I'd like to start a discussion about our removal package and see what everyone's running right now. Most UB lists are running 4-6 and maybe a value vapor snag or into the roil as half of a removal spell. Right now I'm running 5 and can't ever see myself going lower. Right now I think our best choice for a "generic" removal spell is smother. It hits manlands, bob, all of zoo, and is very easy on the mana. Another option I've been liking is victim of night for the larger creatures like resto, dragons, wurmcoils, but hitting double black on 2 is not something we can reliably do. What is everyone's current removal suite? If you're playing a 3 color version, you don't really need to add much other than color and we can probably assume that it's 4 AD or 4 bolt, but if you're using anything sweet please feel free to speak up.
Right now I'm trying 3 victim of night + 2 smother while running an urborg, tomb of yawgmoth instead of a basic swamp. If the mana is too sketchy I'll go to 3 smother and probably 2 doom blade. I don't mind doom blade not hitting bob because our list is stuffed to the gills with ways to answer it on turn two, weather we're on the play or the draw.
How are you raising the body count?
Private Mod Note
():
Rollback Post to RevisionRollBack
And on that day, Garfield said unto the world "Go ye forth and durdle!"
I have no doubt you must have tested the deck a lot, but didn't take that care at writing the decklist here: 59 cards and just 23 lands, so I guess you must be missing some Tectonic Edges or other lands and wrote a wrong number before any of the spells (I'd bet Scion of Oona is just a 3-of). Four Hurkyl's Recall are too many, and certainly Ratchet Bomb or Engineered Explosives would be more versatile cards still helpful against Affinity. I don't like your removal suite either; too soft against big dudes that somehow you couldn't counter nor discard with your single Thoughtseize (Thundermaw Hellkite, Baneslayer Angel, Restoration Angel, Primeval Titan, Mistbind Clique...). I'd try to play a couple of black removal spells that could deal with the big guys.
Some pages back someone proposed a basic shell for the UB build that should be taken as a reference.
4 Blossom
4 Command (though I like 3)
4/5 spot discard
4/5 spot removal
4/5 cheap counters
25/26 lands
3 Scion of Oona or 2 Swords of choice (I'm more fan of Scion)
8 Mistbind Clique and Spellstutter Sprite
2/3 Vendilion Clique
I still think this deck needs some sort of draw engine. I first tried Bident of Thassa to find it's awful. I'll give a try to Jace Beleren now. How's it gone to those trying Think Twice? I usually prefer casting an aggressive Spellstutter Sprite at the end of turn 2 if I haven't cast neither Blossom nor Leak, but I could go slower.
Forgot to mention my advances on the manabase. I think I found the right one:
2 Tectonic Edge
4 Mutavault
3 Creeping Tar Pit
4 Darkslick Shores
4 Secluded Glen
2 River of Tears
2 Sunken Ruins
3 Island
1 Swamp
Weak to Blood Moon, but didn't have any problem at casting my spells besides those caused by me tapping the lands wrong.
yes mislisting, 60cards deck, 2edge just 3spellstutter sprite
Think about the creatures you name their triggered ability it's the real painful deal: thundermaw hellkite, primeval titan, mistbind clique...
4 hurkyll are not enought you always want to draw that it's so broken
Sunken ruins+mutavault+tectonic edge doesn't sound good
The card you named are not ub faeries material, please read: http://www.channelfireball.com/home/pvs-playhouse-playing-fae-from-a-to-z/
In this format is better to be proactive than reactive.
Of course the removal base can't be perfect (go for the throat can't kill affinity drop and infect nexus othwerwise it would have been amazing), anyway I would just add 1 more agony warp, the other problem is the discard base i would add 1 more md thoughtseize but there's still the mana base issue and i'm trying watery grave and its flexibility (you can play it tapped still)
The problem with your removal spells is that you're very focused on killing small guys and have no answer for the fatties besides the blue cards. Even if they have annoying triggered abilities, a 5/5 or 6/6 body is still a problem.
Hurkyl's Recall is only good against Affinity. I wouldn't use 4 sideboard slots for one match-up in a format as open as Modern when there are alternatives that affect a wider variety of decks.
