I'm on 4AV now, it can be a risky card to play but resolving it just wins games straight up.
As for the landhate thing I forgot to mention I actually mainboard spreading seas right now, I'm thinking about what else I want in the side to short up those matchups. Especially colorless eldrazitron with their fast mana, going big AND running chalice is just such a pain for any kind of control deck
Ceremonius Rejection has over-performed. Countered so many Chalice of the void, expedition maps on T1, Ensnaring bridges, TKS, Reality smasher, Karn.
I'm on 4AV now, it can be a risky card to play but resolving it just wins games straight up.
As for the landhate thing I forgot to mention I actually mainboard spreading seas right now, I'm thinking about what else I want in the side to short up those matchups. Especially colorless eldrazitron with their fast mana, going big AND running chalice is just such a pain for any kind of control deck
I don't run Spreading Seas in the 75 but I have two Molten Rain boarded. It's better than Crumble to Dust because it comes down the turn it needs to, rather than the turn too late. It also works against random decks. Spreading Seas is a good card. I found it clunky when testing in Eldrazi Winter, but that was a different time and things have changed. Spreading Seas appears to be more in sync with the draw-go gameplan but Molten Rain is the aggressive sideboard card that I wanted. Having the option to bring it in in grindy matchups makes it more valuable to me. I'm running zero cards with the sole purpose of beating the big mana decks because they're losses far too often and sideboard cards don't change the outcome all that much in those matchups. I do run one Ghost Quarter in the main, but I'm considering swapping to Tec Edge. Not sure which one is better right now.
I do run 2 Ceremonious Rejection and it's fantastic. Works against quite a few decks and rarely a dead draw in the matchups you want it.
In UW I like Spreading Seas a lot more because it plays a lot of sorcery speed cards, but that deck lacks the potential to be aggressive like ours.
I can second molten rain being solid hate. It doesn't go as well in draw go I'd imagine but in more agressive lists like counter burn, geist or queller it's been great for me. It also a spell I can board in for when I really just don't have anything to bring in against some random shenanigans but have loads I want out of my deck. Molten rain let's you try and cheese your opponent by mana screwing him or her.
I run 2 Molten Rain in Draw-Go as well because of too much Tron floating around. It's a necessary sideboard card at the moment which can be also used to keep mana hungry decks at bay. Works well with Ghost Quarter.
And 2 Ceremonious Rejection seems like a staple in the sideboard from now on.
I run 2 Molten Rain in Draw-Go as well because of too much Tron floating around. It's a necessary sideboard card at the moment which can be also used to keep mana hungry decks at bay. Works well with Ghost Quarter.
And 2 Ceremonious Rejection seems like a staple in the sideboard from now on.
In draw-go I think Molten Rain is just a weak slot. If you aren't putting a nice clock on Tron then you may as well go up to Crumble which ends their ability to make Tron permanently or go up on Rejections which are just better cards in the match-up and insane in other match-ups as well. It's trivial for tron to lose a land to Molten Rain. IMHO
I run 2 Molten Rain in Draw-Go as well because of too much Tron floating around. It's a necessary sideboard card at the moment which can be also used to keep mana hungry decks at bay. Works well with Ghost Quarter.
And 2 Ceremonious Rejection seems like a staple in the sideboard from now on.
I should warn you that it's ***** against Eldrazi Tron, they leave in Chalices against us and they will put them on one first chance they get (unless they're brain-dead)
Sorry, list is not updated. The 3 TT are Logic Knots, sorry about that... Otherwise, yeah, could cut a Bolt for a Helix. In the side, a Crumble and something ele would come out for 2 Cliques, have any suggestions?
Yes, do not cut Think Twice. Cut the 2 Mana Leak and a Negate for the Logic Knot. Think Twice is too important. You can cut Counterflux for the second V Clique. I have never played Gearhulk; I personally like Secure the Wastes due to its flexibility - can be played early game for chump blockers, or late game as a finisher, or both with Snapcaster.
I face some U-Tron and RG Tron as well as Eldrazi. But other decks also where some key lands are there (Scapehsift, wrecks Bogles, etc.). I thought about CtD (before I was running Sowing Salt). I might try it out to see how it goes.
I run 2 Molten Rain in Draw-Go as well because of too much Tron floating around. It's a necessary sideboard card at the moment which can be also used to keep mana hungry decks at bay. Works well with Ghost Quarter.
