Right now I'm testing something like this:
- 24 lands
- 3 spreading sees (-1)
- 4 opt (+1), 0 serum vision (-2)
- 2 search for Azcanta (+2)
The rest is pretty standard.
For me it seems the place to be right now. 4 cantrip is like before with the 4 serum vision. And search for Azcanta is really a good filler smoothing the draw and letting spells being useful in the grave with 3 snaps and is a late game monster! Only 3 spreading sound weird to me at first but as said before with 4 land destroyer and crucible in SB it seems acceptable and after testing I prefer having search for Azcanta as a 2 drop.
I just picked up a 2nd copy of Search for Azcanta It has practically won every game for me after flipping into land mode. I am going to try something like 6 opt/serum and going down to 23 lands, crazy I know, but I still keep flooding to death with 24. Now I'm just not sure if I want to cut Sphinx Rev or not, especially with only 23 lands, but Azcanta has helped me find it multiple times and auto win.
I just picked up a 2nd copy of Search for Azcanta It has practically won every game for me after flipping into land mode. I am going to try something like 6 opt/serum and going down to 23 lands, crazy I know, but I still keep flooding to death with 24. Now I'm just not sure if I want to cut Sphinx Rev or not, especially with only 23 lands, but Azcanta has helped me find it multiple times and auto win.
It is certainly nice to have a big bomby card to find with Azcanta, but that's what planeswalkers are for! I think I would go with Secure the wastes over Rev if I was looking for an X Spell, it plays better defensively. X spells in general also get better with Field of Ruin, but I'm still not sold on Field. Have you played with field at all yet?
I just picked up a 2nd copy of Search for Azcanta It has practically won every game for me after flipping into land mode. I am going to try something like 6 opt/serum and going down to 23 lands, crazy I know, but I still keep flooding to death with 24. Now I'm just not sure if I want to cut Sphinx Rev or not, especially with only 23 lands, but Azcanta has helped me find it multiple times and auto win.
Are you on MTGO, Slowgod? I'd love to watch your games and see how things go if you are. Plus it's nice to talk to someone else about the deck and its possibilities. I really want to just say screw it and pick up a few Azcanta.
^^ I'm Slowgod on MTGO as well and I have not played with field of ruin yet. Updated my deck in my signature, but where would I squeeze in rev or secure the wastes, it's already cutting a lot of corners? Sometimes the life gain from rev is what wins the game for me, more than the cards I draw.
Edit: check out the new link in my signature Sorry I don't know the best way to pull the stream directly off my PC so I just filmed the replay on my phone and put it on youtube.
more edit: Went 4-1 with my 23 land list (no ghost quarter) the 3 opt/3 serum 2 Azcanta feel so smooth, azcanta seriously takes over the long game. Was close to 5-0 but barely lost to a turn 3 blood moon and a pithing needle on my GoTT. I still don't think blood moon is great against us, but when you don't get those basics early it can be. I've been playing against opposing spell quellers a lot lately and I think I'm going to try 2 in my SB somewhere.
^^ I'm Slowgod on MTGO as well and I have not played with field of ruin yet. Updated my deck in my signature, but where would I squeeze in rev or secure the wastes, it's already cutting a lot of corners? Sometimes the life gain from rev is what wins the game for me, more than the cards I draw.
Edit: check out the new link in my signature Sorry I don't know the best way to pull the stream directly off my PC so I just filmed the replay on my phone and put it on youtube.
more edit: Went 4-1 with my 23 land list (no ghost quarter) the 3 opt/3 serum 2 Azcanta feel so smooth, azcanta seriously takes over the long game. Was close to 5-0 but barely lost to a turn 3 blood moon and a pithing needle on my GoTT. I still don't think blood moon is great against us, but when you don't get those basics early it can be. I've been playing against opposing spell quellers a lot lately and I think I'm going to try 2 in my SB somewhere.
So far I've really liked the Quellers in my board. They tend to be good "auto in's" against a bunch of decks if you know a certain card like Spreading Seas just isn't that great against them. It hits a lot of stuff and just buys some time for our bigger threats to take over the board.
