I feel like the terminus lists with jace are significantly more clunky than brad and seth's 3 teferi lists.
concur.
i tried the Terminus lists with Jace and had to mulligan so many times due to having 1-2 of them in the opening hand and i never wanted the sweeper in my hand.. its really only good on top of our library.. and any failure of having it there, either by Jace putting it there or having it randomly there, resulted in losses against the aggressive decks of the format.
whereas the 3 Teferi list is just happy to have the PW in the hand and riding it to victory.. as someone already pointed out, with 3 in the main you can use the -3 more deliberately and if one is lucky to have a Field of Ruin active, that card tucked away is now going to get shuffled back into the library.
that is a win in my book.
Jeskai Terminus is incredibly powerful and I've used it with great success, it's your best bet at besting gravedecks and melts anything creature based. The problem with it is that between 4 terminus, 3 jace and additional removal, it becomes very hard to have a good sideboard plan versus noncreature combo. Terminusless jeskai can pack the threats to beat these combo decks but is virtually dead vs gravedecks
Something else I've been pondering with the state of modern being as fast as it is (See hoogland article here: https://www.coolstuffinc.com/a/12122018-jeffhoogland-examining-modern-standard-plus)is if any cards from the banned list would ever see play again. The most notable ones being stoneforge mystic and splinter twin. Would these cards even make any impact on current jeskai control list inclusions or would they be too slow, inefficient, etc.?
@TomCourtenay, How can you be a fan of playing Jace but not Teferi?
Nothing against Teferi, it's just that I find Jace smoother. 1 CMC less has made a difference in close games, but then again, +1 on Teferi is great ; also tucking away permanents is great. I'm very found of Secure the Wastes to end games at instant speed, but I'll see what fits best.
Jeskai control in its current would not play twin nor stoneforge.
Jeskai twin was a deck in the past, and it was distinct from jeskai control. It likely would be in the future as well.
Same thing is likely for stoneblade. UWR blade is likely to be a deck if sfm gets unbanned, but its not the same deck as UWR control (its probably closer to the jeskai tempo decks we saw last year).
So, it'd branch off like legacy does between it's iterations of delver, stoneblade, etc.? That would make sense. Stoneforge does have a tempo oriented play-style to it.
Yes, its a pet peeve of mine when people say that those combos, or packages would just 'slot in' to Humans/UWx. They would not. They would fundamentally alter the deck, or more likely still, create new ones.
Either way, right now I would run a list like Seth's, for sure, though I would drop a Celestial for another Island or Plains, I just dont see the point in 3 expensive lands coming in tapped in a format dropping 2 Hollow Ones Turn 1 against me.
Yo guys, just wanted to post my results after going 3-0-1 yesterday at FNM. I'll post my deck list after this. It would've been a full undefeated without the bye and the draw due to time in round 2, but regardless I'm really happy with my results.
Round 1 - Bye
Round 2 - Amulet Titan 1-1-1
Game 1 - Worked through 4 pacts to ultimately deal with 4 titans, but he had no amulet in play the entirety of the game. I nearly stabilize by answering titans with spot removal and path, but he ultimately tutors for ballista w/ tolaria west after the 4th titan to close things out. Couldn't counter because he bounced his cavern with bounce land triggers from titan.
Game 2 - He has a game with amulet turn 2 and dorks turns 3,4,5 but no tutor affects. He goes all in on the dork beats plan with slayer's stronghold and I answer w/ spot removal. I slam jace when he has 1 card in hand and he concedes to the fate seal.
Game 3 - I'm on the draw with explosives, snap, path and some lands. He plays turn 1 amulet. I play explosives for 1 on turn 1. I draw into surgical on turn two and look to blow up on his turn and surgical after his draw step. He rips an amulet for the turn and nothing happens until I slam jace and fate seal an emrakul promised end to the bottom. Pacting and titan tutoring ensues as I brainstorm for 5 turns to find removal and answers and I ultimately answer 3 titans between bolt/helix, path and verdict back to back after destroying slayer's. I slam teferi and curve hand to deal with pacts to follow and more removal and we go to time. I would've had it with my grip and jace on 11 loyalty with teferi on 7, but he takes the draw.