And 2 Ceremonious Rejection seems like a staple in the sideboard from now on.
I should warn you that it's ***** against Eldrazi Tron, they leave in Chalices against us and they will put them on one first chance they get (unless they're brain-dead)
I hope you don't mean Rejection? We can counter Chalice with Rejection or Spell snare on T1. Rejection is the best card you could possibly have against Eldrazitron. The card was seeing almost zero play until Eldrazitron became popular.
I would not run a 3-2 split between Gearhulk and Snappy. I would run a 4-1 split. Gearhulk only works in decks that run 4 Cryptic Command which means the gameplan will be slower. A 3-1 split is somewhat justifiable in slow draw-go decks because they lack win conditions, but a second Gearhulk is never preferable to the fourth Snap. A second Gearhulk would be very slow and clunky. Cryptic Command is clunky enough early game when running 4. Why ruin early game even more?
I've been playing 3 Snap/ 1 Gearhulk for a while and as much as I love Gearhulk, I just think 4 Snap is too important so I unfortunately had to cut Gearhulk to make this change. Bolt/Snap/Bolt beats hyper-aggro and playing 4 Snaps and 4 Bolts gives the best chance to win. Plus Colonnade is already quite big at 4/4 for a late game finisher so I think Gearhulk is ultimately unnecessary. If I were to play Gearhulk again, it would be in addition to 4 Snaps, not in place of any Snapcaster for my 2c.
Plus, what do we need to cast for free at six mana? Our biggest spell is four mana so Snapcaster can cast any of those spells and also can be activated and useful with only three mana on the board.
We don't have a problem in the late game, only early game and I don't see how gearhulk helps this shell
Dropping Snap for Gearhulk?
I'd love to see someone make the logic argument for that.
Snap is better at almost every point of the game. Outside of some really long game Snap is so much better it's not even funny.
As usual, you don't seem able to contextualize. I suggested a 3-2 split between Snappy and Gearhulk, not "dropping Snapcaster", and the deck already played a 3-1 split several times, since Wafo-Tapa ran Jeskai Draw-Go months ago. Many lists dropped the mono Secure the Wastes from his list to play a Gearhulk along the other three copies of Snapcaster Mage (yes, because not all the lists play four of them) and the mono copy of Ajani Vengeant. What I suggested then, it's dropping the walker from these lists to play the second copy of Gearhulk, not "cutting Snapcasters without a reason". The artifact threat is huge body + value, and we're talking about a deck which plays a full set of Cryptic Command + several Electrolyze. Then, not having a real "closer" means that you have to close each single game with Snap+Bolt, which sometimes can be very difficult, while Gearhulk provides a real clock along the flashback.
I contexualized quite well!
Running a first gearhulk over an copy of Snapcaster is a losing proposition. There are not many places on the mana curve where gearhulk is desirable over snapcaster.
Once again, you fail to understand how this deck works. But many of us are here if you want to learn = )
I've been playing 3 Snap/ 1 Gearhulk for a while and as much as I love Gearhulk, I just think 4 Snap is too important so I unfortunately had to cut Gearhulk to make this change. Bolt/Snap/Bolt beats hyper-aggro and playing 4 Snaps and 4 Bolts gives the best chance to win. Plus Colonnade is already quite big at 4/4 for a late game finisher so I think Gearhulk is ultimately unnecessary. If I were to play Gearhulk again, it would be in addition to 4 Snaps, not in place of any Snapcaster for my 2c.
You made the right choice. It's not even close. There are few(prehaps none?) decks that want a first (and absolutely not a second) gearhulk over a snap.
Wow. I really haven't 4-0'd in a long time. I finally did it with Jeskai Control tonight. It was a big showing today, and I played traditional tiered/known decks. Here are some notes before I go into game breakdowns:
[1] Think Twice is amazing at smoothing out even the awkwardest of draws
[2] 3-1 split of Snapcaster-Gearhulk proved to be a reasonably closer. However, I am unsure if 4 snapcaster is better or not.
[3] Secure the Wastes is by far the biggest & most effective closer in this deck. It being instant speed is a complete blow out
[4] Lightning Helix tonight felt very very MEH with all the Lingering Souls flying around
[5] Although bolt seemed mediocre staring down 4/4's and 5/5's, it helped we win games
[6] I am honestly not sure why Ajani is in the deck, but every time I played him...he was amazing.