The Sunken Ruins issue, only makes your mulligans worse. You usually don't keep a 2-land 7-card hand unless you have a play for the first 3-4 turns of the game with that hand, but when you're at 5 probably a hand with Mutavault and Watery Grave gives you play and if you replace the later with Sunken Ruins it will be harder. However, Sunken Ruins makes River of Tears and the basic lands better, and there are too many troublesome lands in Modern not to run Tectonic Edge.
About the link to PV's article, I don't know if that's for me playing with 3 Cryptic Command or my search for a draw engine. Let's suppose it's the last. I don't know if you remember the Faeries list from the Time Spiral-Lorwyn Standard and which card I'm missing from that list: Ancestral Vision. Ancestral Vision has powered many aggro-control decks to be dominant in their formats: little tempo investment (just one mana) and high reward. Should we renounce to this effect just because we don't have Vision? The available alternatives have either a higher tempo cost or give you less cards, and usually both things happen. Bident of Thassa could give you more cards than Ancestral Vision, but the cost is prohibitive; Jace Beleren also costs a lot, but 3 mana isn't the same as 4 and has been played in the past in other (slower) formats. Think Twice doesn't have that tempo constraints being an instant, but doesn't draw you a lot of cards and I prefer playing faeries than cycling cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Who is truer: you who are, or you who are to be?
Currently sleeved: WUR Copycat ft. Stoneforge Mystic
The only thing that kills everything you listed is either heroes downfall or murder(at least out of cards within the realm of playability). Tragic slip hits all those EXCEPT the master of ethereum....however it prolly hits that ifmorbid is Online(which I still maintain shouldnt be too hard) I'm tempted to try slips in place of agony warp in my list(making my removal suite be 2 slip, 1 smother, 2 dismember in the main. With a smother, 3 deathmarks in the side.)
the morbid trigger is pretty dependent on having blossom online. if not, we're pretty much 2 for 1ing ourselves. we want cards that pull their weight even if we're not in the optimal scenario.
why? because disfigure and doom blade cover the game 1 affinity match up where go for is useless, and doom blade and go for the throat cover each other's weaknesses. the amount of agony warp we play should be directly proportional to the amount of zoo we expect to face. it acts as a psudo fog, killing one creature and stopping all damage from the other, getting us one turn closer to where we can wrath the board.
Private Mod Note
():
Rollback Post to RevisionRollBack
I speak in sarcasm because calling people ******* ******** is not allowed.
the morbid trigger is pretty dependent on having blossom online. if not, we're pretty much 2 for 1ing ourselves. we want cards that pull their weight even if we're not in the optimal scenario.
why? because disfigure and doom blade cover the game 1 affinity match up where go for is useless, and doom blade and go for the throat cover each other's weaknesses. the amount of agony warp we play should be directly proportional to the amount of zoo we expect to face. it acts as a psudo fog, killing one creature and stopping all damage from the other, getting us one turn closer to where we can wrath the board.
I personally strongly prefer Smother over doomblade or Disfigure. The reason is that smother covers the entire affinity MU and everything else that GftT kills covers the need for doom blade. So for high mana cost creatures you have GftT and for everything else you have smother (entire zoo, entire affinity, entire jund/junk). You can run either disfigure if you feel like T1 disruption is mandatory or agony warp if you expect more aggro, but I don't think disfigure is mandatory.
I just have a thing for 1cmc removal. comes from playing too much WUR for the past 2 years.. anyways, higher cmc threats shouldn't resolve against us, unless its named loxodon smiter or thrun. disfigure also shores up the pod and the RDW match ups (hits all their relevant combo creatures), while only costing 1 mana, letting us leave up counter magic or additional removal.
Private Mod Note
():
Rollback Post to RevisionRollBack
I speak in sarcasm because calling people ******* ******** is not allowed.
I'm having a hard time getting on board with Disfigure. I would rather go up to 6 main deck discard spells as a way to interact on turn 1. I just feel that Disfigure doesn't hit enough in the format to warrant inclusion in the deck. I prefer Smother at this point, with either Doom Blade of Dismember to deal with larger creatures.
D we have any good ways to deal with a resolved or podded for Kitchen Finks? It's so easy for our opponents to grind us out with persist creatures.
