think twice is quite far from fantastic and esper charm is the best left, but it is pretty slow relative to the speed of the format. I played modern before they banned AV and it was pretty bad outside of decks that had to have it. It is just dumb as hell how wotc has ****ed this format by weakening any synergy cards had with decks.
The format was bad enough before they went ban control nuts, and every ban just makes it worse and worse.
I agree for the most part, but I still like modern because it's far more interesting than standard, yet not nuts like legacy and vintage.
I seriously hope wotc doesn't continue to ban much more.
I agree for the most part, but I still like modern because it's far more interesting than standard, yet not nuts like legacy and vintage.
I seriously hope wotc doesn't continue to ban much more.
control still needs to be thrown a bone. This new view of what magic is from wotc is a game were all that matters is speed and efficiency. Things like synergy, card advantage, and power have almost no factor anymore.
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Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
Honestly, I've recently been impressed by the fact that, even in Standard, you still see control decks. They haven't really printed any good strictly control cards (Snapcaster and the like are really tempo cards that control decks only run a copy, or two, of). And yet, people still are making competitive control decks with generic removal and pseudo-card advantage spells like Forbidden Alchemy.
So basically, they can never kill control. In fact, the most recent GP was essentially a showdown between two control decks. It takes far more skill and patience to play control, nowadays, but I don't think that'll stop too many of us.
Back on topic, I've been working on a Grixis list and I'm wondering what red cards to play, besides the obviously wonderful Volcanic Fallout. The 1RR cost for it makes it extremely difficult to simply "splash" red and I'm not too keen on adding more spells like Volt Charge.
Honestly, I've recently been impressed by the fact that, even in Standard, you still see control decks. They haven't really printed any good strictly control cards (Snapcaster and the like are really tempo cards that control decks only run a copy, or two, of). And yet, people still are making competitive control decks with generic removal and pseudo-card advantage spells like Forbidden Alchemy.
FA is actually card advantage the same way that teachings is card advantage. It is way to expensive for modern but it and think twice are both fine cards in standard.(as is USZ)
So basically, they can never kill control. In fact, the most recent GP was essentially a showdown between two control decks. It takes far more skill and patience to play control, nowadays, but I don't think that'll stop too many of us.
Standard is a different kind of beast again. It rare that a deck or decks are so streamlined that the meta gets necrotic. Most decks don't have the perfect answers to this and that so they can't topple every deck. For example I played a BUg control deck in standard that wrecked caw-blade all day long. Most people just *****ed about the deck instead of trying to beat it. IMO jund was a lot harder to beat, but that is mostly because caw-blade wasn't as bad for control decks to beat as jund was and I play control 95% of the time.
Back on topic, I've been working on a Grixis list and I'm wondering what red cards to play, besides the obviously wonderful Volcanic Fallout. The 1RR cost for it makes it extremely difficult to simply "splash" red and I'm not too keen on adding more spells like Volt Charge.
So I see you have fallen into the same snare as have I. no three colors give us every tool to compete with jund, twin, affinity, and delver decks. No 4 colors gives us all of the tools to compete with each of these decks. So know I move into the untested and hopefully fertile soil of 5 color hate. I will be posting the list in the 5cc thread in deck creation once I get done. I believe that it is quite outside the scope of this deck.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
What I meant is that I don't believe Forbidden Alchemy was deigned to be a control card, more a card that allowed Innistrad cards to make use of flashback and graveyard recursion.
I know Standard is different in respects to the narrower card pool, but I think the core principle is that metagames devolve into trendy decks and predictable choices. The horrific skewing you see in Modern isn't insurmountable, I think. Even if they don't let the slack off of control, I think that people will eventually learn how to compete, even with sub-par cards at their disposal.
5 color control is interesting. I don't see too much advantage to running green, so I may just try Grixis with enough red sources to repeatedly cast turn 3 Volcanic Fallout.
In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
Then maybe you didn't see Electrolyze. Now that Zoo is dead (for the time being, eventually people will realize it's still and incredible deck) 2 damage is enough to deal with most threats, and the card cycles.
What I meant is that I don't believe Forbidden Alchemy was deigned to be a control card, more a card that allowed Innistrad cards to make use of flashback and graveyard recursion.
Why not it is slightly more expensive impulse with flashback that might make snapcaster better. Last time I checked impulse saw tons of play back in the day in both combo and control decks. The expense part is what hurts in for modern though.