Round 3 - Storm 2-1
Game 1 - I keep a slow one with some spot removal, logic knot and expensive spells like verdict, jace. I draw bolt for his 1st reducer, I path his 2nd reducer on 3 keeping knot up and counter his 1st ritual trying to go off. He rips a 3rd reducer and has enough mana to go off through after I counter his spell.
Game 2 - He keeps a greedy hand with few lands. I keep a hand with removal + clique. I kill reducers on 2 and clique on 3 - he had no 3rd land and I punish with card advantage + clique beats the following turn as he cantrips for lands. I hit my land drops with sculpting hand for a few turns until I slam jace turn 7 to finish it with a fate seal + backup dispels + removal. Close out with burn as he tries to put something together.
Game 3 - I keep another reactive hand with clique/cryptic. He hits his land drops but can't get anything started and I punish with clique. He tries to go off after I kill some mana dorks and 4 mana up and I cryptic bounce a snapcaster for added value. He fizzles after ritualing and MM'ing into nothing and I untap slam jace into fate seal. I curve out later w/ brainstorm into teferi and close out with clique and burn.
Game 4 - Grixis Control 2-0
Game 1 - I'm on the draw with cryptic, Knot, bolt and hieroglyphic plus lands. He inquisitions and takes Knot. Land go until turn 4 where I go for hieroglyphic. It resolves. I hit my land drops and he goes for jace, vryn's prodigy and the 3/1 bird that cycles. I kill both and continue to hit land drops. I bait out removal w/ snap caster on hieroglyphic and he goes for cryptic which resolves. I bash with colonnade to get him to 8. He does nothing and I have teferi, Knot and cryptic in hand and pass. He goes for a 4/4 dragon bolas and I start w/ Knot to bait the counter. He accepts and goes for his own logic knot which I punish w/ cryptic. He's got 1 card in hand I draw into cryptic on 8 mana and draw electrolyze after. I go for the teferi, it resolves and I draw into a 2nd colonade. His last card in hand was bolt/ dreadbore which kills teferi. Next turn I draw helix and bash with colonade #1 which he didn't answer. I untap into a dispel and pass to his upkeep and burn him out.
Game 2
I keep another solid hand with dispel, purge, cryptic and hieroglyphic. He disrupts and takes purge w/ inquisition and goes for jace, vp which I draw helix for. He uses stutter bird on my field to get a tar pit and I recover with lands and hierogyphic on 4. He goes for liliana which I counter with cryptic. He follows it up with 4 drop dragon bolas which I logic knot. I untap and slam teferi with cryptic and helix up. I draw into colonade for next turn and leave up field + 2 r/w lands. He goes for tar pit which I field. He double bolts teferi with no cards. I draw into dispel and bash with 1st colonade from earlier and play a 2nd leaving up cryptic + dispel. I close out with colonade with extra burn to spare.
A really good night for jeskai! everything felt smooth and closing out didn't seem too difficult except verses storm with a full grip. Jace really impressed me as well as hieroglyphic. Hieroglyphic helped smooth out draws enough to hit land drops and find answers. It also was huge in pulling ahead vs control. Jace with brainstorm found me many answers including teferi in some instances where I needed a little bit more to close. Overall, I'm not sure of any changes I'd make to my list as of just yet.
I put in the jace main because I felt I was unable to close effectively and the 3rd teferi has felt amazing with instant speed spells that jeskai has to offer. The 1st teferi is usually what gets dealt with, but the 2nd or jace or azcanta usually takes it from there. Hieroglyphic also a stand out card as it was able to dig quickly when I needed an answer while also netting a card for full cast. I don't miss opt or serum in this version of jeskai as I usually don't know what I need until the last second. So being able to respond and adapt so quickly really helped in my games.
Sideboard : I think it's also pretty standard. I've tested Celestial Purge and I found that I couldn't deal with any enchantment like Choke.
