How has Opt been for you Slowgod? Do you find yourself wanting a 3rd snap because of it? Are you ever prioritizing it over Serum? I haven't bought my Opts online yet, I don't wanna pay 2$ for a common that will be in circulation Monday and my paper testing is limited.
I've only been playing with 1 actually, going to replace Sphinx Rev with the 2nd copy after this league. Too early to tell really, but the 1 copy has been good enough and I think 2 of them makes more sense with only 24 lands. I've been wanting to play snappy #3 for awhile, just not sure what to take out for it and I wouldn't mind Jace AOT #2 either.
I feel like with the added cantrips and Search actually being land in the mid-late game, that dropping to 24 lands was fine. The mana base might need some tuning, still not really sure on the Field of Ruins. It incentivizes me to run 1 more basic than I want to, might cut an island for the 4th Glacial Fortress again or potentially 2nd Hallowed Fountain (fountain could be important to prioritize fetching to still have targets for ruin).
Maybe it was you Slowgod, but someone on the FB group mentioned that they are using Shadow of Doubt as a Pseudo spreading seas in the list, and I liked that, especially in conjuction with Ruin. Ruin seems enough stronger than Tec Edge or GQ in the Tron Matchups that I felt like I could hedge a little by dropping to 3 Seas, then after I read that on the FB I'm thinking 2 Seas/ 1 Doubt in the main and maybe a Seas in the sideboard might be fine. Doubt is a lot better in the Shift/Storm matches which have been traditionally harder than the Tron variants, at least for me. My only big issue is that I might be hedging too much against the big mana decks because they always seemed so easy but that might have been in part due to Mana Leak. If you notice, I cut all non-1cmc counters (and cryptic) from the deck because I feel like this deck just has amazing late game and I really want to get there. The early turns it will be tough to find 2 mana to hold up.
TLDR: Field of Ruin is a very hard card to evaluate and I think it could potentially shift the focus of the deck a lot if it turns out to be good.
Edit** Gideon AOZ hasn't been amazing, might switch it back to the 3rd Trials.
Is blue mana on turn 1 anymore important in an Opt build than in a Serum build? I suppose it is if running more than 4 combined right? I do also like the idea of having the extra fetch in a deck with Search for Azcanta. If you open on hallowed fountain, you only need 1 more white source to be able to cast any of your spells, and you have a few turns to find it. Field of Ruin helps as well - A lot of the deck building decisions revolve around field of ruin.
I do like Shadow as a SCM target, I think a build like this is very strong for snappy, and much better positioned against storm. I agree that the 7 mana denial cards is a little light for the mana denial package, and I would certainly include at least 1 more in the board, possibly 2. The question is - does giving up a little bit in the Tron matchup matter as much as the advantage gained in the Storm matchup? Seas is just so bad against Storm, and so marginal against everything outside of the Mirror or Tron. I've always felt like the card was a necessary evil rather than a good play, but I'm entirely aware that I could just be wrong about that. I know that most people are very high on Seas, so I'm probably wrong.
So to recap, your suggestion was -2 Glacial Fortress +1 Hallowed Fountain +1 Blue Fetch? Or -1 Fortress -1 Island/plains?
Shadow will usually at the very least counter a fetchland, but there have been many games where I counter a fetch, path a creature and ghost quarter a land all at once and they basically lose 3 lands. I just lost another game that I had pretty much locked up to Thrun, the Last Troll, every green deck I play against lately is beating me with this guy. his name is very fitting and I don't know how to beat him...
Shadow will usually at the very least counter a fetchland, but there have been many games where I counter a fetch, path a creature and ghost quarter a land all at once and they basically lose 3 lands. I just lost another game that I had pretty much locked up to Thrun, the Last Troll, every green deck I play against lately is beating me with this guy. his name is very fitting and I don't know how to beat him...
i agree is somewhat a problem, the following lines of play i do to get around...