I know Standard is different in respects to the narrower card pool, but I think the core principle is that metagames devolve into trendy decks and predictable choices. The horrific skewing you see in Modern isn't insurmountable, I think. Even if they don't let the slack off of control, I think that people will eventually learn how to compete, even with sub-par cards at their disposal.
While this is true. Magic is just a parity of what magic had been over the years. If you have ever read any stuff from M.flores he often talks about clasifiing decks today based on the decks that started that type of deck.(counterslivers, weisman control, necro, tinker, ect)
The thing with the bigger card pool is that over the years spells have gotten worse and worse and creatures have gotten better and better. This trend started with RAV while MRD was pretty neutral except for affinity. So we have like 95% of the best creatures ever(look at legacy, most legacy creatures are modern legal) and like 5-10% of the best spells.
Also with counterspells as bad as they are in modern we can't lean on them for duality against both creature decks and combo decks. This effectively makes out card worth a % of our opponents cards based on how often they are dead in one certain match or another.
5 color control is interesting. I don't see too much advantage to running green, so I may just try Grixis with enough red sources to repeatedly cast turn 3 Volcanic Fallout.
I want to run esper charm and path to exile. Both of these are about the best control cards on the market, and I don't believe we have the power without them. By 5cc I mean vivid control. sure it is a little bit slower, but modern is not quite as fast as it was so playing a tapped land on turn 1 and turn 3 is not so bad as long as we are tooled for mana efficiency. The green comes as vivid counters for ancient grudge out of the board which is one of the better cards to aid a shaky affinity match up.
Then maybe you didn't see Electrolyze. Now that Zoo is dead (for the time being, eventually people will realize it's still and incredible deck) 2 damage is enough to deal with most threats, and the card cycles.
This was probably my favorite card from RAV block, but I just don't think it is quite good enough for modern. 3 mana is a high cost for maybe killing a creature. It is dead against storm, and twin. It is slow against affinity, and not efficient enough against jund in most situations. arc trail is better, and I'm not running that. I mean for 1 more mana you have cryptic command, teachings, or gifts... Check out my deck in the 5cc thread in deck creation if you want. I am still actively working on esper teachings as well.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I like disenchant and its ilk. it can destroy every threat in the deck. So replacing things like conditional counterspells with a card that can answer every threat in their deck is my strategy.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I'm trying to get my hands on some creeping tar pits because apparently that's a great way to win the game. I'm still also trying to get my hands on a second rewind (which I've replaced with a dissipate) and spell snares, but they're both hard to come by. Otherwise, this works pretty well for me.
Honestly, I feel like I need more hard counters. Against jund, one of my most toughest match-ups, I still find myself dying to a late game lightning bolt sometimes that can't be mana leaked.
Honestly, I feel like I need more hard counters. Against jund, one of my most toughest match-ups, I still find myself dying to a late game lightning bolt sometimes that can't be mana leaked.
Thoughts?
First of all, less Teachings, more Rewind. I'd suggest three of each, rather than a 4/2 split. I hope you can find them. One or two Cryptic Command isn't a bad idea, either. Triple blue isn't difficult to achieve with filter lands (such as Sunken Ruins).
You might also want to consider Urza's Factory. It's expensive, but dropping Ashcoat Bears at the end of your opponent's turn is pretty powerful, and they begin to add up after a couple of turns. It should be mentioned that they don't require tapping during your turn and the land itself can't be gotten rid of with creature removal.
Tentative:
-???
+1 Urza's Factory
+? Filter lands
I like Disfigure here. It has a ton of relevant targets in this format.
I don't like Think Twice, however. And you should preferably be running the full compliment of Esper Charm. Try this, perhaps.
I big part of the problem when plying against jund is drawing extra cards. You need to outdraw them by at least 4-5 cards to really stand a chance. Goodstuff decks are always hard to beat because their cards are better 1 vs 1 to your cards. This assumes that each blightning(or)rise//fall and BBE is each an extra card for them.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I big part of the problem when plying against jund is drawing extra cards. You need to outdraw them by at least 4-5 cards to really stand a chance. Goodstuff decks are always hard to beat because their cards are better 1 vs 1 to your cards. This assumes that each blightning(or)rise//fall and BBE is each an extra card for them.