Surgical Extraction or Relic of Progenitus out of the sideboard can hit it with the Persist trigger on the stack. Additionally, you can use Shadow of Doubt to blank to Pod Activation, which I personally like. Shadow of Doubt is also good against Tron and Scapeshift, so it has a lot of use in the metagame.
D we have any good ways to deal with a resolved or podded for Kitchen Finks? It's so easy for our opponents to grind us out with persist creatures.
Surgical Extraction or Relic of Progenitus out of the sideboard can hit it with the Persist trigger on the stack. Additionally, you can use Shadow of Doubt to blank to Pod Activation, which I personally like. Shadow of Doubt is also good against Tron and Scapeshift, so it has a lot of use in the metagame.
I think we all need Cage from the SB to help us against Pod MU. So this the first hate on persist trigger.
Surgical Extraction and Relic of Progenitus are other valid choices while inferior. I like Relic btw because is an all around GY/tarmo hate card and cycle itself.
- L
Private Mod Note
():
Rollback Post to RevisionRollBack
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
D we have any good ways to deal with a resolved or podded for Kitchen Finks? It's so easy for our opponents to grind us out with persist creatures.
Surgical Extraction or Relic of Progenitus out of the sideboard can hit it with the Persist trigger on the stack. Additionally, you can use Shadow of Doubt to blank to Pod Activation, which I personally like. Shadow of Doubt is also good against Tron and Scapeshift, so it has a lot of use in the metagame.
I think we all need Cage from the SB to help us against Pod MU. So this the first hate on persist trigger.
Surgical Extraction and Relic of Progenitus are other valid choices while inferior. I like Relic btw because is an all around GY/tarmo hate card and cycle itself.
- L
wo wo wo, the cage even stops persist trigger?????? didn't know that!
"Creature cards can't enter the battlefield from graveyards or libraries."
I'm having a hard time getting on board with Disfigure. I would rather go up to 6 main deck discard spells as a way to interact on turn 1. I just feel that Disfigure doesn't hit enough in the format to warrant inclusion in the deck. I prefer Smother at this point, with either Doom Blade of Dismember to deal with larger creatures.
it hit a ton of relevant things prior to zoo becoming a deck. the only match up where it doesn't hit something relevant is zoo and tron. and remember that our biggest beater is a 4/4, which in the grand scheme of things, isn't that big. disfigure lets you trade up against storm breathdragon, thundermaw, colonnade, etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
I speak in sarcasm because calling people ******* ******** is not allowed.
I'm having a hard time getting on board with Disfigure. I would rather go up to 6 main deck discard spells as a way to interact on turn 1. I just feel that Disfigure doesn't hit enough in the format to warrant inclusion in the deck. I prefer Smother at this point, with either Doom Blade of Dismember to deal with larger creatures.
it hit a ton of relevant things prior to zoo becoming a deck. the only match up where it doesn't hit something relevant is zoo and tron. and remember that our biggest beater is a 4/4, which in the grand scheme of things, isn't that big. disfigure lets you trade up against storm breathdragon, thundermaw, colonnade, etc.
So, since we're already terrible against Zoo, Disfigure allows us to trade up against other relevant matches, and we just side appropriately for Zoo? If that's the argument, wouldn't Tragic Slip be better?
I'm having a hard time getting on board with Disfigure. I would rather go up to 6 main deck discard spells as a way to interact on turn 1. I just feel that Disfigure doesn't hit enough in the format to warrant inclusion in the deck. I prefer Smother at this point, with either Doom Blade of Dismember to deal with larger creatures.
it hit a ton of relevant things prior to zoo becoming a deck. the only match up where it doesn't hit something relevant is zoo and tron. and remember that our biggest beater is a 4/4, which in the grand scheme of things, isn't that big. disfigure lets you trade up against storm breathdragon, thundermaw, colonnade, etc.
So, since we're already terrible against Zoo, Disfigure allows us to trade up against other relevant matches, and we just side appropriately for Zoo? If that's the argument, wouldn't Tragic Slip be better?
Feels like a pretty terrible gameplan to say "I'll scoop to game 1" against what will be one of the most-represented decks in the meta.
the morbid trigger is pretty dependent on having blossom online. if not, we're pretty much 2 for 1ing ourselves. we want cards that pull their weight even if we're not in the optimal scenario.
