I haven't cast Epiphany once without an artifact.. but I think I want to run 1 white, 1 green, 3 blue artifact lands to make Epiphany a bit better. I am just too lazy to buy them (they are a bit expensive). I think Epiphany is okay but you have to shape the rest of your draw package around it. 3 mana is expensive and it has to be your top end. So if the rest of your draw package is heavy hitting 2cmc stuff (AK, Words) then it works out. If the rest of your draw package is Compulsive Research, Think Twice and Deep Anal it won't work imo.
4 Words 4 AK is pretty much always the backbone for me nowadays because I believe draw 2 cards for 2 mana at instant speed is the gold standard and you kind of have to play them. There are other ways to build the draw package (specifically more Ponder/Preordain and Deep Anal) but this is what fits my list and my playstyle the best.
Metagame right now is good for the fog. Delver is not as popular and also not as good. UG lists can get away with dedicating 4 slots (Hidden spider or Scattershot Archer or Aerial Volley) or you just ignore Delver since it's no longer >10% of the meta. The new most played decks are not easy matchups but way more winnable than delver ever was. RUG tron, Affinity, Jeskai Kitty and MBC are the new decks to beat imo.
Affinity: not much has changed, it's an ok matchup. stay at 10+ because of 4 galvanics, always keep that counter open for fling if they have an atog. SB they can bring Ancient Grudge which hurts my lands now I guess
RUG tron: you need to care only about 2 cards in this matchup: Ulamog and Rolling Thunder. Arcane Denial is good vs both, I believe you want 2 Lignify/Journey to Nowhere in the sb for Ulamog + 3-4 transmuter, the muddle also takes care of rolling thunder so double value there. Dawn Charm and Riot control ofc very nice vs Rolling Thunder. Should almost be an easy matchup.
Jeskai Kitty: This deck can be fast and it has a lot of reach with Galvanic Blast, Lightning Bolt, Firebolt. White fogs are really good here, so is COP:Red and Quiet Disrepair. Probably the only non-burn matchup I'd bring COP:red. I'd say slightly favourable for us though
MBC: counter gary, win game
New draw spell: 3mana sorc It seems roughly as good as Compulsive Research however Comp Research actually draws cards instead of just putting them in your hand. Either way I am not playing expensive sorcery spells
I added the matchup analysis for Kuldotha Kitty (both Boros and Jeskai). Check it out!
I also revamped and updated multiple sections in the Primer.
I'm contemplating some changes in my sideboard. I've realized that I very rarely actually want to board into Arcane Denial. Although I think the mainboard Denials are good, I just generally don't need more than 2, and would prefer other countermagic instead.
In light of this, I think I'm going to try taking out the Denials and replacing them with 1 Counterspell and 1 Faerie Trickery. This slot was never devoted to countering Faeries anyways, so this doesn't change anything in that regard. It's just another hard counter with some added advantage against Graveyard Shenanigans. I'm thinking it will be good against Tron (Haunted Fengraf), against UB decks running Ghostly Flicker/ Mnemonic Wall combo (yes, they're still out there), Flaring Pain, Tortured Existence decks, Ray of Revelation, Mystical Teachings, among many others.
Have you tried Sphinx's Tutelage? This card beats Jace's Erasure by a mile, milling twice as much per card or more on top of a sweet (albiet expensive) looter ability.
I've always been a fan of Turbo Fog across various formats, and I've recently decided I want to break into it for my local Pauper events. I've spent some time researching this thread and others, as well as a bit of playtesting; I'm currently drafting up a deck very similar to pierakor's, albeit with a few tweaks. I'm curious to know what other Turbo Fog players think about my decisions =)
1) Instant speed Draw is really good; are there any Sorcery speed draw spells that are so good they trump pierakor's instant speed focus? PS: Brainstorm and then Words of Wisdom are the two best draw spells we have access to.
2) If you have good draw spells, you can get by with a surprisingly low amount of fog (thanks to Moment's Peace); But, I'm not sure if 10+4 is too low for fog effects. Thoughts?
3) I like Arcane Denial quite a bit, and 3-main felt like a nice compromise between 2-main and 0 or 2 Sideboard. These might be sided out for 3x Counterspell or Dispel, etc. as needed. I basically dropped one Artificer's Epiphany from pierakor's recent build for another Arcane Denial.
