferences.
3. Using Remand incorrectly. One thing about remand I've always found strange is that people use it on their own spells far less often than they should. For example, your opponent has a goyf and your hand is bolt, remand. You can bolt him end of turn, maintain priority and remand your bolt to cycle the remand. I see players in this kind of situation all the time and they don't cycle their remand. Give it the due consideration it deserves. I also see many players remanding their opponent's counterspells in the hopes of drawing into an answer instead of just remanding their own spell. Example- I play snap, you spell snare. DON'T remand the spell snare! I see this a lot. Remand your snapcaster for super value!
4. Not activating colonnade enough in post board games. In game one many opponents are stuck with removal in hand against Jeskai. But they usually shave some number during sideboarding. It's often correct to jam with your colonnade and force them to have it. I think people have a hard time going from the mindset of "I'm going to control the game" to "Now I'm going to race you, can you race my 4/4 flier?"
5. Not mulliganing enough against linear match-ups. Post board hands are much less keepable in the linear match-ups like Dredge, Tron, etc. Provided that you have brought appropriate hate you should be rolling the dice more to get a hand that can win. I see WAY TOO MANY people keep hands just because they are "lands and spells". Lands and spells don't help you beat Dredge, lest you forgot?
Anyway, those are five tips off the top of my head. Hope they provide some food for thought.
I'll probably still have 2 rips in the side for other MUs but I think I should either devote even more hate to it or design my sideboard like dredge doesn't exist
I don't agree with your reasoning but it's perfectly fine to run 3, 2, 1, or zero RIP. Just depends on your strategy. Hoping to dodge Dredge is perfectly fine. I bring in RIP against a bunch of other decks though so I don't see myself cutting it any time soon.
4 Serum Visions
3 Supreme Verdict
4x Cryptic Command
2x Electrolyze
4x Lightning Bolt
3x Logic Knot
1x Negate
4x Path to Exile
1x Secure the Wastes
2x Sphinx's Revelation
3x Think Twice
4x Flooded Strand
2x Ghost Quarter
1x Glacial Fortress
2x Hallowed Fountain
3x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
1x Blessed Alliance
1x Celestial Purge
2x Crumble to Dust
2x Dispel
1x Izzet Staticaster
1x Negate
2x Runed Halo
2x Stony Silence
1x Wear / Tear
Thanks a lot.
UWR Control
BR Hollow One
UWR Control
BR Hollow One
Also, 4 Colonnade is one too many in a three color list. Drop one for a Sulfur Falls.
Hypothetical scenario. You have a Colonnade on the field. Your opponent has a 2/2. You're on 15 life, they're on 18. They have two cards in hand and have not played any spells the last two turns.
Here you want to activate Colonnade and race the hell out of them. You have them on a 5 turn clock. They have you on a 8 turn clock. If your Colonnade gets killed, who cares? You've got more in the deck and can very easily draw an answer to the 2/2 which will kill you in 7 months.
UWR Control
Legacy:
W D&T
Someone forgot the secret Ambush Viper mode on Snapcaster.
UWR Control
Legacy:
W D&T
Very good post!
Do you bring in RIP versus GDS? I'm on the fence. They use the graveyard more than us but IMO our snapcasters are much better than theirs. I bring it in versus JDS though
It's list dependent and looking at your list I would probably bring in one or two RIP. But honestly, your sideboard is already pretty good against them. I don't run nearly that much hate against them and feel fine.
My Draw-Go is more coutner-burn oriented than most list floating at the moment, so I'm more going down ''the old way'' in closing out games. I've decided to drop 1 Sphinx's Revelation and move a hard counter to the side for 2 Think Twice : it's a great card advantage engine and works wonders so far. 1 Rev in the side seems good to against some slower matchups (midrange / control) like UW Control, Jund DS, etc.
Finally, 2 Sweepers main and 2 in the side works wonders. Same thing with 2 GQ and 2 Molten Rain in the side.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R