Tragic slip isn't as bad as you might think. I've tried it out as a 6th piece of removal and never had to 2 for 1 myself to get it to work from either trading or pairing it with another removal spell to snag two things. But that being said, it's a terrible top deck and does nothing when we're behind. So if you want slips I believe it's best to play them in addition to your preferred base 5 spot removal spells because the more removal yo have the better they get.
Right now the only commonly played black creature (that I can think of) is bob and murderous red cap. or maybe olivia voldaren. Red cap is a 2/2 with no text once it's out and is usually going to combo off when it shows up. And bob only needs to dies asap in the early game. Later on it is perfectly fine to just ignore him while your tar pits do their thing since DRS isn't around to make his draws mostly free. So with that in mind is there anything else aside from bobby that would make us not want doom blades?
If I had to play a GP tomorrow I'd run 3 smother and 2 doom blades with another option in the side.
EDIT:
And we deal with persist creatures the same way every other deck does: we get very annoyed that they exist and try to eat them in combat.
Private Mod Note
():
Rollback Post to RevisionRollBack
And on that day, Garfield said unto the world "Go ye forth and durdle!"
Some pages back someone proposed a basic shell for the UB build that should be taken as a reference.
4 Blossom
4 Command (though I like 3)
4/5 spot discard
4/5 spot removal
4/5 cheap counters
25/26 lands
3 Scion of Oona or 2 Swords of choice (I'm more fan of Scion)
8 Mistbind Clique and Spellstutter Sprite
2/3 Vendilion Clique
I still think this deck needs some sort of draw engine. I first tried Bident of Thassa to find it's awful. I'll give a try to Jace Beleren now. How's it gone to those trying Think Twice? I usually prefer casting an aggressive Spellstutter Sprite at the end of turn 2 if I haven't cast neither Blossom nor Leak, but I could go slower.
Forgot to mention my advances on the manabase. I think I found the right one:
2 Tectonic Edge
4 Mutavault
3 Creeping Tar Pit
4 Darkslick Shores
4 Secluded Glen
2 River of Tears
2 Sunken Ruins
3 Island
1 Swamp
Weak to Blood Moon, but didn't have any problem at casting my spells besides those caused by me tapping the lands wrong.
I agree that the shell of faeries pretty much looks like that. Your manabase however worries me. Double sunken ruins double tech edge seems like you will be mulliganing too often. If anything, I would only play one to none tech edges, as the colorless on the mutavault is a pain by itself. If you are feeling weak to blood moon and dont want to change, may I suggest ratchet bomb in the board (or just dont let it resolve).
On the card draw engine front, I was happy with think twice for the most part, but it was the most underpowered card in the deck which made it feel high variance. When you were flooded and topdecking for something, it was sweet. In an opener where you have gas, it was unnecessary. I currently have a jace beleren sitting in my sideboard, but I'm not sure if I like him or not. My 3-4 drops should be sealing the game/putting pressure on the opponent, not cantripping.
As for the removal discussion, I'm going to keep harping on it until someone listens. Vapor snag. We are a tempo control deck, winning within razor-thin margins of life totals. The most fexible piece of removal we have doesnt need to kill creatures, just keep them off the table. Also in a pinch game one, it resets your spellstutters mistbinds and vendilions. It being one blue allows it to be played on turn 1 much easier, also allows me to play 5 basic islands on top of all the UB duals. My sideboard has a few different removal spells which are better in certain matchups, but vapor snag is still boss. I am now up to a full set and doubt I'm going back
My current removal package is 2 smother, 1 slip, 2 agony warp in the main. With 3 deathmark, 2 dismember, 2 damnation in the side. Figure against aggro I just replace counter spells with removal and play the jund game of 1for1 removal until I pull ahead with blossom or get ahead on card advantage from cryotics, damnations etc.
I am running two think twice...and am pretty happy with it. At 25 lands with no other draw engine, I felt like I flooded a bit much. I don't like tapping out for baby jace, especially if he only draws you one or two cards anyways before he's dead. I wouldn't mind finding a third think twice spot. But nothing is worth cutting. As is, these probably get cut when sideboardinf often anyways.