-wall of omens+jace (+1)
-chumpblock with token from planeswalkers (elspeth, gideon 4cc)
- SB blessed alliance & Runed Halo
(against good player you wont get tricks like tectonic edge on 1 mana, then chumpblock with celestial colonnade and then supreme verdict so they dont have mana to regenerate)
Granted, you have to play around thrun (and choke) after SB in some green matches.
I'm posting on behalf of a friend (He plays UW, I play Abzan Coco) - He seems to have a lot of difficulty against Abzan Coco and was hoping to get some tips or matchup analysis. I will post a link to each deck below for reference:
It's a tough matchup, I haven't seen the Vizier combo much lately, but have been doing pretty well against most CoCo decks. I actually just added a Grafdigger's Cage back in my sideboard since I felt like I needed something besides just 2 RIPs for Dredge, and it helps with storm and stops coco/chord. Against your version I would probably just bring in all the counterspells I could, Geist, Clique, lower the curve and try to disrupt your combos. The Knight of the Reliquary versions get a lot more grindy and I bring in RIP to stop their knight from growing and they usually have that crucible on a stick guy.
I've been testing 3 Snaps with 2 Opts since yesterday and came up with a list I think is almost perfect right now. I just went 5-0 with only 1 game loss. I realized I was getting into top deck wars and felt like I really needed a Rev or 2nd copy of Jace. I decided to cut 1 Spreading Seas which makes sense since I'm using a Shadow of Doubt and Crucible main.
Hey everyone. So I tried posting this on the Facebook page but no one responded sadly. I was wondering if anyone had tips for side boarding vs the more common match ups we go against? I just recently bought the deck, and I think that's the part I'm struggling with the most. Prior to this I didn't really play modern competitively, mostly just for fun.
By any chance, has someone created a spreadsheet for the community with the typical side boarding plan? I ask because I know some decks like Burn have this available to their pilots, and if we do have one I'd love to take advantage of it.
Hey everyone. So I tried posting this on the Facebook page but no one responded sadly. I was wondering if anyone had tips for side boarding vs the more common match ups we go against? I just recently bought the deck, and I think that's the part I'm struggling with the most. Prior to this I didn't really play modern competitively, mostly just for fun.
By any chance, has someone created a spreadsheet for the community with the typical side boarding plan? I ask because I know some decks like Burn have this available to their pilots, and if we do have one I'd love to take advantage of it.
Thanks a ton! I'll check that out in a few minutes here. And I do think that someone offering up their side boarding plan in a document or even just in a post here would be very helpful to a lot of people looking to pick up the deck. I feel like I have a general understanding of what to bring in based on match ups (but still need help with that), it's more confusing when it comes to taking stuff out.
Yeah, that'd be nice. I'll make one and post a list later today, but it is in no way perfect lol. Please feel free to edit or tell me what I'm doing wrong on it.
I'm giving Gideon AOZ another shot in place of the 2nd Jace because I didn't really get to test him... Still I always seem to find Jace, but not Gideon. That's really the only spot I'm not sure about. Also Blessed Alliance has won a couple matches for me by killing things like Gaea's Revenge, other pro white / hexproof creatures and the life gain has saved me a couple times too. I wouldn't mind having 2 BA in 75, but dunno what to take out.
Leak is bad vs. Cavern, goes dead too fast, not god when behind. Negate and Knot are worth keeping as hard counters. Serum is weak to Chalice. We've alreadt got 2 Alliances main, so the 3rd isn't reeally necessary.
RiP is good, but it hurts us too and sucks in multiples, so I only use 2. Jace is ok, but weak to Stubbs/Countersquall (same with Cryptic and Speth -- Gideons can win on their own). Seas could color screw them, but it just adds too much air to the deck. I feel it's safe to take out a GQ since there isn't anything dangerous to use it on and it gives them a basic. It also is fine to trim a land when I'm lowering the cuve.