4) Jace's Erasure is absolutely all you need for milling effects. The rest works itself out if you have good DrawSpells.
5) The 1x Lonely Sandbar is my way of running 22.5 lands. I'm not sure if I should drop it, or go 2x. Also, 4x ArtifactLands feels like a better number to me than 3x.
Instant-speed draw is extremely important in all versions of the deck. From time to time, you'll see versions running cards like Deep Analysis, Compulsive Research, See Beyond and, when it was legal, Treasure Cruise. Check the Primer for more options on potential draw spells (and my two cents on them).
10+4 works fairly well. I feel more comfortable with 12+4, personally, but I know Pierakor feels fine at 10+4. If you're new to the archetype, I'd suggest running a few more in the beginning so you get comfortable with the decisions and get better at assessing risk.
Arcane Denial feels bad against a good number of matchups, which is why I'd rather have all the Muddles in the main instead. They're also key in finding more fogs or draw spells. Again, this is personal preference. I wouldn't take out draw spells for them just because they cantrip.
4) Yup. All streamlined Turbo Fog decks in Pauper run 4 Jace's Erasure as their only win condition.
23 lands seems like a lot to me, considering how many draw spells you have. Lonely Sandbar is fine, but you are now at 9 lands that come into play tapped. You'll find they are annoying at all stages of the game, and can even cause you big problems. I try and have as few as possible in my own deck.
As for Artifact lands, having 8 of them is usually unnecessary. It increases the chance that you'll get blown out by a Gorilla Shaman or Ancient Grudge. I've been running a total of 6 for a while and have never had problems. It may even be possible to go lower.
I like the list a lot.
4 arty lands is right where you wanna be at in Bant imo.
I don't like the lonely sandbar but no big deal.
Artificiers Epiphany goes well with Pristine Talisman, so maybe replace Quiet Disrepair with Talisman.
List looks okay. I would change little stuff like Island instead of Lonely Sandbar or 4 Mudle 2 AD instead of 3/3 but it's really small changes.
Instant-speed draw is extremely important in all versions of the deck. From time to time, you'll see versions running cards like Deep Analysis, Compulsive Research, See Beyond and, when it was legal, Treasure Cruise. Check the Primer for more options on potential draw spells (and my two cents on them).
More what I meant is: Why would I ever even consider any of the sorcery speed cards? The instants just seem so dramatically better. Is there anything about the non-instants that counteracts the downside of sorcery speed enough that I might consider them in certain environments?
23 lands seems like a lot to me, considering how many draw spells you have. Lonely Sandbar is fine, but you are now at 9 lands that come into play tapped. You'll find they are annoying at all stages of the game, and can even cause you big problems. I try and have as few as possible in my own deck.
At first I felt like they might be strong in the late game as a little more fuel in dire situations where you're digging for that Moment's Peace to buy you two more turns, but after some more playtesting, I totally agree with "annoying at all stages of the game". There are enough draw engines, I often just wanted another source of mana to play another draw spell instead of doing "U : Draw a Card."
As for Artifact lands, having 8 of them is usually unnecessary.
[snip]
I must have spoken poorly. I agree that 8 is an insane number. I meant that 4 copies of Artifact Lands feels like the right number. That said, I'm wondering if it's better to go 4x Seat of the Synod, as opposed to splitting it up among the colors like I have. I've run into a few situations where having 2x Plains/Forest screwed me because I couldn't fetch for a 3rd copy. I run enough islands, that it's pretty impossible for this to happen.
I've swapped to 4x Muddle and 2x AD instead of 3/3 to see how I feel. The reason I've liked Denial so much is simply because I run into a lot of creature cards I really wish I could have countered. But, perhaps I'm making some play mistakes that are causing me to feel this way?
More what I meant is: Why would I ever even consider any of the sorcery speed cards? The instants just seem so dramatically better. Is there anything about the non-instants that counteracts the downside of sorcery speed enough that I might consider them in certain environments?