Maybe I'm missing something, but nobody seems to be playing any card draw what so ever. Is there a particular reason for this?
I'm currently testing Jace(s) (Jace Beleren and Jace, Architect of Thought). Haven't played enough games to say which one, if any, is a good choice for the deck but my starting point was the thought that I didn't want do lean to heavily on the top of my deck to get me out of things. Either of those should help make sure that we never want for couters/removal.
Has somebody already tested these and what were their thoughts on the subject?
Private Mod Note
():
Rollback Post to RevisionRollBack
In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
To post a comment, please login or register a new account.
Right now I'm trying 3 victim of night + 2 smother while running an urborg, tomb of yawgmoth instead of a basic swamp. If the mana is too sketchy I'll go to 3 smother and probably 2 doom blade. I don't mind doom blade not hitting bob because our list is stuffed to the gills with ways to answer it on turn two, weather we're on the play or the draw.
How are you raising the body count?
Some pages back someone proposed a basic shell for the UB build that should be taken as a reference.
4 Blossom
4 Command (though I like 3)
4/5 spot discard
4/5 spot removal
4/5 cheap counters
25/26 lands
3 Scion of Oona or 2 Swords of choice (I'm more fan of Scion)
8 Mistbind Clique and Spellstutter Sprite
2/3 Vendilion Clique
I still think this deck needs some sort of draw engine. I first tried Bident of Thassa to find it's awful. I'll give a try to Jace Beleren now. How's it gone to those trying Think Twice? I usually prefer casting an aggressive Spellstutter Sprite at the end of turn 2 if I haven't cast neither Blossom nor Leak, but I could go slower.
Forgot to mention my advances on the manabase. I think I found the right one:
2 Tectonic Edge
4 Mutavault
3 Creeping Tar Pit
4 Darkslick Shores
4 Secluded Glen
2 River of Tears
2 Sunken Ruins
3 Island
1 Swamp
Weak to Blood Moon, but didn't have any problem at casting my spells besides those caused by me tapping the lands wrong.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
The problem with your removal spells is that you're very focused on killing small guys and have no answer for the fatties besides the blue cards. Even if they have annoying triggered abilities, a 5/5 or 6/6 body is still a problem.
Hurkyl's Recall is only good against Affinity. I wouldn't use 4 sideboard slots for one match-up in a format as open as Modern when there are alternatives that affect a wider variety of decks.
The Sunken Ruins issue, only makes your mulligans worse. You usually don't keep a 2-land 7-card hand unless you have a play for the first 3-4 turns of the game with that hand, but when you're at 5 probably a hand with Mutavault and Watery Grave gives you play and if you replace the later with Sunken Ruins it will be harder. However, Sunken Ruins makes River of Tears and the basic lands better, and there are too many troublesome lands in Modern not to run Tectonic Edge.
About the link to PV's article, I don't know if that's for me playing with 3 Cryptic Command or my search for a draw engine. Let's suppose it's the last. I don't know if you remember the Faeries list from the Time Spiral-Lorwyn Standard and which card I'm missing from that list: Ancestral Vision. Ancestral Vision has powered many aggro-control decks to be dominant in their formats: little tempo investment (just one mana) and high reward. Should we renounce to this effect just because we don't have Vision? The available alternatives have either a higher tempo cost or give you less cards, and usually both things happen. Bident of Thassa could give you more cards than Ancestral Vision, but the cost is prohibitive; Jace Beleren also costs a lot, but 3 mana isn't the same as 4 and has been played in the past in other (slower) formats. Think Twice doesn't have that tempo constraints being an instant, but doesn't draw you a lot of cards and I prefer playing faeries than cycling cards.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
that said, my removal suite right now is:
2 Disfigure
1 Doom Blade
why? because disfigure and doom blade cover the game 1 affinity match up where go for is useless, and doom blade and go for the throat cover each other's weaknesses. the amount of agony warp we play should be directly proportional to the amount of zoo we expect to face. it acts as a psudo fog, killing one creature and stopping all damage from the other, getting us one turn closer to where we can wrath the board.
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
Surgical Extraction or Relic of Progenitus out of the sideboard can hit it with the Persist trigger on the stack. Additionally, you can use Shadow of Doubt to blank to Pod Activation, which I personally like. Shadow of Doubt is also good against Tron and Scapeshift, so it has a lot of use in the metagame.