On the draw I add in another Purge and cut another Cryptic because they're more likely to cheese you out with [/c]Blood Moon[/c] when they're on the play.
I board out expensive walkers that die to a Plating'd attacker (except 1 Lil' Gid because attacking with him after a Verdict is an easy way to push an advantage), but I leave in Elspeth because she's easiest to actually win with. Halo names Etched Champion, manlands, and Giraphur Aether Grid. 1 Purge to deal with a Blood Moon, but it also hits Vault Skirge, Aether Grid, Tezzeret, Agent of Bolas, etc., so it isn't totally dead.
In: 2x Celestial Purge, 2x Rest in Peace
Out: 2x Blessed Alliance, 2x Spreading Seas
Leave in the 1x mainboard Sphere to deal with Lilis, spirit tokens, and sometimes threats (they don't play many Decays, and board them out over Push). Purges hit Lilis, Grim Flayers/Confidants if they play them, Rhino/Tasigur/Kalitas, etc. Seas are good, but you don't want too much air in the deck, and Alliance is super bad against Lingering Souls.
The expensive sorcery-speed stuff comes out, except for 2 Vedicts (for Geist) and 1 Elspeth (because it's great for you if she resolves). Gideon Jura just gets Path'd or countered, but Lil' Gid is cheap enough to squeeze through (though he still dies to Path, so maybe he should be cut? I don't have the cards to board in anyways). I keep an Alliances in because you can hit Geist in rsp to his attack trigger, but it also hedges against Clique.
Similar-ish to UW Control, but an extra Alliance stays in (since it answer an attacker, but also could gain life to prevent geting burned out). Big expensive stuff comes out, still hedging against Geist, but Cryptic is much worse against a 4 Queller deck, since they're trying to tempo us out. Lil Gid is a lot better here than in the true mirror.
Blessed Alliance is bad against Thought-Knot, Flickerwisp shenanigans, Tidehollow Sculler/Sin Collector, and Thalia, Guardian of Thraben, but it's decent for lifegain and/or if they don't have any of things going on (we just need as much removal as we can get. Likewise, Purge hits Sculler/Collector/[c]Dark Confidant[c]
In: 1x Dispel, 3x Spell Queller
Out: 4 Spreading Seas
The 7th place one from that modern challenge seems like the safest place to start, 2 cliques in the main and Gideon AOZ instead of Jura is very interesting... I like yours too Annihilator, I'll check your sideboard guide later. How exactly do you enter those modern challenges? I always seem to miss out, I have a buncha qualifier points, kind of off topic I know.
The 7th place one from that modern challenge seems like the safest place to start, 2 cliques in the main and Gideon AOZ instead of Jura is very interesting... I like yours too Annihilator, I'll check your sideboard guide later. How exactly do you enter those modern challenges? I always seem to miss out, I have a buncha qualifier points, kind of off topic I know.
Lol I wasn't in the challenge! I was just responding to the post about sideboarding guides haha. I don't even use MTGO -- XMage.
Nope, but 3 Opt and 0 Serum in the 8th place list.
After getting in a few games with Opt, I have to say I like it a lot because of Colonnade and Glacial Fortress. I know that sounds weird, but there have been times where Opt is miles better even at sorcery speed than Serum Visions. On T2 and T3 when you only have 1 land and 2 lands respectively, you want to cast Opt instead of Visions because it gives you twice the probability of playing at land in the same turn especially considering we have so many ETB tapped lands, the importance of playing the land that turn is huge. Snapcaster has also never felt stronger to me, the ability to Snap Opt as an additional way to protect a planeswalker for a turn is outstanding. I'm going to try a 4 Opt 2 Serum split.
I see a lot of you guys saying about how problematic it is to face storm.
Well I have a suggestion for you that actually won me every single game I have drawn: Mindbreak Trap This totally destroys combo based decks, and its a silver bullet specially against storm, I have 2 of them on the sideboard and may remove them because I face more dredge than storm in my meta.