Hey all, I've been following this thread for a while now but this is my first post. I've had success with a list pretty close to bennyhillz's original list in paper. I'm excited to try Search for Azcanta as well as Gid AoZ w/ new PWalker rule. Here is the list I'm bringing to FNM tomorrow with the changes I'm planning to test with the release of Ixalan:
@gkourou looks great for a control meta, only card I don't really like is the glimmer, I'd rather just have a sphinx rev or even opt.
@asihtos Really close to what I've been playing, but I feel like you will end up missing the walls against certain decks. Also don't think we need supreme will anymore.
@janozimek I'm running 2 Azcanta with 1 Crucible and 1 logic knot right now and I'm 4-0 so far, it's been amazing! I take out crucible against aggro and I take out all 3 + logic knot if I'm bringing in RIP.
@OctaVariuM I put 2 Quellers in the board along with the geist and a clique and they've been great. Had to take out a negate and celestial purge, but the quellers have been a lot more useful anyway.
I gotta vouch for Slowgod with him running Azcanta, I played against him twice I think(1-1 I believe ;)) in MTGO competitive leagues, That card was quite annoying and the card advantage and filtering he was getting once it stuck was pretty darn good from my point of view. I wanted to Ghost it a lot of the time but couldn't because of active Colonnades and board state.
Haha, hey man! Yeah I remember losing to you sometime in the last week, can't remember what list I was running at the time. Thought you had me again, but that Azcanta kinda took over at a critical point. Good games though
Oops you beat me last night, did you have that royal flush hand? lol I played against a ton of tron lately, but your name stuck out.
Search has been insane for me too, I'm 3-0 in my current league with it and I wish I had the time to get more games in(Uni midterms start monday) because I feel like being on Search is still ahead of the curve right now; People are still sleeping on it hard. I'm also something like 5-1 in tournament practice room because I don't mind playing a quick game there between study breaks.
Hey guys! I'm building this deck and I'm pretty excited to try Search for Azcanta in it. I already picked up my copies for it But I have a couple of questions for you guys. Are there any moments when even if you have 7 or more cards in your graveyard you don't wanna flip the card? And does this card make Crucible a great option for the main deck??? I also saw that Slowgod's been using Logic Knot as well, how's it been working for you?
There are plenty of times when you have 7 cards in your yard that you don't want to flip it - map out your turn before you finish resolving the trigger, if you don't need the extra Mana or you won't have enough left over to activate the impulse mode then you probably want to just get an extra upkeep trigger. Comes up often actually.
I'm not sure that crucible gets significantly better. Sure there is added synergy of binning the land and being able to get it back later, but that's going to come up with fetchlands and Tec edge anyways. I'm not hating on crucible by the way, I like the card a lot, I just wouldn't move to include it simply because Azcanta makes it a bit better. I also think that crucible and search sort of fight for the same deck space - they are both value engines going into the late game that don't have much impact until you've stabilized. I'm not sure how many of that type of card we can afford to play and I think Search is the stronger of the two.
Round 1: Win 2-0 vs Titan Breach
Round 2: Loss 1-2 vs Bant Knightfall
Round 3: Loss 1-2 vs Merfolk
Round 4: Win 2-0 vs Jund
The loss Round 2 to Bant was due to a topdecked Retreat in Game 2, and a turn 3 kill in Game 3 after I had to play a Search on my turn.
The loss to Merfolk was mainly due to my opponent seeing 4 Mutavault in Game 2 and 3 and having Deprive to play them back after I used Spreading Seas on them.
It felt like I was just a bit unlucky in this event, but Search for Azcantan and Opt both underperformed. The few times I was able to flip Search the game was already well in hand. I sided it out quite a bit, and probably would have been better off had it been a Negate/Logic Knot/Mana Leak or really anything else.
There were a few instances where having Opt over Serum Visions allowed me to hold up Leak/Path/Cryptic in cases that Serum Visions wouldn't have, and I flashed it back quite a few times with Snapcaster Mage. The problem was it was a lot worse at finding me action. In the games against Merfolk if I had been draw action quicker I likely would have won, but flooded out at the wrong time.
