Except you *are* dependent on your graveyard, because otherwise Visions is terrible.
Grapeshot solves almost no problems that tight play would also solve. Blockers? Fatestitcher or Flesh//Blood. Hatebears? They'll impede your ability to storm out anyways, and you have removal in the board to wish for. Wasted slot.
I've stated my views on Wisps and Manamorphose. It's getting to the "agree to disagree" phase of the debate. Manamorphose at least beats Blood Moon, lets you better go off with one creature (though in a list with no Fatestitchers, you could just as easily and more effectively solve that problem with Fatestitchers, which also solve other problems), and fixes your mana. Wisps, however, is *only* good when you're going off--i.e. already winning. I don't want cards that require me to be winning to be at their best. I want cards that *get* me to that point, get me back to that point, and are solid when I'm there.
Still tweaking some numbers and trying some things out in the 3 slots that are currently taken up by the 2nd Noxious Revival (which I appreciate immensely) and 2 Izzet Charms (solid swiss army knife of a spell). I also want to try maindeck Spellskite, Monastery Mentor, Silence, or additional cantrips/draw spells for greater speed and consistency.
I'm still waiting on a few cards to arrive from Pucatrade, so I haven't been able to play in events yet. Will need to evaluate the meta in Cambridge, MA for more insightful card choices.
I would consider playing a Noxious revival or two, maybe cutting it to 15 lands and shaving another card off. I think Faithless Looting is a very strong tool for this deck (If you play fatestitcher) especially if you're playing noxious revival. You can essentially use the yard as an extension of your hand. I've never thought of playing Leyline, and quite frankly I think it's worthless. I play against predominantly Jund and Black-based control decks in my meta, and Those cards almost feel like a time walk in my benefit. If they take one of my pieces, I play enough dig that it's not going to matter all too much and I also don't have to worry about a lightning bolt or some other clock entering the field when they cast an inquisition or Thoughtseize turn 1.
Having said that, I don't play against much affinity, so is it worth playing any artifact hate? I feel like we can combo off fast enough before we die, but not much affinity around where I'm at to test that.
I would consider playing a Noxious revival or two, maybe cutting it to 15 lands and shaving another card off. I think Faithless Looting is a very strong tool for this deck (If you play fatestitcher) especially if you're playing noxious revival. You can essentially use the yard as an extension of your hand. I've never thought of playing Leyline, and quite frankly I think it's worthless. I play against predominantly Jund and Black-based control decks in my meta, and Those cards almost feel like a time walk in my benefit. If they take one of my pieces, I play enough dig that it's not going to matter all too much and I also don't have to worry about a lightning bolt or some other clock entering the field when they cast an inquisition or Thoughtseize turn 1.
Having said that, I don't play against much affinity, so is it worth playing any artifact hate? I feel like we can combo off fast enough before we die, but not much affinity around where I'm at to test that.
Interesting. In my testing, Leyline has been invaluable because getting my Glittering Wish or Ascendancy hit by discard is a beating. Your cantrips do work, but they not enough to make you just not care about discard. Leyline protecting your creatures from Liliana is also highly relevant, as is buying time vs burn. Jund/Junk is rough, I find accounts of breezing past it hard to believe.
Also, 15 lands seems dangerously low.
I don't know how I feel about the two Wear // Tear in my board. I have considered cutting one to just wish for to make room for another card for sideboarding or wishing for.
I run 17 lands and 2 wear//tear in the board because it is a viable card to actually put in the main after game 1 and bringing 1 in isn't going to be consistent enough to actually do anything you brought it in for most likely.
your version I think should cut a land, the tutor, and windzendicon and run noble hierarch replacing either sylvan caryatid or fatesticher. Then I would add 2 ideas unbound and 1 noxious revival. This would make the deck considerably faster.
I think (and may be wrong as I'm no expert on the Storm variants) that Jeskai Storm has more redundancy, if we lose a piece we can just get it back by Wishing for it or digging with all our cantrips. Pyro storm can go off with less pieces (Electromancer + Ritual) but is much more vulnerable to disruption. If Pyro storm gets disrupted/countered, you're pretty much dead in the water. If Jeskai storm gets disrupted, you just find a new piece but it is a 3-piece combo (Dork-Ascendancy-Cantrip).