Otherwise, I'm having some issues agasint combo decks and even Burn sometimes. I read the primer and the last 5 pages, we covered a little bit the subject (Sun told me that Vendilion Clique was great and it is). Thoughts about the list and some issues I've talked about guys ?
Went 3-1 beating 8 rack, Burn, and U/R Phoenix and losing to KCI in 3
Adjustments I made from my list including cutting collonade for a sulfur falls. Really need faster dual colored mana early
and the colonnade loss feels minimal when closing w/ the plethora of other options.
SB
-1 Surical, -1 Vendillion Clique, -1 D. Stroke, -2 Damping Sphere
+2 Stony Silence, + 2 Rest in Peace, +1 Geist of Saint Traft
Lost pretty hard to KCI in rounds 2&3 partially due to draws and him having explosive hands.
Damping Sphere hurt me more than him in G3 and would've rather had any other card.
This list closes really well w/ 4 bolts late as well as still having early removal w/o drawback of path.
The standouts this week were by far Jace vs 8 Rack & U/R phoenix. I felt unstoppable as soon as I brainstormed twice w/
shuffle effects. VS phoenix he had to burn 3 spells to kill jace after +2'ing on him to bottom a phoenix, which made my
teferi into secure for 7 decimating.
I feel the deck does hurt in terms of stabilizing vs combo early and really needed an early closing option which is why I'm bringing
in Geist. The Stony's are mainly for KCI and other tron variants w/ RIP overlapping w/ dredge and phoenix who are bringing in surgicals from the board
for my paths apparently. Surgical felt very weak as well as damping sphere, but mostly because he drew all 4 nature's claims and I was not hitting land
drops but had plenty of interaction.
Not sure what else I could feasibly do to win the KCI matchup post board. Between Sai, Spine and the natural combo all being protected with countermagic it feels nearly unwinnable with the amount of flex the deck brings to the table.
@TomCourtney One of the reasons I'm not playing hieroglyphic is the standout difference it has between cycling and
full casting it. The list you have here looks rather reactive and that's what I've always liked about electrolyze. Even
when it's not great it still progresses multiple gameplans between pressure, removal and drawing cards. I'm also adamant about
my decision to cut path for bolt just because most creatures aren't out of bolt range and 3 is plenty to deal w/ threats that need to
be exiled. I'm also really happy w/ mainboard negate. My meta is extremely diverse so having more permission spells w/o hamstrings helps
a lot and I find Knot+Negate dealing with everything my removal package can't while Jace/Electrolyze stabilize in an almost attrition/ style
of fashion between trading 1 for 1 or making their draws worse and increasing loyalty.
TLDR: I've been having more success having a proactive gameplan that can switch/pivot between control/tempo on a dime. I may even look to try
more geist in the board just because of how few options it leaves opponents.
@TomCourtney One of the reasons I'm not playing hieroglyphic is the standout difference it has between cycling and
full casting it. The list you have here looks rather reactive and that's what I've always liked about electrolyze. Even
when it's not great it still progresses multiple gameplans between pressure, removal and drawing cards. I'm also adamant about
my decision to cut path for bolt just because most creatures aren't out of bolt range and 3 is plenty to deal w/ threats that need to
be exiled. I'm also really happy w/ mainboard negate. My meta is extremely diverse so having more permission spells w/o hamstrings helps
a lot and I find Knot+Negate dealing with everything my removal package can't while Jace/Electrolyze stabilize in an almost attrition/ style
of fashion between trading 1 for 1 or making their draws worse and increasing loyalty.
TLDR: I've been having more success having a proactive gameplan that can switch/pivot between control/tempo on a dime. I may even look to try
more geist in the board just because of how few options it leaves opponents.
Thanks for the answer ! I'm not completely sold on Illumination, Electrolyze has been pretty good to average at worst and you're making a good analysis about how it could be relevant in different situation. I'll most probably swing between 2 Illumination and 2 Electrolyze depending the meta.