Round 1: Eldrazi Torn
Game 1:
Neither of us knew what we were on and I kept a very solid 3 land, 1 serum, 3 removal hand. Although he continued to draw threats off of Seagate Wreckage, he simply could not beat Cryptic into Snap + Cryptic into Cryptic into Gearhulk + Cryptic. This game ended up being much closer in the end because he drew enough Ghost Quarters to destroy my Collonades
Game 2:
I keep a sketchy 6 with some tap lands, ajani, bolt, and path. He turns two a Chalice on 1, and I just get beat down by a bunch of Smashers and Seers. Was hoping to draw into a Supreme Verdict, but did not happen.
Game 3:
Sideboarding remains the same. This was largely an uneventful game. He decided to keep a hand without Relic or Chalice, and I simply outvalued him with all the removal. Supreme Verdict is simply a GIGANTIC HOSE to Eldrazi Tron strategies. He gets me down to 5 at one point, but a back breaking Sphinx's Revelation for 5 ultimately seals the game. At one point he Surgical'd my Path to Exiles, but didn't really accomplish much except hold back his board development.
Round 2: B/W Eldrazi (w/ lingering souls)
Game 1:
I know he is on some type of souls decks; however, I had to keep the traditional bolt, path, Ajani, serum, and 3 land hand. He opens the game with 2 discard spells, and strips me of removal. On turn 5, he taps out for 4 spirit tokens. Luckily, I topdeck a Supreme Verdict and pass. Next turn, he plays a Shambling Vent and pass. And here is where it got hilarious. I play Ajani onto an empty board, and +1'd his Shambling Vent for the next 5 turns, with removal & counter magic to backup. I armageddon my opponent, and he scoops.
Game 2:
I have a 6 card hand with mainly 2 Paths and 1 Think Twice. My opponent has an incredibly disruptive start with 2 Tidehollow Scullers and 2 Collective Brutalities. I make a gigantic punt during this game attempting to Surgical his Lingering Souls, while he had 1 mana up to activate Relic. I manage to cast a Timely Reinforcements to draw out the game longer, until at one point I am facing down two Sin Collectors (exiling bolt & path), 1 Matter Reshaper, and 1 Reality Smasher. At 4 life...I topdeck into Engineered Explosives. I count out my mana, and have enough to set the explosives at 2, blow up the collectors, bolt the reshaper, and path the reality smasher. Eventually, I draw (with the help of Think Twice) into a Sphinx's Revelation which my opponent simply cannot overcome.
Round 3: B/W Eldrazi (w/ lingering souls) AGAIN
Game 1:
Honestly this game was very fuzzy, except for the fact that I kept drawing into Paths & Supreme Verdicts. Sphinx's Revelation drew me into relevant threats and Collonades put the game out of reach. As I write this report out, it has suddenly dawn on me why Think Twice & Desolate Lighthouse are amazing. I used to hate on these cards; however, I think they simply turn LUCK in our favor. How can we possibly draw dead if we can nearly STACK OUR DECK.
Game 2:
I keep a sketchy 6 hand with 4 lands, 1 think twice, and 1 path. My opponent plays a very traditional Eldrazi game with some hand disruption, Reshapers, Seers, and Smashers that I am luckily able to draw answers to throughout the game. My Timely Reinforcement kept me in the game as I took a few hits from Smasher and chump blocked the rest. My biggest mistake of this game was after casting Serum Visions, I scryed a Supreme Verdict to draw on my next turn to completely turn the game around. However, I made the error of searching for basic land after having one of my Snapcasters Path'd. Despite feeling the pain of my mistake, I manage to topdeck into a Secure the Wastes that I cast on his step for 8, allowing me to chump block. I make the strategic move to keep back enough soldiers to block, while gradually wittling down his life total. A timely Sphinx's Revelation yielded an Izzet Staticaster; however, that was Seer'd away. On the final turn of the game, my opponent played to his outs and left only a single spirit token to block my Collonade. However with 4 soldiers in play, I swung for 4 and bolted him for the final 3.