In other words, it's easier to go off with Pyro storm but will pretty much just die to disruption. Harder to go off with Jeskai storm but runs more redundancy making it easier to survive through disruption. All in all, I'd rather play Jeskai storm, it's really not hard to go off at all, if only slightly more difficult than Pyro storm.
no ascendancy combo is more consistent and faster. I would always play ascendancy combo over storm because it is more fun and I have a lot more experience with ascendancy combo. There is a bit more grave yard hate lately in the format but that shouldn't influence what you play so strongly. You should play what you prefer and what you have more expirence with in order to get the most enjoyment and the best results. I would test the 2 decks o mtgo and see witch one Im better with but that is just me.
I forgot that temur delver was kinda a hard mach. I could use suggestions to improve my play against it. What do you think is the answer to that machup
Im confused about your response to my question. Temur delver doesn't play platinum angel or worship in it whats so ever that would just be dumb, and I dont understand how cyclonic rift would be good at all. Were you perhaps posting on the wrong forum?
Even against Platinium Angel or Worship I won't side in bounce effect like Worship. To deal with cards that don't let us win we have wishboard. Bounce effects would be better against cards like Eidolon of Rhatoric - card that won't let us start combo. It's real danger, not something that just lay on table and wait until we make a lot of mana and tutor for Wear//Tear to deal with it.
In my opinion Ascendancy is much easier to disrupt than Storm becouse we rely on creature which are (exept Caryatid) very easily to kill. Storm has Electromancer, but against removal heavy decks can easily combo with Ascension or even with some rituals and Past in Flames.
Also Storm has better, less painful manabase.
I dislike it as you not only lose to Ghost Quarter (which will be seeing more play until Eye of Ugin is banned), but you can't go off with it unless you have a Fatestitcher in play--in which case you're likely already winning.
I've been slowly lurking over the forum for the past couple days, and have noticed that people tend to use City of Brass over Mana Confluence.
Is there any reason for that besides personal preference? Confluence seems like the better card in this situation.
I'm slowly building into the deck though and can't wait to try it out in paper locally. Should hopefully catch some people off guard.
Tangle Wire, Rishadan Port, and Tendrils of Agony aren't legal in this format, so the only case I can think of for Mana Confluence would be if the opponent has an Urborg, Tomb of Yawgmoth in play or if you're playing the mirror and your opponent is porting your City of Brass with their Fatestitcher. Mana Confluence is better, but the difference doesn't seem to matter much in modern. The difference for me is that I have City of Brass, and I don't have Mana Confluences.
If you're going to play 6 rainbow lands, I do like 2-3 Gemstone Mines to stave lifeloss.
City of brass puts the life-loss trigger on the stack which means you can actually respond to it. Example: You're at 1 Life and tap the City to cast an instant speed cantrip, you can keep doing this over and over again before the life-loss kills you. Will this ever happen? Probably not, but it's still a neat interaction.
Grapeshot solves almost no problems that tight play would also solve. Blockers? Fatestitcher or Flesh//Blood. Hatebears? They'll impede your ability to storm out anyways, and you have removal in the board to wish for. Wasted slot.
I've stated my views on Wisps and Manamorphose. It's getting to the "agree to disagree" phase of the debate. Manamorphose at least beats Blood Moon, lets you better go off with one creature (though in a list with no Fatestitchers, you could just as easily and more effectively solve that problem with Fatestitchers, which also solve other problems), and fixes your mana. Wisps, however, is *only* good when you're going off--i.e. already winning. I don't want cards that require me to be winning to be at their best. I want cards that *get* me to that point, get me back to that point, and are solid when I'm there.
My cube thread!