//
Since the new planeswalker rule I see a lot of you slamming more gideons like AOZ or 3rd Trials, but doesnt Baby Jace appeal anyone? It used to exist a shell based on baby jace and combined with AoT or Beleren it could be a pretty strong plan, although it TURNS ON any type of removal for our opponents =S
Maybe 1x Beleren + 1x AoT?
3 Wall of Omens
3 Snapcaster Mage
1 Vendilion Clique
Planeswalker (4 )
2 Gideon OTT
1 Gideon AOZ
1 Gideon Jura
Spells (25)
3 Serum Visions
3 Opt
4 Path to Exile
2 Spell Snare
2 Spreading Seas
2 Search for Azcanta
1 Shadow of Doubt
2 Detention Sphere
3 Supreme Verdict
3 Cryptic Command
4 Celestial Colonnade
4 Flooded Strand
3 Glacial Fortress
1 Hallowed Fountain
5 Island
3 Plains
4 Field of Ruin
I feel like with the added cantrips and Search actually being land in the mid-late game, that dropping to 24 lands was fine. The mana base might need some tuning, still not really sure on the Field of Ruins. It incentivizes me to run 1 more basic than I want to, might cut an island for the 4th Glacial Fortress again or potentially 2nd Hallowed Fountain (fountain could be important to prioritize fetching to still have targets for ruin).
Maybe it was you Slowgod, but someone on the FB group mentioned that they are using Shadow of Doubt as a Pseudo spreading seas in the list, and I liked that, especially in conjuction with Ruin. Ruin seems enough stronger than Tec Edge or GQ in the Tron Matchups that I felt like I could hedge a little by dropping to 3 Seas, then after I read that on the FB I'm thinking 2 Seas/ 1 Doubt in the main and maybe a Seas in the sideboard might be fine. Doubt is a lot better in the Shift/Storm matches which have been traditionally harder than the Tron variants, at least for me. My only big issue is that I might be hedging too much against the big mana decks because they always seemed so easy but that might have been in part due to Mana Leak. If you notice, I cut all non-1cmc counters (and cryptic) from the deck because I feel like this deck just has amazing late game and I really want to get there. The early turns it will be tough to find 2 mana to hold up.
TLDR: Field of Ruin is a very hard card to evaluate and I think it could potentially shift the focus of the deck a lot if it turns out to be good.
Edit** Gideon AOZ hasn't been amazing, might switch it back to the 3rd Trials.
Is blue mana on turn 1 anymore important in an Opt build than in a Serum build? I suppose it is if running more than 4 combined right? I do also like the idea of having the extra fetch in a deck with Search for Azcanta. If you open on hallowed fountain, you only need 1 more white source to be able to cast any of your spells, and you have a few turns to find it. Field of Ruin helps as well - A lot of the deck building decisions revolve around field of ruin.
I do like Shadow as a SCM target, I think a build like this is very strong for snappy, and much better positioned against storm. I agree that the 7 mana denial cards is a little light for the mana denial package, and I would certainly include at least 1 more in the board, possibly 2. The question is - does giving up a little bit in the Tron matchup matter as much as the advantage gained in the Storm matchup? Seas is just so bad against Storm, and so marginal against everything outside of the Mirror or Tron. I've always felt like the card was a necessary evil rather than a good play, but I'm entirely aware that I could just be wrong about that. I know that most people are very high on Seas, so I'm probably wrong.
So to recap, your suggestion was -2 Glacial Fortress +1 Hallowed Fountain +1 Blue Fetch? Or -1 Fortress -1 Island/plains?
i agree is somewhat a problem, the following lines of play i do to get around...
-wall of omens+jace (+1)
-chumpblock with token from planeswalkers (elspeth, gideon 4cc)
- SB blessed alliance & Runed Halo
(against good player you wont get tricks like tectonic edge on 1 mana, then chumpblock with celestial colonnade and then supreme verdict so they dont have mana to regenerate)
Granted, you have to play around thrun (and choke) after SB in some green matches.