I think we all need Cage from the SB to help us against Pod MU. So this the first hate on persist trigger.
Surgical Extraction and Relic of Progenitus are other valid choices while inferior. I like Relic btw because is an all around GY/tarmo hate card and cycle itself.
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
"Creature cards can't enter the battlefield from graveyards or libraries."
TMYK!
UB Faeries GP Record - 22/9/2, 1 Top 64
it hit a ton of relevant things prior to zoo becoming a deck. the only match up where it doesn't hit something relevant is zoo and tron. and remember that our biggest beater is a 4/4, which in the grand scheme of things, isn't that big. disfigure lets you trade up against storm breathdragon, thundermaw, colonnade, etc.
So, since we're already terrible against Zoo, Disfigure allows us to trade up against other relevant matches, and we just side appropriately for Zoo? If that's the argument, wouldn't Tragic Slip be better?
Feels like a pretty terrible gameplan to say "I'll scoop to game 1" against what will be one of the most-represented decks in the meta.
UB Faeries GP Record - 22/9/2, 1 Top 64
Tragic slip isn't as bad as you might think. I've tried it out as a 6th piece of removal and never had to 2 for 1 myself to get it to work from either trading or pairing it with another removal spell to snag two things. But that being said, it's a terrible top deck and does nothing when we're behind. So if you want slips I believe it's best to play them in addition to your preferred base 5 spot removal spells because the more removal yo have the better they get.
Right now the only commonly played black creature (that I can think of) is bob and murderous red cap. or maybe olivia voldaren. Red cap is a 2/2 with no text once it's out and is usually going to combo off when it shows up. And bob only needs to dies asap in the early game. Later on it is perfectly fine to just ignore him while your tar pits do their thing since DRS isn't around to make his draws mostly free. So with that in mind is there anything else aside from bobby that would make us not want doom blades?
If I had to play a GP tomorrow I'd run 3 smother and 2 doom blades with another option in the side.
EDIT:
And we deal with persist creatures the same way every other deck does: we get very annoyed that they exist and try to eat them in combat.
I agree that the shell of faeries pretty much looks like that. Your manabase however worries me. Double sunken ruins double tech edge seems like you will be mulliganing too often. If anything, I would only play one to none tech edges, as the colorless on the mutavault is a pain by itself. If you are feeling weak to blood moon and dont want to change, may I suggest ratchet bomb in the board (or just dont let it resolve).
On the card draw engine front, I was happy with think twice for the most part, but it was the most underpowered card in the deck which made it feel high variance. When you were flooded and topdecking for something, it was sweet. In an opener where you have gas, it was unnecessary. I currently have a jace beleren sitting in my sideboard, but I'm not sure if I like him or not. My 3-4 drops should be sealing the game/putting pressure on the opponent, not cantripping.
As for the removal discussion, I'm going to keep harping on it until someone listens. Vapor snag. We are a tempo control deck, winning within razor-thin margins of life totals. The most fexible piece of removal we have doesnt need to kill creatures, just keep them off the table. Also in a pinch game one, it resets your spellstutters mistbinds and vendilions. It being one blue allows it to be played on turn 1 much easier, also allows me to play 5 basic islands on top of all the UB duals. My sideboard has a few different removal spells which are better in certain matchups, but vapor snag is still boss. I am now up to a full set and doubt I'm going back
I am running two think twice...and am pretty happy with it. At 25 lands with no other draw engine, I felt like I flooded a bit much. I don't like tapping out for baby jace, especially if he only draws you one or two cards anyways before he's dead. I wouldn't mind finding a third think twice spot. But nothing is worth cutting. As is, these probably get cut when sideboardinf often anyways.
I'm currently testing Jace(s) (Jace Beleren and Jace, Architect of Thought). Haven't played enough games to say which one, if any, is a good choice for the deck but my starting point was the thought that I didn't want do lean to heavily on the top of my deck to get me out of things. Either of those should help make sure that we never want for couters/removal.
Has somebody already tested these and what were their thoughts on the subject?
Many thanks to HotP Studios. Special thanks to DNC for this great sig.