Yeah. BBE is essentially two cards in their hand. So is bob.
The problem is that Think Twice isn't a digging or filtering card. The purpose is card advantage. Telling Time is pretty sweet for fixing your hand but isn't that what teachings is for?
why telling time when peer through depths is most likely going to be better, and it isn't really what we want.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
Reading the reports around the web I came to the idea that - sadly - bring this deck to a ptq is an awful decision. Any different opinion about it?
I first would like to see where you found these reports. I personally believe that well over 90% of the articles on Channel and SCG are completely biased to exclude crucial information (if the prestigious author has actually done any proper research in the first place). If they're from forum posters, maybe we can talk about it with them personally here.
Beyond that, why do you think that this deck is an awful decision choice? Is it the draw engine? The manabase? The answer suite? How about the endgame and finisher choices? The sideboard? I know why I'm not playing Esper Teachings any time soon. Do you? These are my personal reasons:
1. I plan to be running 4 Grafdigger's Cage in my 75, and therefore I'm not interested in playing Teachings. I'm not against Esper Charm, but I am going to avoid flashback cards (aside from perhaps a sideboard card or two). I want to run them in my maindeck if possible, which pushes me towards running other types of draw engines and endgames. Very few opposing strategies are unaffected by the Cage; it warrants re-thinking my entire plan as a deck builder.
2. I also believe that Grafdigger's Cage will show up on the other side of the table in force, and I don't plan to lose to a very common disruption piece which costs 1 colorless mana.
3. I plan to use Life from the Loam if at all possible, and I'm not interested in playing a terrible 4-color manabase. I have worked enough on 4-color mana this season to throw in the towel and declare it unstable and/or tempo-deficient. You have to have some serious run-goods to win 11 rounds at a PTQ with weak mana.
why telling time when peer through depths is most likely going to be better, and it isn't really what we want.
Maybe you could start showing some more maturity and talking about the downsides of cards before you suggest them. Peer Through Depths doesn't find lands. This is blatantly obvious, and I'm 100% positive that I have needed to specifically point it out to you at least once or twice in recent months.
Posting a million times isn't useful to anyone if you're not going to look fairly at multiple sides of any argument. You're doing a little better than before your banning, but it would be awesome to see you emphasize quality over quantity in your work. You declared that one card was directly better than another card, but you didn't give any reasons why. You also didn't explain 'really what we want' at all. What do you want out of a cheap cantrip or cheap supplementary draw spell? I'm pretty sure that, when I play Impulse and Preordain effects, it's because they dig me out of holes. Mana trouble is a very common pothole for every deck in the history of magic (barring manaless Ichorid in Vintage, but arguably Bazaar is your manabase in that context).
I said that it was not really what we want. Just because you are too busy with yourself doesn't mean you have to jump at me......
If the poster would have asked why I would have given a more through reason other than it is worse than a certain card which we don't want to run.
Both telling time and peer through depths have already been discussed in this thread ad nauseam. Giving more detail seemed redundant if the poster had seen the rest of the thread. Had they not seen the rest of the thread they would have asked and I would have happily explained why with more detail.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I said that it was not really what we want. Just because you are too busy with yourself doesn't mean you have to jump at me......
I'm too busy with myself? What does that mean?
If the poster would have asked why I would have given a more through reason other than it is worse than a certain card which we don't want to run.
He wasn't actually asking about Peer Through Depths either, but you seemed to think it was important to declare it better than Telling Time. At least give a reason.
Both telling time and peer through depths have already been discussed in this thread ad nauseam. Giving more detail seemed redundant if the poster had seen the rest of the thread. Had they not seen the rest of the thread they would have asked and I would have happily explained why with more detail.
They obviously haven't been discussed enough; you don't seem to grasp the fundamental root of the debate. Telling Time can find lands. Peer Through Depths cannot find lands. It's irresponsible to give half of the truth. Considering your volume of posts on this forum, you clearly have enough time to write your full opinion. Therefore, it's aggravating that you're perpetuating this use of personal bias by leaving out crucial points.
you seemed rather uppity. Maybe you weren't, but sometimes such things are hard to discern in pixels.
He wasn't actually asking about Peer Through Depths either, but you seemed to think it was important to declare it better than Telling Time. At least give a reason.