The main reason is that the effect is usually stronger. This applies mostly for Deep Analysis, which draws you more cards than any other spell in Pauper, aside from things like Train of Thought. Compulsive Research turned out to be pretty decent, as drawing 3 in one shot was usually enough to find what you needed. You could also include want a specific effect from a sorcery-speed card. I used See Beyond for a few months because I liked being able to trigger Erasure twice and only take one card out of my library, as well as providing another shuffling effect and getting rid of a card I couldn't use, and all of this at a very cheap cost.
I must have spoken poorly. I agree that 8 is an insane number. I meant that 4 copies of Artifact Lands feels like the right number. That said, I'm wondering if it's better to go 4x Seat of the Synod, as opposed to splitting it up among the colors like I have. I've run into a few situations where having 2x Plains/Forest screwed me because I couldn't fetch for a 3rd copy. I run enough islands, that it's pretty impossible for this to happen.
Oh, I see! I would consider turning one of your Islands into another Seat of the Synod (for a total of 3), and taking out the Ancient Den in order to make room for another basic Plains. You won't usually need more than 2 Green sources at the same time, but having access to more White is important. I think this should fix the problem for you. You may want to consider turning your Lonely Sandbar into a basic of another colour, as well.
I've swapped to 4x Muddle and 2x AD instead of 3/3 to see how I feel. The reason I've liked Denial so much is simply because I run into a lot of creature cards I really wish I could have countered. But, perhaps I'm making some play mistakes that are causing me to feel this way?
If you're running 10+4 Fogs, I think the 4:2 split makes sense, as this gives you more access to your Fogs.
I don't know if it's my playstyle, but I never stress out about getting an Erasure early against most decks. The milling always evens out in the end. I don't consider getting Erasure out early an issue.
I was wondering about this. I just built the deck and am not quite sure how to sequence plays. If you had a Muddle, when would you Transmute into Erasure? If you didn't have an active Erasure but were otherwise pretty comfortable (Fog options etc.), would you prefer to keep the Muddle for countering, or would you Transmute to Erasure to start pushing for the end game?
The Transmute ability is so precious; the circumstances need to be right in order to want to get an Erasure. Generally speaking, when your hand is full of fogs and draw spells, or multiple Muddles, then you can search up an Erasure without having to worry.
Sandbag your Muddles as long as you can, because they are Countermagic, Fogs, and Win Condition all at once. It's best to know which card you'll need at the last possible moment in order to keep all of your options open. My Muddles have searched up Moment's Peace more than any other card in the deck. Not losing is more important than winning.
If I had plenty of Fogs up but no Erasure, keeping the Muddle as countermagic is only important against certain decks. Against any Blue decks or combo decks, having a counter up is pretty important. I would never spend 3 mana to Transmute against something like Eye Candy or Delver. Dimir and Izzet control could really depend on how tapped out they are. Against MBC, I might Transmute into Arcane Denial or Counterspell in order to be ready for the next Gray Merchant.
I had search up an Erasure just the other day against a MBC player, because I had 20 cards left in my library and still had not seen one.
The later the game goes and the more you drew without an Erasure, the closer it will get to both players milling up the last cards, obviously. There are a couple ways to counteract that. One of the most common things I do when I see that the game is going late without an Erasure in sight is to sandbag Brainstorms. Because it only draws me one card and mills the opponent for 3, it's a great way to make them catch up to us in terms of size of library. It's even better when you end up transmuting into one and draw another the turn later, milling them for 6 instead with one mana.
I was wondering how often you'd wait on Brainstorms. I was able to set up a Brainstorm-Terramorphic "combo" a couple times in testing to shuffle away excess cards, but it made me wonder if it's worth it.
I just built it so I need a lot more experience to learn the tricks.
Just out of curiosity, why don't you think the deck doesn't get more love? None in the big 100 player paper event in Italy, and nothing on mtggoldfish's MTGO pauper coverage. I like control decks so I'm not giving up on it, but I wonder why only a few people seem to really care about the deck.
I don't wait on brainstorms very often, to be honest. The scenario I mentioned is a very rare one. Usually, fixing your hand and draws and shuffling things away is a much better plan, obviously. Think of it as a desperate measure for an end game with no Erasures.