Round 4: Ad Nauseum
Game 1:
This is an abysmal game 1 for every blue control deck. He combo'd out quick and we move on quickly. Luckily for me, this LGS has alot of combo players, and I proceed to sideboard HEAVY
Game 2:
My opponent seems to have kept a hand with a bunch of hand disruption but very little combo speed, which I believe is the most important component for the Ad Nauseum player. Although he manages to Thoughtseize my Stony Silence out, I actually win the matchup with a grip full of negates, disenchants, and 2 snapcasters to recur my answers. At one point, I cast Canonist, and he spends 2 Pact of Negations knowing that he cannot beat it. Although Canonist never resolved, I tapped out for a Secure the Wastes on his next turn, and he suicides to Ad Nauseaum lol.
Game 3:
I keep a very solid hand of 2 snapcaster, 1 runed halo, 1 stony silence, and lands. My opponent this time keeps a hand with no hand disruption. I spend the first few turns developing my mana and establishing a board with Stony Silence and Runed Halo (for lightning storm). My opponent clearly was not expecting Halo, and maybe had one Echoing Truth to answer it. However, I still knew I could die to a Laboratory Maniac combo. On my opponent's turn 4, I click Clique him to reveal 2 Phyrexian Unlife, 1 Pentad Prism, and lands. I realized with my hand of double Snapcaster and Collonade that I could beat Unlife, so I make him keep his hand. After this point, nothing eventful happens as he eventually dies to infect damage to my board. He attempted at one point to combo off, but lost to Cryptic like they always do.
This finish was something I really needed after a brutal 5-days at GP Vegas, where I misplayed alot and drew abysmal hands playing Grixis Shadow & Dredge. However, my recent stint with playing Legacy Topless Miracles inspired me to the play this Jeskai list, which weirdly has alot of similarities. Moving forward, I think there is a strong argument to either play simply Azorius or maybe Esper as Fatal Push would have been useful. However as my match report shows, sometimes Ajani, Lightning Bolt, and Electrolyze are TOO GOOD in an unexpecting field.
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Ceremonius Rejection has over-performed. Countered so many Chalice of the void, expedition maps on T1, Ensnaring bridges, TKS, Reality smasher, Karn.
The card is a house.
Could I see your list?
UWR Control
BR Hollow One
I do run 2 Ceremonious Rejection and it's fantastic. Works against quite a few decks and rarely a dead draw in the matchups you want it.
In UW I like Spreading Seas a lot more because it plays a lot of sorcery speed cards, but that deck lacks the potential to be aggressive like ours.
UWR Control
Legacy:
W D&T
And 2 Ceremonious Rejection seems like a staple in the sideboard from now on.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
In draw-go I think Molten Rain is just a weak slot. If you aren't putting a nice clock on Tron then you may as well go up to Crumble which ends their ability to make Tron permanently or go up on Rejections which are just better cards in the match-up and insane in other match-ups as well. It's trivial for tron to lose a land to Molten Rain. IMHO
I should warn you that it's ***** against Eldrazi Tron, they leave in Chalices against us and they will put them on one first chance they get (unless they're brain-dead)
UWR Control
BR Hollow One
4 Serum Visions
3 Supreme Verdict
4x Cryptic Command
2x Electrolyze
4x Lightning Bolt
2x Mana Leak
2x Negate
4x Path to Exile
1x Secure the Wastes
2x Sphinx's Revelation
3x Think Twice
4x Flooded Strand
1x Ghost Quarter
1x Glacial Fortress
2x Hallowed Fountain
3x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
1x Sulfur Falls
1x Blessed Alliance
1x Celestial Purge
1x Counterflux
1x Crumble to Dust
2x Dispel
1x Izzet Staticaster
1x Negate
2x Porphyry Nodes
2x Runed Halo
1x Wear / Tear
Especially with the SB. Thanks guys!
UWR Control
BR Hollow One
MB I would suggest this:
-2 Mana Leak
-1 Negate
+3 Logic Knot
-1 Lightning Bolt
+1 Lightning Helix
-1 Colonnade
+1 Desolate Lighthouse
I am personally not a fan of four Snapcaster; I feel three is ideal.
SB looks ok. I personally like a pair of Vendilion Clique to pressure decks like Tron.