@moxruby: If you were unlucky sadly it happens there is nothing you can do but I think you should try to change your list a bit to see how it works:
-1 land
-1 snapcaster
-1 cryptic
-1 sphinx revelation
+2 wall of omen
+1 mana leak/logic knot
+1 negate (or another wall of omen)
It should help you early game and help you to stabilise the game. So maybe like this you will have a better chance against aggro where wall of omen helps.
I agree with DuanraD - I can't see playing this deck without at least a pair of Wall of Omens (I prefer 3). I can't remember who said it, but someone basically called it Doomblade + Draw a card in the matchups where it matters. Even against Shadow/Eldrazi/huge creature decks, chump blocking on a critical turn to set up a walker and a sweeper is just back breaking for the opponent. I also don't think Snapcaster is very good past the 2nd copy - I have been messing around with a 3rd copy because of Opt, but now that I've gotten a lot of games in with that configuration I'm pretty sure going back to 2 Snaps is correct. My Opt/Serum split reflects that at 3Opt 2Serum currently.
I agree with DuanraD - I can't see playing this deck without at least a pair of Wall of Omens (I prefer 3). I can't remember who said it, but someone basically called it Doomblade + Draw a card in the matchups where it matters. Even against Shadow/Eldrazi/huge creature decks, chump blocking on a critical turn to set up a walker and a sweeper is just back breaking for the opponent. I also don't think Snapcaster is very good past the 2nd copy - I have been messing around with a 3rd copy because of Opt, but now that I've gotten a lot of games in with that configuration I'm pretty sure going back to 2 Snaps is correct. My Opt/Serum split reflects that at 3Opt 2Serum currently.
The list I was playing is very similar to the list Raymond Perez won the last SCG Modern Classic with. I find Wall of Omens to just be an unnecessary 2 drop in a deck with a lot of 2 drops. I played a lot of games with the card and was frequently boarding it out for more action. Now with trying Search for Azcanta you have a lot of cards competing for your turn 2 play.
I think playing less than 3 Snapcaster Mage is definitely a mistake. It's one of the strongest cards in a deck that durdles quite a bit. Raymond ran 3 Snap and 1 Clique. I cut the Clique for Snapcaster #4 to really try to take advantage of Opt being an instant. If I could go back I'd play the Clique instead.
I also board out wall quite often, but I think that is fine. It's just so good in the games where it's good that I don't mind just having a cantrip in the matchups where it isn't doing anything. It's never dead, which is why its great.
I don't mind Clique in the main either, I've been playing with it main a bit as well. I think 3 Snaps is justifiable, and I agree that it can be one of the best cards in the deck at certain points in the game. It's just that those points tend to be later in the game. Snap Opt is a nice option to have, but it's not ideally how I want to be spending my Snap, which is why I'm not as high on Opt as I originally was. In the past I have made the argument that each snap after the 1st has diminishing returns, and I think that still holds true. I don't even really like opening on 1 Snap that often, and whenever I open on 2 at least one of them ends up being a Flash 2/1 with no ability. That probably wont hold true as often with Opt being in the deck, but I still don't like being forced to take a line of Snap-Opt.
@mgoetze - I like your style of critiquing, would you mind critiquing mine as well? I have two lists, the first one is what I just went 4-1 with in a league, and the second is based on changes I want to make before joining my next league. Obviously, I care more about the second list, but I'll present them both so you might get a sense of where my head is at. My matches were 2-1 Burn, 1-2 Burn, 2-1 Titanshift, 2-0 Storm, 2-0 Storm.
The sideboard for this deck didn't have a lot of thought put into it, I just wanted to play with the new cards so I slapped it together.