Turbo Fog is deceptively hard to play correctly. A buddy of mine was just playing it against Hexproof, and lost because he tapped his mana the wrong way and couldn't counter a Flaring Pain.
The deck doesn't get much love mostly because of its dreadful matchup against the most common deck in the metagame: Delver. Turbo Fog stands a fair chance versus everything else.
There are also certain misconceptions and stigma involved around the deck. The deck is not an auto-loss versus Burn; in fact, it does quite well against it with proper building. It also does very well against most control decks because of the nature of the win condition (mill). In terms of stigma, I get salt from time to time when playing this deck; people often just conceded in the tournament practice room because they find the deck boring to play against, or that it just isn't interactive or fun. The fact that the games go very long keeps certain types of players away from it.
I think Turbo Fog is non-interactive with decks that aren't prepared to fight against it. If you built your deck with no way to interact with Turbo Fog or similar decks, you're gonna have a bad time for sure.
I played against an Elves deck yesterday. He was attacking for over 300 damage on turn 4 when I had mulliganed to 5. Here's a screenshot. Needless to say I won that game.
I don't play with Erasure, but I will try to save up on Brainstorms to go with a good shuffle effect as often as possible. I will Brainstorm "blindly" if I would otherwise miss my turn 3 land drop (I don't recommend keeping hands with just one land/blue source + Brainstorm with this deck. 2 land + a dig spell is the keepable minimum IMO). I will also pop a fetch turn 1 most of the time even if its my only shuffle effect in hand and I have Brainstorm. This depends lots on the rest of the hand and board position though. For example, if I have 3 land and an Impulse, then I can probably let that Brainstorm sit and stew for a good while until I get another shuffler and get huge value off of it mid-late game. Anyway, this is one of the reasons I love my Bant Panoramas because I can use them to drop Scepter on t2 or drop it turn 4 with UU open - and still have a sandbagged shuffle effect for later.
Brainstorming correctly is always a challenge, and its only one of the challenges this deck has - as Upkeep says, it's difficult to pilot. But also rewarding and fun! I come from Legacy originally (though I haven't played in a Legacy event for... 2-3 years-ish? now) and turbo fog has a laughing stock reputation there. Don't ask me why. Scepter/Chant is not laughing matter for many Legacy decks either. MWC in various forms has been a consistent part of the format. I guess its a bit like burn when it comes to reputation. "Yes, well, throwing some damage to the dome or stopping my attack with a fog is good and all, but surely you're not suggesting this as your long term plan?" Well, as a matter of fact we are, and it irks some people that it works so well when you play correctly.
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I agree with Urdjur. Brainstorm needs to be combined with something else in order to not lock you into cards you don't want, even if it's just another draw spell like Words of Wisdom. At least you'll be seeing a new card on your draw step.
I've kept 1-lander with Brainstorm and have often lost because of it. It's very hard to resist the temptation, but it's a bad move!
Don't forget you can also mill away your own cards with Jace's Erasure. I've milled two of my own lands away after a Brainstorm on multiple accounts in the late-game. If you're already ahead on cards, this is very advantageous.
Basically, you can combo Brainstorm with Fetch Lands, Draw spells, shufflingeffects, and mill. It's a good card.
There are also certain misconceptions and stigma involved around the deck. The deck is not an auto-loss versus Burn; in fact, it does quite well against it with proper building.
It's nice to hear someone else say this. I can't tell you how often I hear "yeah, but it folds to burn". Actually, not really; especially if you're playing UWg versions.
It also does very well against most control decks because of the nature of the win condition (mill).
Do you have any advice against Faeries? (or as some people call it "U Delver") I find this to be the most "auto lose" matchup, mostly because of how many damned counterspells they can pull out of nothing.
In terms of stigma, I get salt from time to time when playing this deck; people often just conceded in the tournament practice room because they find the deck boring to play against, or that it just isn't interactive or fun. The fact that the games go very long keeps certain types of players away from it.
I think Turbo Fog is non-interactive with decks that aren't prepared to fight against it. If you built your deck with no way to interact with Turbo Fog or similar decks, you're gonna have a bad time for sure.
I played against an Elves deck yesterday. He was attacking for over 300 damage on turn 4 when I had mulliganed to 5. Here's a screenshot. Needless to say I won that game.