I compared it to peer through depths,(saying it was worse) then I said they we really don't want peer through depths. This is a logic statement so I figured it would be implied that telling time was not good for this deck. Essentially my reason why was i think this card is better than the card you said and it is not good in the deck. I guess I could have provided specifics, but I just didn't see the need again having discussed both cards ad nauseam in this thead.
They obviously haven't been discussed enough; you don't seem to grasp the fundamental root of the debate. Telling Time can find lands. Peer Through Depths cannot find lands. It's irresponsible to give half of the truth. Considering your volume of posts on this forum, you clearly have enough time to write your full opinion. Therefore, it's aggravating that you're perpetuating this use of personal bias by leaving out crucial points.
I could careless about the differences in the cards TBQH. He asked whether it was good enough, at which point I basically said I like peer through depths better, but they both blow. He/she was asking an opinion. I don't always have to give reasons for my opinions. This is not the debate forums. If he/she would have asked I would have gladly gave specifics or at least pointed to a post or a page where this was discussed in full.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
That's the whole point: You don't care. Leave the discussions to people who care, unless you're ready to grow up and join us. I'm tired of needing to sift through a bunch of opinionated, self-inflating, ultra-biased posts in a multitude of threads within this forum. I guess it's time to resume ignoring these ridiculous blue blocks of text, again.
Don't bother responding to my posts ever again, because I'm not even going to read your posts at this point. They're beyond being frivolous to gloss over.
Im tempted to start playing a small trinket mage package with a sinleton pithing needle, a single relic or spellbomb, and a singleton explosives, with two trinket mages.
Pithing needle really can go a long way in solving a lot of the problem cards teachings would normally encounter, and has been an allstar whenever ive boarded it in.
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Find me online - I'm on Cockatrice * Tag - Badd B - Or on MTGO - Tag - Cbus05
I agree for the most part, but I still like modern because it's far more interesting than standard, yet not nuts like legacy and vintage.
I seriously hope wotc doesn't continue to ban much more.
Modern Junk Primer
Legacy ANT Primer
L1 Judge
control still needs to be thrown a bone. This new view of what magic is from wotc is a game were all that matters is speed and efficiency. Things like synergy, card advantage, and power have almost no factor anymore.
Albert Einstein
Thomas Jefferson
So basically, they can never kill control. In fact, the most recent GP was essentially a showdown between two control decks. It takes far more skill and patience to play control, nowadays, but I don't think that'll stop too many of us.
Back on topic, I've been working on a Grixis list and I'm wondering what red cards to play, besides the obviously wonderful Volcanic Fallout. The 1RR cost for it makes it extremely difficult to simply "splash" red and I'm not too keen on adding more spells like Volt Charge.
FA is actually card advantage the same way that teachings is card advantage. It is way to expensive for modern but it and think twice are both fine cards in standard.(as is USZ)
Standard is a different kind of beast again. It rare that a deck or decks are so streamlined that the meta gets necrotic. Most decks don't have the perfect answers to this and that so they can't topple every deck. For example I played a BUg control deck in standard that wrecked caw-blade all day long. Most people just *****ed about the deck instead of trying to beat it. IMO jund was a lot harder to beat, but that is mostly because caw-blade wasn't as bad for control decks to beat as jund was and I play control 95% of the time.
So I see you have fallen into the same snare as have I. no three colors give us every tool to compete with jund, twin, affinity, and delver decks. No 4 colors gives us all of the tools to compete with each of these decks. So know I move into the untested and hopefully fertile soil of 5 color hate. I will be posting the list in the 5cc thread in deck creation once I get done. I believe that it is quite outside the scope of this deck.
Albert Einstein
Thomas Jefferson
I know Standard is different in respects to the narrower card pool, but I think the core principle is that metagames devolve into trendy decks and predictable choices. The horrific skewing you see in Modern isn't insurmountable, I think. Even if they don't let the slack off of control, I think that people will eventually learn how to compete, even with sub-par cards at their disposal.
5 color control is interesting. I don't see too much advantage to running green, so I may just try Grixis with enough red sources to repeatedly cast turn 3 Volcanic Fallout.
I stopped reading at Grab the Reins.
Albert Einstein
Thomas Jefferson
Then maybe you didn't see Electrolyze. Now that Zoo is dead (for the time being, eventually people will realize it's still and incredible deck) 2 damage is enough to deal with most threats, and the card cycles.