However, it seems I can't win against Jund. I don't know what to put in my sideboard to win. I'm thinking about 1 Baneslayer Angel. I'm not sure if Geist of Saint Traft could be good : he's great in mirror and against combo to race, but against midrange, I don't know. What do you think ?
I have celestial purge, Engineered explosives, Lyra and ancestral visions in the board to wreck vs Jund specifically. Ideally versus attrition-style decks you just need a way to front load some card advantage as opposed to smoothing it out and you'll win out after trading 1-for-1 in the end because your finishers are stronger. Also cards like search for azcanta are going to be huge in this matchup; defending it is worth it if at all possible.
Absorb is probably a good spell, but less in Jeskai since we have Lightning Helix. I see it shine in UW or Esper Control. Maybe Depose // Deploy could see play, but I doubt it.
The best synergy to me has been so far Sphinx's Insight in conjunction with Teferi, Hero of Dominaria's +1 ability. For 2 mana (on your main phase), you can draw 2 cards and gain 2 life. It could see maybe some play, most probably in sideboard for grindy matchups and / or attrition based matchups.
Absorb is probably a good spell, but less in Jeskai since we have Lightning Helix. I see it shine in UW or Esper Control. Maybe Depose // Deploy could see play, but I doubt it.
The best synergy to me has been so far Sphinx's Insight in conjunction with Teferi, Hero of Dominaria's +1 ability. For 2 mana (on your main phase), you can draw 2 cards and gain 2 life. It could see maybe some play, most probably in sideboard for grindy matchups and / or attrition based matchups.
i think its hard to pass up the flexibility of hieroglyphic illumination if you are going to be running a 4cmc draw spell.
I'm looking at electrodominance right now. Especially it in combination with ancestral visions. It looks fun to play with.
tbh im not expecting much from the card. its easy to get caught up in all the dream scenarios, but you would have to make some serious cuts include the elctro + AV package. the floor on either card on their own aint that great.
not that i wouldnt mind it being good
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
i tried the Terminus lists with Jace and had to mulligan so many times due to having 1-2 of them in the opening hand and i never wanted the sweeper in my hand.. its really only good on top of our library.. and any failure of having it there, either by Jace putting it there or having it randomly there, resulted in losses against the aggressive decks of the format.
whereas the 3 Teferi list is just happy to have the PW in the hand and riding it to victory.. as someone already pointed out, with 3 in the main you can use the -3 more deliberately and if one is lucky to have a Field of Ruin active, that card tucked away is now going to get shuffled back into the library.
that is a win in my book.
Nothing against Teferi, it's just that I find Jace smoother. 1 CMC less has made a difference in close games, but then again, +1 on Teferi is great ; also tucking away permanents is great. I'm very found of Secure the Wastes to end games at instant speed, but I'll see what fits best.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Jeskai twin was a deck in the past, and it was distinct from jeskai control. It likely would be in the future as well.
Same thing is likely for stoneblade. UWR blade is likely to be a deck if sfm gets unbanned, but its not the same deck as UWR control (its probably closer to the jeskai tempo decks we saw last year).
Either way, right now I would run a list like Seth's, for sure, though I would drop a Celestial for another Island or Plains, I just dont see the point in 3 expensive lands coming in tapped in a format dropping 2 Hollow Ones Turn 1 against me.
4 Snapcaster Mage
1 Vendilion Clique
//Planeswalkers (3)
3 Teferi, Hero of Dominaria
//Lands (24)
3 Island
1 Mountain
1 Plains
3 Celestial Colonnade
2 Field of Ruin
4 Flooded Strand
1 Glacial Fortress
2 Hallowed Fountain
1 Sacred Foundry
3 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Cryptic Command
3 Electrolyze
2 Hieroglyphic Illumination
3 Lightning Bolt
3 Lightning Helix
2 Logic Knot
1 Mana Leak
1 Negate
4 Path to Exile
1 Settle the Wreckage
2 Search for Azcanta
2 Serum Visions
1 Supreme Verdict
1 Baneslayer Angel
3 Rest in Peace
2 Stony Silence
1 Abrade
1 Celestial Purge
1 Ceremonious Rejection
1 Disdainful Stroke
2 Dispel
1 Negate
1 Geist of Saint Traft
1 Anger of the Gods
Spirits
Round 1 - Bye
Round 2 - Amulet Titan 1-1-1
Game 1 - Worked through 4 pacts to ultimately deal with 4 titans, but he had no amulet in play the entirety of the game. I nearly stabilize by answering titans with spot removal and path, but he ultimately tutors for ballista w/ tolaria west after the 4th titan to close things out. Couldn't counter because he bounced his cavern with bounce land triggers from titan.