After playing with the above list (and dying to Burn in G3 with 2 Snaps in my hand as well as casting Snap as a 2/1 Flash against TitanShift twice) I want to go back to 2 Snaps, which I think puts less of a burden on needing 4 Opt. I also struggled to hit land 5 pretty often, so I think I will go back up to 25 lands. Field of Ruin was spectacular in the Titanshift matchup, It actually won me both games where Tec Edge would not have. I needed to get to cryptic mana, and there was a turn where I needed to flip Azcanta, Impulse into Cryptic Command in order to bounce his Valakut, tap his Primeval so that I could Verdict and hold up snap cryptic plus path to not die to Shift the next turn . And I wouldnt have had near the amount of mana I needed to execute that line if I had set myself back with GQ or Tec edge after nuking 2 Valakuts already. That line stands out the most, but I used all of my mana every turn against Valakut in every match, so I'm going to play at least a couple more leagues with it before making a final judgement.
The other minor adjustment I made was with the manabase, I switched out a Colonnade for a Polluted Delta. I played a lot of Tournament practice rooms with that mana base (with differing configuration of non-land cards, mind you) and I find it pretty good in practice. I liked the idea of having the additional T1 Blue source. But I'm open to cutting a Fortress for it instead.
Anyways, here's where I'm headed next, what do you think @Mgoetze and everyone?
**edit looks like I forgot to add the 25th land to the second list. I'm guessing I just put the Colonnade back in.
I have never liked 2nd Hallowed Foutain, and Ive never liked a 2nd fetchable. But that was before I moved to Spell Snare main, I feel like having at least 12 untapped T1 blue sources might be necessary. I really like the idea of Prairie Stream, and I think it would be great if not for Snare. Maybe I'm just supposed to move down to 1 Fountain, cut the Delta and add a pair of Seachrome Coast? I just hate taplands, especially when T4 is so often our critical turn. Maybe 6th Island and an Adarkar Wastes?
**edit, the 2nd fetchable was for Delta to be good, Not sure I made that clear
@jayjayhooks I noticed you stopped playing Jace, any particular reason? I find him fairly useless a lot of the time myself and mostly just like him vs token decks. More often than not if I play him, +1 him he gets killed before I ever get to draw anything with him, or I just take the -2 and then he dies. I've thought about playing disdainful stroke in SB, but I feel like negate covers most things besides like smashers and wurmcoil engines.
I had a horrible morning and lost 6 in a row... played the same bogles player twice in a row in a league, didn't think that was possible. Also played Shoktroopa on blue tron, Dasneakypete's ad nauseum (he always T3's me no matter what) lost to mill due to getting my Gideon's extracted. Took a break and then I went back to basics (more of a Bennyhillz list) a little bit and won 6/8 so far.
Sometimes I am still unsure which matchups I want to take out mana leaks and planeswalkers, I really hate taking any of them out ever. I think sideboarding and keeping hands that have 4 cmc spells and a serum visions are still what screw me the most. I tried Logic Knot a little bit and it was great in longer games, but pretty bad to see it early. I'm back on 3 leaks, 1 negate, a spell snare and 2 snaps. Seems to be going a lot better. 23 lands seems perfectly feasible with the 2 copies of Azcanta, I haven't had any issues with that.
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- 24 lands
- 3 spreading sees (-1)
- 4 opt (+1), 0 serum vision (-2)
- 2 search for Azcanta (+2)
The rest is pretty standard.
For me it seems the place to be right now. 4 cantrip is like before with the 4 serum vision. And search for Azcanta is really a good filler smoothing the draw and letting spells being useful in the grave with 3 snaps and is a late game monster! Only 3 spreading sound weird to me at first but as said before with 4 land destroyer and crucible in SB it seems acceptable and after testing I prefer having search for Azcanta as a 2 drop.
Infect
Mardu
Jund
Tron
Dredge
It is certainly nice to have a big bomby card to find with Azcanta, but that's what planeswalkers are for! I think I would go with Secure the wastes over Rev if I was looking for an X Spell, it plays better defensively. X spells in general also get better with Field of Ruin, but I'm still not sold on Field. Have you played with field at all yet?
Are you on MTGO, Slowgod? I'd love to watch your games and see how things go if you are. Plus it's nice to talk to someone else about the deck and its possibilities. I really want to just say screw it and pick up a few Azcanta.