UWR Control
BR Hollow One
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
I hope you don't mean Rejection? We can counter Chalice with Rejection or Spell snare on T1. Rejection is the best card you could possibly have against Eldrazitron. The card was seeing almost zero play until Eldrazitron became popular.
I'd love to see someone make the logic argument for that.
Snap is better at almost every point of the game. Outside of some really long game Snap is so much better it's not even funny.
UWR Control
Legacy:
W D&T
We don't have a problem in the late game, only early game and I don't see how gearhulk helps this shell
I contexualized quite well!
Running a first gearhulk over an copy of Snapcaster is a losing proposition. There are not many places on the mana curve where gearhulk is desirable over snapcaster.
Once again, you fail to understand how this deck works. But many of us are here if you want to learn = )
Just ask, don't attack.
You made the right choice. It's not even close. There are few(prehaps none?) decks that want a first (and absolutely not a second) gearhulk over a snap.
Wow. I really haven't 4-0'd in a long time. I finally did it with Jeskai Control tonight. It was a big showing today, and I played traditional tiered/known decks. Here are some notes before I go into game breakdowns:
[1] Think Twice is amazing at smoothing out even the awkwardest of draws
[2] 3-1 split of Snapcaster-Gearhulk proved to be a reasonably closer. However, I am unsure if 4 snapcaster is better or not.
[3] Secure the Wastes is by far the biggest & most effective closer in this deck. It being instant speed is a complete blow out
[4] Lightning Helix tonight felt very very MEH with all the Lingering Souls flying around
[5] Although bolt seemed mediocre staring down 4/4's and 5/5's, it helped we win games
[6] I am honestly not sure why Ajani is in the deck, but every time I played him...he was amazing.
Round 1: Eldrazi Torn
Game 1:
Neither of us knew what we were on and I kept a very solid 3 land, 1 serum, 3 removal hand. Although he continued to draw threats off of Seagate Wreckage, he simply could not beat Cryptic into Snap + Cryptic into Cryptic into Gearhulk + Cryptic. This game ended up being much closer in the end because he drew enough Ghost Quarters to destroy my Collonades
Sideboarding:
OUT: 1 bolt, 1 helix, 1 electrolyze, 1 ajani
IN: 1 explosives, 2 timely reinforcements, 1 disenchant
Game 2:
I keep a sketchy 6 with some tap lands, ajani, bolt, and path. He turns two a Chalice on 1, and I just get beat down by a bunch of Smashers and Seers. Was hoping to draw into a Supreme Verdict, but did not happen.
Game 3:
Sideboarding remains the same. This was largely an uneventful game. He decided to keep a hand without Relic or Chalice, and I simply outvalued him with all the removal. Supreme Verdict is simply a GIGANTIC HOSE to Eldrazi Tron strategies. He gets me down to 5 at one point, but a back breaking Sphinx's Revelation for 5 ultimately seals the game. At one point he Surgical'd my Path to Exiles, but didn't really accomplish much except hold back his board development.
Round 2: B/W Eldrazi (w/ lingering souls)
Game 1:
I know he is on some type of souls decks; however, I had to keep the traditional bolt, path, Ajani, serum, and 3 land hand. He opens the game with 2 discard spells, and strips me of removal. On turn 5, he taps out for 4 spirit tokens. Luckily, I topdeck a Supreme Verdict and pass. Next turn, he plays a Shambling Vent and pass. And here is where it got hilarious. I play Ajani onto an empty board, and +1'd his Shambling Vent for the next 5 turns, with removal & counter magic to backup. I armageddon my opponent, and he scoops.
Sideboarding:
OUT: 1 helix, 1 cryptic command, 1 bolt, 1 ajani, 1 negate
IN: 1 explosives, 1 surgical, 1 staticaster, 2 timely reinforcements
Game 2:
I have a 6 card hand with mainly 2 Paths and 1 Think Twice. My opponent has an incredibly disruptive start with 2 Tidehollow Scullers and 2 Collective Brutalities. I make a gigantic punt during this game attempting to Surgical his Lingering Souls, while he had 1 mana up to activate Relic. I manage to cast a Timely Reinforcements to draw out the game longer, until at one point I am facing down two Sin Collectors (exiling bolt & path), 1 Matter Reshaper, and 1 Reality Smasher. At 4 life...I topdeck into Engineered Explosives. I count out my mana, and have enough to set the explosives at 2, blow up the collectors, bolt the reshaper, and path the reality smasher. Eventually, I draw (with the help of Think Twice) into a Sphinx's Revelation which my opponent simply cannot overcome.