Game 2 - He has a game with amulet turn 2 and dorks turns 3,4,5 but no tutor affects. He goes all in on the dork beats plan with slayer's stronghold and I answer w/ spot removal. I slam jace when he has 1 card in hand and he concedes to the fate seal.
Game 3 - I'm on the draw with explosives, snap, path and some lands. He plays turn 1 amulet. I play explosives for 1 on turn 1. I draw into surgical on turn two and look to blow up on his turn and surgical after his draw step. He rips an amulet for the turn and nothing happens until I slam jace and fate seal an emrakul promised end to the bottom. Pacting and titan tutoring ensues as I brainstorm for 5 turns to find removal and answers and I ultimately answer 3 titans between bolt/helix, path and verdict back to back after destroying slayer's. I slam teferi and curve hand to deal with pacts to follow and more removal and we go to time. I would've had it with my grip and jace on 11 loyalty with teferi on 7, but he takes the draw.
Round 3 - Storm 2-1
Game 1 - I keep a slow one with some spot removal, logic knot and expensive spells like verdict, jace. I draw bolt for his 1st reducer, I path his 2nd reducer on 3 keeping knot up and counter his 1st ritual trying to go off. He rips a 3rd reducer and has enough mana to go off through after I counter his spell.
Game 2 - He keeps a greedy hand with few lands. I keep a hand with removal + clique. I kill reducers on 2 and clique on 3 - he had no 3rd land and I punish with card advantage + clique beats the following turn as he cantrips for lands. I hit my land drops with sculpting hand for a few turns until I slam jace turn 7 to finish it with a fate seal + backup dispels + removal. Close out with burn as he tries to put something together.
Game 3 - I keep another reactive hand with clique/cryptic. He hits his land drops but can't get anything started and I punish with clique. He tries to go off after I kill some mana dorks and 4 mana up and I cryptic bounce a snapcaster for added value. He fizzles after ritualing and MM'ing into nothing and I untap slam jace into fate seal. I curve out later w/ brainstorm into teferi and close out with clique and burn.
Game 4 - Grixis Control 2-0
Game 1 - I'm on the draw with cryptic, Knot, bolt and hieroglyphic plus lands. He inquisitions and takes Knot. Land go until turn 4 where I go for hieroglyphic. It resolves. I hit my land drops and he goes for jace, vryn's prodigy and the 3/1 bird that cycles. I kill both and continue to hit land drops. I bait out removal w/ snap caster on hieroglyphic and he goes for cryptic which resolves. I bash with colonnade to get him to 8. He does nothing and I have teferi, Knot and cryptic in hand and pass. He goes for a 4/4 dragon bolas and I start w/ Knot to bait the counter. He accepts and goes for his own logic knot which I punish w/ cryptic. He's got 1 card in hand I draw into cryptic on 8 mana and draw electrolyze after. I go for the teferi, it resolves and I draw into a 2nd colonade. His last card in hand was bolt/ dreadbore which kills teferi. Next turn I draw helix and bash with colonade #1 which he didn't answer. I untap into a dispel and pass to his upkeep and burn him out.