I'm posting on behalf of a friend (He plays UW, I play Abzan Coco) - He seems to have a lot of difficulty against Abzan Coco and was hoping to get some tips or matchup analysis. I will post a link to each deck below for reference:
UW Control: http://tappedout.net/mtg-decks/ultimate-uw-control-complete/
Abzan Company: http://tappedout.net/mtg-decks/21-08-17-abzan-company/
Thanks!
RWG Burn
GW Abzan Company
I've been testing 3 Snaps with 2 Opts since yesterday and came up with a list I think is almost perfect right now. I just went 5-0 with only 1 game loss. I realized I was getting into top deck wars and felt like I really needed a Rev or 2nd copy of Jace. I decided to cut 1 Spreading Seas which makes sense since I'm using a Shadow of Doubt and Crucible main.
By any chance, has someone created a spreadsheet for the community with the typical side boarding plan? I ask because I know some decks like Burn have this available to their pilots, and if we do have one I'd love to take advantage of it.
Thanks!
Thanks a ton! I'll check that out in a few minutes here. And I do think that someone offering up their side boarding plan in a document or even just in a post here would be very helpful to a lot of people looking to pick up the deck. I feel like I have a general understanding of what to bring in based on match ups (but still need help with that), it's more confusing when it comes to taking stuff out.
UWR Control
BR Hollow One
3x Celestial Colonnade
4x Flooded Strand
2x Ghost Quarter
3x Glacial Fortress
1x Hallowed Fountain
5x Island
3x Plains
2x Tectonic Edge
1x Temple of Enlightenment
Planeswalker (5)
1x Gideon Jura
2x Gideon of the Trials
2x Jace, Architect of Thought
Creature (3)
3x Snapcaster Mage
Instant (14)
3x Cryptic Command
3x Mana Leak
1x Negate
2x Opt
4x Path to Exile
1x Shadow of Doubt
Enchantment (6)
2x Detention Sphere
1x Runed Halo
3x Spreading Seas
Sorcery (7)
4x Serum Visions
3x Supreme Verdict
Artifact (1)
1x Crucible of Worlds
Sideboard (15)
1x Blessed Alliance
1x Celestial Purge
2x Dispel
1x Elspeth, Sun's Champion
1x Geist of Saint Traft
1x Grafdigger's Cage
1x Negate
2x Rest in Peace
2x Stony Silence
1x Supreme Verdict
1x Timely Reinforcements
1x Vendilion Clique
I'm giving Gideon AOZ another shot in place of the 2nd Jace because I didn't really get to test him... Still I always seem to find Jace, but not Gideon. That's really the only spot I'm not sure about. Also Blessed Alliance has won a couple matches for me by killing things like Gaea's Revenge, other pro white / hexproof creatures and the life gain has saved me a couple times too. I wouldn't mind having 2 BA in 75, but dunno what to take out.
https://magic.wizards.com/en/articles/archive/mtgo-standings/modern-challenge-2017-09-24#standings
4x Celestial Colonnade
2x Ghost Quarter
2x Tectonic Edge
2x Glacial Fortress
4x Flooded Strand
2x Scalding Tarn
2x Hallowed Fountain
5x Island
2x Plains
Removal (11)
2x Blessed Alliance
1x Detention Sphere
4x Path to Exile
4x Supreme Verdict
1x Elspeth, Sun's Champion
1x Gideon Jura
2x Gideon of the Trials
1x Jace, Architect of Thought
Card Advantage (12)
4x Serum Visions
4x Spreading Seas
1x Think Twice
1x Sphinx's Revelation
2x Snapcaster Mage
Counters (7)
1x Logic Knot
2x Mana Leak
1x Negate
3x Cryptic Command
1x Blessed Alliance
2x Celestial Purge
1x Ceremonious Rejection
1x Detention Sphere
1x Dispel
1x Negate
3x Rest in Peace
2x Runed Halo
3x Spell Queller
In: 1x Ceremonious Rejection, 1x Detention Sphere, 2x Runed Halo, 3x Spell Queller
Out: 2x Mana Leak, 1x Jace, 4x Serum Visions
Leak is bad vs. Cavern, goes dead too fast, not god when behind. Negate and Knot are worth keeping as hard counters. Serum is weak to Chalice. We've alreadt got 2 Alliances main, so the 3rd isn't reeally necessary.