Round 3: B/W Eldrazi (w/ lingering souls) AGAIN
Game 1:
Honestly this game was very fuzzy, except for the fact that I kept drawing into Paths & Supreme Verdicts. Sphinx's Revelation drew me into relevant threats and Collonades put the game out of reach. As I write this report out, it has suddenly dawn on me why Think Twice & Desolate Lighthouse are amazing. I used to hate on these cards; however, I think they simply turn LUCK in our favor. How can we possibly draw dead if we can nearly STACK OUR DECK.
Sideboarding (same as before):
OUT: 1 helix, 1 cryptic command, 1 bolt, 1 ajani, 1 negate
IN: 1 explosives, 1 surgical, 1 staticaster, 2 timely reinforcements
Game 2:
I keep a sketchy 6 hand with 4 lands, 1 think twice, and 1 path. My opponent plays a very traditional Eldrazi game with some hand disruption, Reshapers, Seers, and Smashers that I am luckily able to draw answers to throughout the game. My Timely Reinforcement kept me in the game as I took a few hits from Smasher and chump blocked the rest. My biggest mistake of this game was after casting Serum Visions, I scryed a Supreme Verdict to draw on my next turn to completely turn the game around. However, I made the error of searching for basic land after having one of my Snapcasters Path'd. Despite feeling the pain of my mistake, I manage to topdeck into a Secure the Wastes that I cast on his step for 8, allowing me to chump block. I make the strategic move to keep back enough soldiers to block, while gradually wittling down his life total. A timely Sphinx's Revelation yielded an Izzet Staticaster; however, that was Seer'd away. On the final turn of the game, my opponent played to his outs and left only a single spirit token to block my Collonade. However with 4 soldiers in play, I swung for 4 and bolted him for the final 3.
Round 4: Ad Nauseum
Game 1:
This is an abysmal game 1 for every blue control deck. He combo'd out quick and we move on quickly. Luckily for me, this LGS has alot of combo players, and I proceed to sideboard HEAVY
Sideboarding:
OUT: 1 ajani, 2 bolt, 1 helix, 1 electrolyze, 4 path, 3 verdict
IN: 1 disenchant, 1 clique, 2 surgical, 1 explosives, 1 canonist, 2 runed halo, 2 stony silence, 1 dispel, 1 negate
Game 2:
My opponent seems to have kept a hand with a bunch of hand disruption but very little combo speed, which I believe is the most important component for the Ad Nauseum player. Although he manages to Thoughtseize my Stony Silence out, I actually win the matchup with a grip full of negates, disenchants, and 2 snapcasters to recur my answers. At one point, I cast Canonist, and he spends 2 Pact of Negations knowing that he cannot beat it. Although Canonist never resolved, I tapped out for a Secure the Wastes on his next turn, and he suicides to Ad Nauseaum lol.
Game 3:
I keep a very solid hand of 2 snapcaster, 1 runed halo, 1 stony silence, and lands. My opponent this time keeps a hand with no hand disruption. I spend the first few turns developing my mana and establishing a board with Stony Silence and Runed Halo (for lightning storm). My opponent clearly was not expecting Halo, and maybe had one Echoing Truth to answer it. However, I still knew I could die to a Laboratory Maniac combo. On my opponent's turn 4, I click Clique him to reveal 2 Phyrexian Unlife, 1 Pentad Prism, and lands. I realized with my hand of double Snapcaster and Collonade that I could beat Unlife, so I make him keep his hand. After this point, nothing eventful happens as he eventually dies to infect damage to my board. He attempted at one point to combo off, but lost to Cryptic like they always do.
This finish was something I really needed after a brutal 5-days at GP Vegas, where I misplayed alot and drew abysmal hands playing Grixis Shadow & Dredge. However, my recent stint with playing Legacy Topless Miracles inspired me to the play this Jeskai list, which weirdly has alot of similarities. Moving forward, I think there is a strong argument to either play simply Azorius or maybe Esper as Fatal Push would have been useful. However as my match report shows, sometimes Ajani, Lightning Bolt, and Electrolyze are TOO GOOD in an unexpecting field.