Game 2
I keep another solid hand with dispel, purge, cryptic and hieroglyphic. He disrupts and takes purge w/ inquisition and goes for jace, vp which I draw helix for. He uses stutter bird on my field to get a tar pit and I recover with lands and hierogyphic on 4. He goes for liliana which I counter with cryptic. He follows it up with 4 drop dragon bolas which I logic knot. I untap and slam teferi with cryptic and helix up. I draw into colonade for next turn and leave up field + 2 r/w lands. He goes for tar pit which I field. He double bolts teferi with no cards. I draw into dispel and bash with 1st colonade from earlier and play a 2nd leaving up cryptic + dispel. I close out with colonade with extra burn to spare.
A really good night for jeskai! everything felt smooth and closing out didn't seem too difficult except verses storm with a full grip. Jace really impressed me as well as hieroglyphic. Hieroglyphic helped smooth out draws enough to hit land drops and find answers. It also was huge in pulling ahead vs control. Jace with brainstorm found me many answers including teferi in some instances where I needed a little bit more to close. Overall, I'm not sure of any changes I'd make to my list as of just yet.
4 Celestial Colonnade
3 Field of Ruin
4 Flooded Strand
4 Scalding Tarn
3 Island
1 Plains
1 Mountain
1 Sacred Foundry
2 Steam Vents
2 Hallowed Fountain
Creatures
4 Snapcaster Mage
3 Teferi, Hero of Dominaria
2 Jace, The Mind Sculptor
Spells
3 Lightning Bolt
4 Path to Exile
3 Lightning Helix
3 Logic Knot
3 Electrolyze
2 Hieroglyphic Illumination
4 Cryptic Command
2 Supreme Verdict
Enchantments
2 Search For Azcanta
1 Engineered Explosives
2 Ceremonious Rejection
2 Dispel
1 Negate
1 Surgical Extraction
2 Celestial Purge
1 Abrade
2 Vendillion Clique
1 Baneslayer Angel
1 Lyra Dawnbringer
1 Anger of the Gods
I put in the jace main because I felt I was unable to close effectively and the 3rd teferi has felt amazing with instant speed spells that jeskai has to offer. The 1st teferi is usually what gets dealt with, but the 2nd or jace or azcanta usually takes it from there. Hieroglyphic also a stand out card as it was able to dig quickly when I needed an answer while also netting a card for full cast. I don't miss opt or serum in this version of jeskai as I usually don't know what I need until the last second. So being able to respond and adapt so quickly really helped in my games.
I've been toying around with my decklist and I have settled on something :
3 Snapcaster Mage
Planeswalkers (4)
2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
Spells (26)
3 Lightning Bolt
4 Path to Exile
4 Serum Visions
2 Spell Snare
3 Lightning Helix
2 Logic Knot
2 Hieroglyphic Illumination
4 Cryptic Command
2 Supreme Verdict
2 Search for Azcanta
Lands (25)
2 Arid Mesa
3 Celestial Colonnade
3 Field of Ruin
4 Flooded Strand
1 Glacial Fortress
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
2 Scalding Tarn
2 Steam Vents
2 Dispel
1 Blessed Alliance
1 Disdainful Stroke
2 Negate
2 Rest in Peace
1 Runed Halo
2 Stony Silence
1 Anger of the Gods
1 Timely Reinforcements
2 Vendilion Clique
Mainboard : I've cutted the 2 Electolyze for 2 Hieroglyphic Illumination. Otherwise, I think the rest is stock.
Sideboard : I think it's also pretty standard. I've tested Celestial Purge and I found that I couldn't deal with any enchantment like Choke.
Otherwise, I'm having some issues agasint combo decks and even Burn sometimes. I read the primer and the last 5 pages, we covered a little bit the subject (Sun told me that Vendilion Clique was great and it is). Thoughts about the list and some issues I've talked about guys ?