Why not it is slightly more expensive impulse with flashback that might make snapcaster better. Last time I checked impulse saw tons of play back in the day in both combo and control decks. The expense part is what hurts in for modern though.
While this is true. Magic is just a parity of what magic had been over the years. If you have ever read any stuff from M.flores he often talks about clasifiing decks today based on the decks that started that type of deck.(counterslivers, weisman control, necro, tinker, ect)
The thing with the bigger card pool is that over the years spells have gotten worse and worse and creatures have gotten better and better. This trend started with RAV while MRD was pretty neutral except for affinity. So we have like 95% of the best creatures ever(look at legacy, most legacy creatures are modern legal) and like 5-10% of the best spells.
Also with counterspells as bad as they are in modern we can't lean on them for duality against both creature decks and combo decks. This effectively makes out card worth a % of our opponents cards based on how often they are dead in one certain match or another.
I want to run esper charm and path to exile. Both of these are about the best control cards on the market, and I don't believe we have the power without them. By 5cc I mean vivid control. sure it is a little bit slower, but modern is not quite as fast as it was so playing a tapped land on turn 1 and turn 3 is not so bad as long as we are tooled for mana efficiency. The green comes as vivid counters for ancient grudge out of the board which is one of the better cards to aid a shaky affinity match up.
This was probably my favorite card from RAV block, but I just don't think it is quite good enough for modern. 3 mana is a high cost for maybe killing a creature. It is dead against storm, and twin. It is slow against affinity, and not efficient enough against jund in most situations. arc trail is better, and I'm not running that. I mean for 1 more mana you have cryptic command, teachings, or gifts... Check out my deck in the 5cc thread in deck creation if you want. I am still actively working on esper teachings as well.
Albert Einstein
Thomas Jefferson
I like disenchant and its ilk. it can destroy every threat in the deck. So replacing things like conditional counterspells with a card that can answer every threat in their deck is my strategy.
Albert Einstein
Thomas Jefferson
1 Baneslayer Angel
2 snapcaster Mage
1 teferi, mage of Zhalfir
1 Wurmcoil Engine
Instants
1 consume the meek
3 disfigure
3 esper charm
4 mana leak
4 mystical teachings
2 path to exile
1 rewind
1 dissipate
3 smother
1 surgical extraction
3 think twice
4 Inquisition of Kozilek
Land
2 Adarkar Wastes
3 Darkslick shores
1 dreadship reef
1 drowned catacomb
2 glacial fortress
4 island
1 isolated chapel
4 plains
1 seachrome coast
4 swamp
2 underground river
1 disfigure
3 dispel
2 doomblade
3 spell Pierce
2 deathmark
3 timely reinforcements
I'm trying to get my hands on some creeping tar pits because apparently that's a great way to win the game. I'm still also trying to get my hands on a second rewind (which I've replaced with a dissipate) and spell snares, but they're both hard to come by. Otherwise, this works pretty well for me.
Honestly, I feel like I need more hard counters. Against jund, one of my most toughest match-ups, I still find myself dying to a late game lightning bolt sometimes that can't be mana leaked.
Thoughts?
Modern Junk Primer
Legacy ANT Primer
L1 Judge
First of all, less Teachings, more Rewind. I'd suggest three of each, rather than a 4/2 split. I hope you can find them. One or two Cryptic Command isn't a bad idea, either. Triple blue isn't difficult to achieve with filter lands (such as Sunken Ruins).
Tentative:
-1 Dissipate
-1 Mystical Teachings
+2 Rewind
You might also want to consider Urza's Factory. It's expensive, but dropping Ashcoat Bears at the end of your opponent's turn is pretty powerful, and they begin to add up after a couple of turns. It should be mentioned that they don't require tapping during your turn and the land itself can't be gotten rid of with creature removal.
Tentative:
-???
+1 Urza's Factory
+? Filter lands
I like Disfigure here. It has a ton of relevant targets in this format.
I don't like Think Twice, however. And you should preferably be running the full compliment of Esper Charm. Try this, perhaps.
Tentative:
-3 Think Twice
+2 Cryptic Command
+1 Esper Charm
Also, perhaps try Drogskol Reaver over Baneslayer or Wurmcoil. I'm pondering the card presently and I'd like to see if it tickles your fancy.
Give this at try and see what you think. These are just some suggestions, and I don't think the deck is even remotely bad as is.