In: 2x Celestial Purge, 1x Detention Sphere, 1x Dispel, 2x Rest in Peace, 2x Runed Halo, 3x Spell Queller
Out: 1x Jace, 1x Elspeth, 3x Cryptic, 4x Seas, 1x Think Twice, 1x Ghost Quarter
RiP is good, but it hurts us too and sucks in multiples, so I only use 2. Jace is ok, but weak to Stubbs/Countersquall (same with Cryptic and Speth -- Gideons can win on their own). Seas could color screw them, but it just adds too much air to the deck. I feel it's safe to take out a GQ since there isn't anything dangerous to use it on and it gives them a basic. It also is fine to trim a land when I'm lowering the cuve.
In: 1x Celestial Purge, 1x Negate, 2x Runed Halo, 3x Spell Queller
Out: 1x Jace, 1x Elspeth, 1x Gideon Jura, 2x Blessed Allince, 2x Supreme Verdict
Purge is anticipating Chandra, Torch of Defiance, but it may not be right to bring in over the 3rd Verdict.
On the play:
In: 1x Celestial Purge, 1x Detention Sphere, 1x Dispel, 1x Negate, 3x Rest in Peace, 2x Runed Halo, 3x Spell Queller
Out: 1x Jace, 1x Elspeth, 1x Gideon Jura, 1x Cryptic, 4x Seas, 2x Blessed Alliance, 2x Supreme Verdict
On the draw I add in another Purge and cut another Cryptic because they're more likely to cheese you out with [/c]Blood Moon[/c] when they're on the play.
In: 1x Blessed Alliance, 2x Celestial Purge, 1x Dispel, 1x Negate, 3x Spell Queller
Out: 2x Verdict, 1x Cryptic, 4x Seas, 1x Elspeth
I cut Seas and opt not to bring in Halos because Burn opponents always board in Destructive Revelry.
In: 1x Celestial Purge, 1x Ceremonious Rejection, 1x Detention Sphere, 2x Runed Halo, 3x Spell Queller
Out: 3x Cryptic, 1x Think Twice, 1x Gideon of the Trials, 1x Gideon Jura, 1x Negate, 1x Logic Knot
I board out expensive walkers that die to a Plating'd attacker (except 1 Lil' Gid because attacking with him after a Verdict is an easy way to push an advantage), but I leave in Elspeth because she's easiest to actually win with. Halo names Etched Champion, manlands, and Giraphur Aether Grid. 1 Purge to deal with a Blood Moon, but it also hits Vault Skirge, Aether Grid, Tezzeret, Agent of Bolas, etc., so it isn't totally dead.
In: 2x Celestial Purge, 2x Rest in Peace
Out: 2x Blessed Alliance, 2x Spreading Seas
Leave in the 1x mainboard Sphere to deal with Lilis, spirit tokens, and sometimes threats (they don't play many Decays, and board them out over Push). Purges hit Lilis, Grim Flayers/Confidants if they play them, Rhino/Tasigur/Kalitas, etc. Seas are good, but you don't want too much air in the deck, and Alliance is super bad against Lingering Souls.