Edit: check out the new link in my signature Sorry I don't know the best way to pull the stream directly off my PC so I just filmed the replay on my phone and put it on youtube.
more edit: Went 4-1 with my 23 land list (no ghost quarter) the 3 opt/3 serum 2 Azcanta feel so smooth, azcanta seriously takes over the long game. Was close to 5-0 but barely lost to a turn 3 blood moon and a pithing needle on my GoTT. I still don't think blood moon is great against us, but when you don't get those basics early it can be. I've been playing against opposing spell quellers a lot lately and I think I'm going to try 2 in my SB somewhere.
So far I've really liked the Quellers in my board. They tend to be good "auto in's" against a bunch of decks if you know a certain card like Spreading Seas just isn't that great against them. It hits a lot of stuff and just buys some time for our bigger threats to take over the board.
-1 irrigated farmland -1 think twice -1 Sphinx's Revelation -1 Mystic Gate -2 wall of omens
+2 opt +2 search for azcanta +1 Gideon, Ally of Zendikar +1 Glacial Fortress
It could be wrong to cut Rev as well as not be running some number of Logic Knots with Search for Azcanta, but we'll see.
4x Celestial Colonnade
4x Flooded Strand
2x Ghost Quarter
3x Glacial Fortress
1x Hallowed Fountain
5x Island
3x Plains
2x Tectonic Edge
Enchantment (8)
2x Detention Sphere
2x Search for Azcanta
4x Spreading Seas
Creature (2)
2x Snapcaster Mage
3x Cryptic Command
3x Mana Leak
1x Negate
2x Opt
4x Path to Exile
1x Supreme Will
Planeswalker (5)
1x Gideon, Ally of Zendikar
1x Gideon Jura
2x Gideon of the Trials
1x Jace, Architect of Thought
Sorcery (7)
4x Serum Visions
3x Supreme Verdict
1x Blessed Alliance
1x Celestial Purge
2x Dispel
1x Elspeth, Sun's Champion
2x Geist of Saint Traft
1x Grafdigger's Cage
1x Negate
2x Rest in Peace
2x Stony Silence
1x Supreme Verdict
1x Timely Reinforcements
@asihtos Really close to what I've been playing, but I feel like you will end up missing the walls against certain decks. Also don't think we need supreme will anymore.
@janozimek I'm running 2 Azcanta with 1 Crucible and 1 logic knot right now and I'm 4-0 so far, it's been amazing! I take out crucible against aggro and I take out all 3 + logic knot if I'm bringing in RIP.
@OctaVariuM I put 2 Quellers in the board along with the geist and a clique and they've been great. Had to take out a negate and celestial purge, but the quellers have been a lot more useful anyway.
btw I was on Etron.
Oops you beat me last night, did you have that royal flush hand? lol I played against a ton of tron lately, but your name stuck out.
There are plenty of times when you have 7 cards in your yard that you don't want to flip it - map out your turn before you finish resolving the trigger, if you don't need the extra Mana or you won't have enough left over to activate the impulse mode then you probably want to just get an extra upkeep trigger. Comes up often actually.
I'm not sure that crucible gets significantly better. Sure there is added synergy of binning the land and being able to get it back later, but that's going to come up with fetchlands and Tec edge anyways. I'm not hating on crucible by the way, I like the card a lot, I just wouldn't move to include it simply because Azcanta makes it a bit better. I also think that crucible and search sort of fight for the same deck space - they are both value engines going into the late game that don't have much impact until you've stabilized. I'm not sure how many of that type of card we can afford to play and I think Search is the stronger of the two.