3x Fatestitcher
4x Birds of Paradise
3x Noble Hierarch
4x Sylvan Caryatid
//Engine--7
4x Glittering Wish
3x Jeskai Ascendancy
//Spells--22
3x Anticipate
4x Gitaxian Probe
3x Ideas Unbound
4x Serum Visions
4x Sleight of Hand
2x Noxious Revival
2x Izzet Charm
3x City of Brass
3x Gemstone Mine
2x Breeding Pool
1x Hallowed Fountain
1x Steam Vents
1x Island
4x Misty Rainforest
2x Scalding Tarn
1x Jeskai Ascendancy
1x Flesh // Blood
1x Scarscale Ritual
1x Abrupt Decay
1x Treasured Find
2x Wear // Tear
2x Swan Song
2x Spellskite
4x Leyline of Sanctity
Still tweaking some numbers and trying some things out in the 3 slots that are currently taken up by the 2nd Noxious Revival (which I appreciate immensely) and 2 Izzet Charms (solid swiss army knife of a spell). I also want to try maindeck Spellskite, Monastery Mentor, Silence, or additional cantrips/draw spells for greater speed and consistency.
I'm still waiting on a few cards to arrive from Pucatrade, so I haven't been able to play in events yet. Will need to evaluate the meta in Cambridge, MA for more insightful card choices.
My cube thread!
Having said that, I don't play against much affinity, so is it worth playing any artifact hate? I feel like we can combo off fast enough before we die, but not much affinity around where I'm at to test that.
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
Interesting. In my testing, Leyline has been invaluable because getting my Glittering Wish or Ascendancy hit by discard is a beating. Your cantrips do work, but they not enough to make you just not care about discard. Leyline protecting your creatures from Liliana is also highly relevant, as is buying time vs burn. Jund/Junk is rough, I find accounts of breezing past it hard to believe.
Also, 15 lands seems dangerously low.
I don't know how I feel about the two Wear // Tear in my board. I have considered cutting one to just wish for to make room for another card for sideboarding or wishing for.
My cube thread!
1x Breeding Pool
4x Flooded Strand
2x Gemstone Mine
1x Hallowed Fountain
1x Island
1x Plains
1x Sacred Foundry
1x Steam Vents
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
1x Wooded Foothills
4x Gitaxian Probe
4x Glittering Wish
1x Idyllic Tutor
4x Serum Visions
4x Sleight of Hand
Instant (9)
4x Cerulean Wisps
1x Crimson Wisps
4x Manamorphose
Creature (12)
4x Birds of Paradise
4x Fatestitcher
4x Sylvan Caryatid
Enchantment (4)
3x Jeskai Ascendancy
1x Wind Zendikon
1x Firespout
1x Flesh // Blood
1x Hydroform
1x Jeskai Ascendancy
4x Leyline of Sanctity
1x Reborn Hope
1x Scarscale Ritual
4x Swan Song
1x Wear // Tear
RWGNaya BurnRWG
WURGJeskai AscendancyWURG
EDH Decks
GRRosheen MeandererGR
Legacy Decks
RBurnR
Pauper Decks
RBurnR
I'm leaning towards jeskai Storm as it isn't graveyard dependent. Just wanting to hear what you guys think.
In other words, it's easier to go off with Pyro storm but will pretty much just die to disruption. Harder to go off with Jeskai storm but runs more redundancy making it easier to survive through disruption. All in all, I'd rather play Jeskai storm, it's really not hard to go off at all, if only slightly more difficult than Pyro storm.
RWG Burn
GW Abzan Company
In my opinion Ascendancy is much easier to disrupt than Storm becouse we rely on creature which are (exept Caryatid) very easily to kill. Storm has Electromancer, but against removal heavy decks can easily combo with Ascension or even with some rituals and Past in Flames.
Also Storm has better, less painful manabase.
My cube thread!
ive been playing the deck for a while and i really like the loam and flame jab inevitability
My cube thread!
Is there any reason for that besides personal preference? Confluence seems like the better card in this situation.
I'm slowly building into the deck though and can't wait to try it out in paper locally. Should hopefully catch some people off guard.
FULL TIME FAERIES
Selvala
If you're going to play 6 rainbow lands, I do like 2-3 Gemstone Mines to stave lifeloss.
My cube thread!
RWG Burn
GW Abzan Company