In: 1x Dispel, 1x Negate, 2x Runed Halo, 3x Spell Queller
Out: 1x Gideon Jura, 1x Jace, 1x DSphere, 2x Spreading Seas, 2x Supreme Verdict, 1x Blessed Alliance
The expensive sorcery-speed stuff comes out, except for 2 Vedicts (for Geist) and 1 Elspeth (because it's great for you if she resolves). Gideon Jura just gets Path'd or countered, but Lil' Gid is cheap enough to squeeze through (though he still dies to Path, so maybe he should be cut? I don't have the cards to board in anyways). I keep an Alliances in because you can hit Geist in rsp to his attack trigger, but it also hedges against Clique.
In: 1x Dispel, 1x Negate, 2x Rest in Peace, 2x Runed Halo, 3x Spell Queller
Out: 2x Verdict, 1x Gideon Jura, 1x DSphere, 2x Spreading Seas, 3x Cryptic
Similar-ish to UW Control, but an extra Alliance stays in (since it answer an attacker, but also could gain life to prevent geting burned out). Big expensive stuff comes out, still hedging against Geist, but Cryptic is much worse against a 4 Queller deck, since they're trying to tempo us out. Lil Gid is a lot better here than in the true mirror.
In: 1x Celestial Purge, 1x Ceremonious Rejection, 2x Runed Halo, 3x Spell Queller
Out: 1x Blessed Alliance, 1x Detention Sphere, 1x Think Twice, 4x Spreading Seas
Blessed Alliance is bad against Thought-Knot, Flickerwisp shenanigans, Tidehollow Sculler/Sin Collector, and Thalia, Guardian of Thraben, but it's decent for lifegain and/or if they don't have any of things going on (we just need as much removal as we can get. Likewise, Purge hits Sculler/Collector/[c]Dark Confidant[c]
In: 1x Dispel, 3x Spell Queller
Out: 4 Spreading Seas
In: 1x Ceremonious Rejection, 1x Detention Sphere, 1x Dispel, 1x Negate, 2x Rest in Peace, 3x Spell Queller
Out: 3x Path to Exile, 2x Blessed Alliance, 4 Supreme Verdict
In: 1x Dispel, 3x Rest in Peace, 2x Runed Halo, 3x Spell Queller
Out: 4x Spreading Seas, 1x Think Twice, 1x Detention Sphere, 2x Blessed Alliance
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
Lol I wasn't in the challenge! I was just responding to the post about sideboarding guides haha. I don't even use MTGO -- XMage.
UWB Esper Draw-Go Control (clicky)
UW Azorius Control (clicky)
Currently pursuing a degree in Biochemistry.
EDH: I've decided I don't like multiplayer formats.
Nope, but 3 Opt and 0 Serum in the 8th place list.
After getting in a few games with Opt, I have to say I like it a lot because of Colonnade and Glacial Fortress. I know that sounds weird, but there have been times where Opt is miles better even at sorcery speed than Serum Visions. On T2 and T3 when you only have 1 land and 2 lands respectively, you want to cast Opt instead of Visions because it gives you twice the probability of playing at land in the same turn especially considering we have so many ETB tapped lands, the importance of playing the land that turn is huge. Snapcaster has also never felt stronger to me, the ability to Snap Opt as an additional way to protect a planeswalker for a turn is outstanding. I'm going to try a 4 Opt 2 Serum split.
Well I have a suggestion for you that actually won me every single game I have drawn:
Mindbreak Trap This totally destroys combo based decks, and its a silver bullet specially against storm, I have 2 of them on the sideboard and may remove them because I face more dredge than storm in my meta.
//
Since the new planeswalker rule I see a lot of you slamming more gideons like AOZ or 3rd Trials, but doesnt Baby Jace appeal anyone? It used to exist a shell based on baby jace and combined with AoT or Beleren it could be a pretty strong plan, although it TURNS ON any type of removal for our opponents =S
Maybe 1x Beleren + 1x AoT?
BURGrixis ControlBUR
BURGrixis DelverBUR (RIP)
UWBEsper GiftsUWB
UWUW Jace ControlUW
GUBSultai ControlGUB
UBTezzeret Agent of BolasUB