4x Celestial Colonnade
4x Flooded Strand
4x Ghost Quarter
2x Glacial Fortress
2x Hallowed Fountain
5x Island
3x Plains
1x Mystic Gate
Enchantment (8)
2x Detention Sphere
2x Search for Azcanta
4x Spreading Seas
4x Snapcaster Mage
Instant (15)
4x Cryptic Command
4x Opt
4x Path to Exile
2x Mana Leak
1x Sphinx's Revelation
Planeswalker (5)
1x Gideon Jura
2x Gideon of the Trials
2x Jace, Architect of Thought
Sorcery (3)
3x Supreme Verdict
1x Blessed Alliance
1x Condemn
1x Celestial Purge
1x Dispel
1x Negate
1x Crucible of Worlds
2x Ceremonious Rejection
2x Rest in Peace
2x Stony Silence
3x Kor Firewalker
Round 1: Win 2-0 vs Titan Breach
Round 2: Loss 1-2 vs Bant Knightfall
Round 3: Loss 1-2 vs Merfolk
Round 4: Win 2-0 vs Jund
The loss Round 2 to Bant was due to a topdecked Retreat in Game 2, and a turn 3 kill in Game 3 after I had to play a Search on my turn.
The loss to Merfolk was mainly due to my opponent seeing 4 Mutavault in Game 2 and 3 and having Deprive to play them back after I used Spreading Seas on them.
It felt like I was just a bit unlucky in this event, but Search for Azcantan and Opt both underperformed. The few times I was able to flip Search the game was already well in hand. I sided it out quite a bit, and probably would have been better off had it been a Negate/Logic Knot/Mana Leak or really anything else.
There were a few instances where having Opt over Serum Visions allowed me to hold up Leak/Path/Cryptic in cases that Serum Visions wouldn't have, and I flashed it back quite a few times with Snapcaster Mage. The problem was it was a lot worse at finding me action. In the games against Merfolk if I had been draw action quicker I likely would have won, but flooded out at the wrong time.
-1 land
-1 snapcaster
-1 cryptic
-1 sphinx revelation
+2 wall of omen
+1 mana leak/logic knot
+1 negate (or another wall of omen)
It should help you early game and help you to stabilise the game. So maybe like this you will have a better chance against aggro where wall of omen helps.
Infect
Mardu
Jund
Tron
Dredge
The list I was playing is very similar to the list Raymond Perez won the last SCG Modern Classic with. I find Wall of Omens to just be an unnecessary 2 drop in a deck with a lot of 2 drops. I played a lot of games with the card and was frequently boarding it out for more action. Now with trying Search for Azcanta you have a lot of cards competing for your turn 2 play.
I think playing less than 3 Snapcaster Mage is definitely a mistake. It's one of the strongest cards in a deck that durdles quite a bit. Raymond ran 3 Snap and 1 Clique. I cut the Clique for Snapcaster #4 to really try to take advantage of Opt being an instant. If I could go back I'd play the Clique instead.
I don't mind Clique in the main either, I've been playing with it main a bit as well. I think 3 Snaps is justifiable, and I agree that it can be one of the best cards in the deck at certain points in the game. It's just that those points tend to be later in the game. Snap Opt is a nice option to have, but it's not ideally how I want to be spending my Snap, which is why I'm not as high on Opt as I originally was. In the past I have made the argument that each snap after the 1st has diminishing returns, and I think that still holds true. I don't even really like opening on 1 Snap that often, and whenever I open on 2 at least one of them ends up being a Flash 2/1 with no ability. That probably wont hold true as often with Opt being in the deck, but I still don't like being forced to take a line of Snap-Opt.
3 Wall of Omens
3 Snapcaster Mage
1 Vendilion Clique
Planeswalker (4)
2 Gideon OTT
1 Gideon AOZ
1 Gideon Jura
Spells (23)
4 Opt
2 Serum Vision
4 Path to Exile
2 Spell Snare
2 Spreading Seas
1 Shadow of Doubt
2 Search for Azcanta
2 Detention Sphere
3 Supreme Verdict
2 Cryptic Command
4 Celestial Colonnade
4 Flooded Strand
3 Glacial Fortress
2 Hallowed Fountain
5 Island
3 Plains
3 Field of Ruin
4 Dispel
3 Rest in Peace
2 Stony Silence
1 Vendilion Clique
1 Spreading Seas
1 Shadow of Doubt
1 Celestial Purge
1 Blessed Alliance
1 Supreme Verdict
The sideboard for this deck didn't have a lot of thought put into it, I just wanted to play with the new cards so I slapped it together.