Thanks for the good content on the thread!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
4 Snapcaster Mage
Planeswalkers
2 Jace the Mind Sculptor
2 Teferi, Hero Of Dominaria
Lands
3 Celestial Collonade
3 Field of Ruin
1 Glacial Fortress
3 Flooded Strand
4 Scalding Tarn
3 Island
1 Mountain
1 Plains
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
4 Lightning Bolt
4 Opt
3 Path to Exile
2 Lightning Helix
3 Logic Knot
1 Negate
2 Electrolyze
4 Cryptic Command
1 Secure the Wastes
Sorceries
2 Supreme Verdict
1 Lyra Dawnbringer
1 Vendillion Clique
1 Anger of the Gods
1 Celestial Purge
1 Disdainful Stroke
1 Negate
1 Abrade
2 Damping Sphere
2 Dispel
1 Surgical Extraction
2 Ancestral Visions
1 Engineered Explosives
Updated list this week
Adjustments I made from my list including cutting collonade for a sulfur falls. Really need faster dual colored mana early
and the colonnade loss feels minimal when closing w/ the plethora of other options.
SB
-1 Surical, -1 Vendillion Clique, -1 D. Stroke, -2 Damping Sphere
+2 Stony Silence, + 2 Rest in Peace, +1 Geist of Saint Traft
Lost pretty hard to KCI in rounds 2&3 partially due to draws and him having explosive hands.
Damping Sphere hurt me more than him in G3 and would've rather had any other card.
This list closes really well w/ 4 bolts late as well as still having early removal w/o drawback of path.
The standouts this week were by far Jace vs 8 Rack & U/R phoenix. I felt unstoppable as soon as I brainstormed twice w/
shuffle effects. VS phoenix he had to burn 3 spells to kill jace after +2'ing on him to bottom a phoenix, which made my
teferi into secure for 7 decimating.
I feel the deck does hurt in terms of stabilizing vs combo early and really needed an early closing option which is why I'm bringing
in Geist. The Stony's are mainly for KCI and other tron variants w/ RIP overlapping w/ dredge and phoenix who are bringing in surgicals from the board
for my paths apparently. Surgical felt very weak as well as damping sphere, but mostly because he drew all 4 nature's claims and I was not hitting land
drops but had plenty of interaction.
Not sure what else I could feasibly do to win the KCI matchup post board. Between Sai, Spine and the natural combo all being protected with countermagic it feels nearly unwinnable with the amount of flex the deck brings to the table.
full casting it. The list you have here looks rather reactive and that's what I've always liked about electrolyze. Even
when it's not great it still progresses multiple gameplans between pressure, removal and drawing cards. I'm also adamant about
my decision to cut path for bolt just because most creatures aren't out of bolt range and 3 is plenty to deal w/ threats that need to
be exiled. I'm also really happy w/ mainboard negate. My meta is extremely diverse so having more permission spells w/o hamstrings helps
a lot and I find Knot+Negate dealing with everything my removal package can't while Jace/Electrolyze stabilize in an almost attrition/ style
of fashion between trading 1 for 1 or making their draws worse and increasing loyalty.
TLDR: I've been having more success having a proactive gameplan that can switch/pivot between control/tempo on a dime. I may even look to try
more geist in the board just because of how few options it leaves opponents.
Thanks for the answer ! I'm not completely sold on Illumination, Electrolyze has been pretty good to average at worst and you're making a good analysis about how it could be relevant in different situation. I'll most probably swing between 2 Illumination and 2 Electrolyze depending the meta.
However, it seems I can't win against Jund. I don't know what to put in my sideboard to win. I'm thinking about 1 Baneslayer Angel. I'm not sure if Geist of Saint Traft could be good : he's great in mirror and against combo to race, but against midrange, I don't know. What do you think ?
Cheers !
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
The best synergy to me has been so far Sphinx's Insight in conjunction with Teferi, Hero of Dominaria's +1 ability. For 2 mana (on your main phase), you can draw 2 cards and gain 2 life. It could see maybe some play, most probably in sideboard for grindy matchups and / or attrition based matchups.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
i think its hard to pass up the flexibility of hieroglyphic illumination if you are going to be running a 4cmc draw spell.
tbh im not expecting much from the card. its easy to get caught up in all the dream scenarios, but you would have to make some serious cuts include the elctro + AV package. the floor on either card on their own aint that great.
not that i wouldnt mind it being good
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)