Albert Einstein
Thomas Jefferson
Yeah. BBE is essentially two cards in their hand. So is bob.
Modern Junk Primer
Legacy ANT Primer
L1 Judge
Any1 else try telling time?
The problem is that Think Twice isn't a digging or filtering card. The purpose is card advantage. Telling Time is pretty sweet for fixing your hand but isn't that what teachings is for?
why telling time when peer through depths is most likely going to be better, and it isn't really what we want.
Albert Einstein
Thomas Jefferson
I first would like to see where you found these reports. I personally believe that well over 90% of the articles on Channel and SCG are completely biased to exclude crucial information (if the prestigious author has actually done any proper research in the first place). If they're from forum posters, maybe we can talk about it with them personally here.
Beyond that, why do you think that this deck is an awful decision choice? Is it the draw engine? The manabase? The answer suite? How about the endgame and finisher choices? The sideboard? I know why I'm not playing Esper Teachings any time soon. Do you? These are my personal reasons:
1. I plan to be running 4 Grafdigger's Cage in my 75, and therefore I'm not interested in playing Teachings. I'm not against Esper Charm, but I am going to avoid flashback cards (aside from perhaps a sideboard card or two). I want to run them in my maindeck if possible, which pushes me towards running other types of draw engines and endgames. Very few opposing strategies are unaffected by the Cage; it warrants re-thinking my entire plan as a deck builder.
2. I also believe that Grafdigger's Cage will show up on the other side of the table in force, and I don't plan to lose to a very common disruption piece which costs 1 colorless mana.
3. I plan to use Life from the Loam if at all possible, and I'm not interested in playing a terrible 4-color manabase. I have worked enough on 4-color mana this season to throw in the towel and declare it unstable and/or tempo-deficient. You have to have some serious run-goods to win 11 rounds at a PTQ with weak mana.
Maybe you could start showing some more maturity and talking about the downsides of cards before you suggest them. Peer Through Depths doesn't find lands. This is blatantly obvious, and I'm 100% positive that I have needed to specifically point it out to you at least once or twice in recent months.
Posting a million times isn't useful to anyone if you're not going to look fairly at multiple sides of any argument. You're doing a little better than before your banning, but it would be awesome to see you emphasize quality over quantity in your work. You declared that one card was directly better than another card, but you didn't give any reasons why. You also didn't explain 'really what we want' at all. What do you want out of a cheap cantrip or cheap supplementary draw spell? I'm pretty sure that, when I play Impulse and Preordain effects, it's because they dig me out of holes. Mana trouble is a very common pothole for every deck in the history of magic (barring manaless Ichorid in Vintage, but arguably Bazaar is your manabase in that context).
If the poster would have asked why I would have given a more through reason other than it is worse than a certain card which we don't want to run.
Both telling time and peer through depths have already been discussed in this thread ad nauseam. Giving more detail seemed redundant if the poster had seen the rest of the thread. Had they not seen the rest of the thread they would have asked and I would have happily explained why with more detail.
Albert Einstein
Thomas Jefferson
I'm too busy with myself? What does that mean?
He wasn't actually asking about Peer Through Depths either, but you seemed to think it was important to declare it better than Telling Time. At least give a reason.
They obviously haven't been discussed enough; you don't seem to grasp the fundamental root of the debate. Telling Time can find lands. Peer Through Depths cannot find lands. It's irresponsible to give half of the truth. Considering your volume of posts on this forum, you clearly have enough time to write your full opinion. Therefore, it's aggravating that you're perpetuating this use of personal bias by leaving out crucial points.
I could careless about the differences in the cards TBQH. He asked whether it was good enough, at which point I basically said I like peer through depths better, but they both blow. He/she was asking an opinion. I don't always have to give reasons for my opinions. This is not the debate forums. If he/she would have asked I would have gladly gave specifics or at least pointed to a post or a page where this was discussed in full.
Albert Einstein
Thomas Jefferson
Don't bother responding to my posts ever again, because I'm not even going to read your posts at this point. They're beyond being frivolous to gloss over.
Pithing needle really can go a long way in solving a lot of the problem cards teachings would normally encounter, and has been an allstar whenever ive boarded it in.
My toolbox was something like Cage, Needle, Signal Pest, Chalice, Relic, Explosives, and a Citadel.