After playing with the above list (and dying to Burn in G3 with 2 Snaps in my hand as well as casting Snap as a 2/1 Flash against TitanShift twice) I want to go back to 2 Snaps, which I think puts less of a burden on needing 4 Opt. I also struggled to hit land 5 pretty often, so I think I will go back up to 25 lands. Field of Ruin was spectacular in the Titanshift matchup, It actually won me both games where Tec Edge would not have. I needed to get to cryptic mana, and there was a turn where I needed to flip Azcanta, Impulse into Cryptic Command in order to bounce his Valakut, tap his Primeval so that I could Verdict and hold up snap cryptic plus path to not die to Shift the next turn . And I wouldnt have had near the amount of mana I needed to execute that line if I had set myself back with GQ or Tec edge after nuking 2 Valakuts already. That line stands out the most, but I used all of my mana every turn against Valakut in every match, so I'm going to play at least a couple more leagues with it before making a final judgement.
The other minor adjustment I made was with the manabase, I switched out a Colonnade for a Polluted Delta. I played a lot of Tournament practice rooms with that mana base (with differing configuration of non-land cards, mind you) and I find it pretty good in practice. I liked the idea of having the additional T1 Blue source. But I'm open to cutting a Fortress for it instead.
Anyways, here's where I'm headed next, what do you think @Mgoetze and everyone?
**edit looks like I forgot to add the 25th land to the second list. I'm guessing I just put the Colonnade back in.
3 Wall of Omens
2 Snapcaster Mage
2 Vendilion Clique
Planeswalker (4)
2 Gideon OTT
1 Gideon AOZ
1 Gideon Jura
Spells (24)
3 Opt
2 Serum Vision
4 Path to Exile
2 Spell Snare
3 Spreading Seas
2 Search for Azcanta
1 Blessed Alliance
2 Detention Sphere
3 Supreme Verdict
2 Cryptic Command
3 Celestial Colonnade
4 Flooded Strand
1 Polluted Delta
3 Glacial Fortress
2 Hallowed Fountain
5 Island
3 Plains
3 Field of Ruin
3 Dispel
2 Rest in Peace
1 Surgical Extraction
1 Stony Silence
1 Spreading Seas
1 Shadow of Doubt
1 Disdainful Stroke
1 Celestial Purge
1 Supreme Verdict
1 Ceremonious Rejection
1 Negate
1 Timely Reinforcements
I have never liked 2nd Hallowed Foutain, and Ive never liked a 2nd fetchable. But that was before I moved to Spell Snare main, I feel like having at least 12 untapped T1 blue sources might be necessary. I really like the idea of Prairie Stream, and I think it would be great if not for Snare. Maybe I'm just supposed to move down to 1 Fountain, cut the Delta and add a pair of Seachrome Coast? I just hate taplands, especially when T4 is so often our critical turn. Maybe 6th Island and an Adarkar Wastes?
**edit, the 2nd fetchable was for Delta to be good, Not sure I made that clear
I had a horrible morning and lost 6 in a row... played the same bogles player twice in a row in a league, didn't think that was possible. Also played Shoktroopa on blue tron, Dasneakypete's ad nauseum (he always T3's me no matter what) lost to mill due to getting my Gideon's extracted. Took a break and then I went back to basics (more of a Bennyhillz list) a little bit and won 6/8 so far.
Sometimes I am still unsure which matchups I want to take out mana leaks and planeswalkers, I really hate taking any of them out ever. I think sideboarding and keeping hands that have 4 cmc spells and a serum visions are still what screw me the most. I tried Logic Knot a little bit and it was great in longer games, but pretty bad to see it early. I'm back on 3 leaks, 1 negate, a spell snare and 2 snaps. Seems to be going a lot better. 23 lands seems perfectly feasible with the 2 copies of Azcanta, I haven't had any issues with that.