I feel like this is akin to how Robots sits in Modern. If you're not prepared with artifact-based answers to the deck, it can often feel unfair; however, a few careful main and side list decisions can make a lame matchup suddenly feel highly interactive.
What I've been explaining to people in terms of the Burn matchup is that post-board, this deck basically becomes Mono-Blue Control with a Green splash for lifegain. That usually gets the point across.
In terms of fighting Delver, it is always an uphill battle. I think the most important aspect to this game is to hit all your land drops as much as possible. Because you're always the first to cast a spell (a Fog), you'll always need more mana in order to have as many counters up as possible. Unfortunately, the waiting game favours the Delver player because they'll just wait until they have a ton of counters to play on the same turn and blow you out.
The most important spell to counter is without a doubt Spellstutter Sprite, because it also swings for damage and can be bounced with Ninjas or Snap in order to get even more mileage out of it.
I've tried all sorts of sideboarding strategies versus them, and I've found that, surprisingly enough, the actual layout of the deck (in terms of card function) shouldn't change all that much. You can't board out too many fogs or else you'll lose to their creatures, and boarding out Draw will eventually make you run out of gas. Basically, you board in Scattershot Archers or any flying hate you have, and then switch out any spells that help your opponent. I'm talking Arcane Denial and Words of Wisdom, and anything that's too slow, like Quiet Disrepair. I also take out any spells that are expensive and high-priority counters, such as Accumulated Knowledge or Artificer's Epiphany. While they're very good cards, they hurt a lot when they are countered. Make room for better/cheaper countermagic, like Counterspell and Dispel.
While playing post-board, your best chance is an early Scattershot Archer, backed up with counters if you have to. Then just play your game, hopefully getting an early Jace's Erasure to seal the deal.
While I don't think it's perfect, this strategy has yielded the best results for me so far.
Just attended a Pauper Tournament. I ended up in third place and got a crappy promo. It was a small crowd of seven players, two of which were my friends borrowing some of my decks from the Paper Pauper Battle Bag. My friend got first place with the Stompy deck!
My first matchup was against my friend with the Stompy deck. Game one I am fully in control, but make a rookie mistake and tap my mana wrong and can't fog a turn and he proceeds to kill me. Game two he gets me to four, and then plays Viridian Longbow in his second main phase. I am dead next turn so I scoop. A very humbling 0-2 that actually cost me quite a bit in the end.
Game two is versus a Mono Black Control deck. He has a sacrifice sub-theme with Carrion Feeder and Undying cards as well as Gray Merchants and removal. Game one I start off with a very risky hand with lots of fogs, but no Blue mana. I draw a Seat of the Synod at the last possible turn and completely take over from there. Game two, he Duresses me on turn 3, but I Brainstorm in response and give him a hand filled with nothing but lands and cards with Flashback. He takes a Moment's Peace. My Quiet Disrepairs put me well out of range of dying to Gray Merchant of Asphodel (he had some really awesome-looking ones that he altered himself), and I end up combo-killing him with triple Erasure into double Brainstorm and an Accumulated Knowledge for four. I'm now 2-2.
Game three was against Elves. Unfortunately, this is not a streamlined version of it, so she had absolutely no tricks up her sleeve like Ulamog's Crusher, and no enchantment hate in her sideboard, so she has no way of interacting with me. Game one goes by with no trouble. The only thing of note is that I ended up casting a second Quiet Disrepair and countering it with Arcane Denial to draw three cards. Game two was basically a repeat, but with a lot more discouraged sighs. Unfortunately, she plays super slowly and we hit the 50 minute mark and the judge calls for five turns. At this point, she still had 20-something cards in her library, but I have only one Erasure in play and don't manage to find any others to combo with my triple Brainstorm hand. Because of this, I end up 1-0-1 (for a total of 3-2-1). So instead of getting second place, I get third.
So, had I not punted that first game against my friend, I would have at least gotten second place, if not just beat him in game three and gotten first. Feels bad!
In any case, this is the first time I go to a Pauper Tournament there, and the meta looks very under-developed for the most part. There were two Stompy lists, one Elves, one Hexproof, one MBC, myself on Turbo Fog and one I didn't get to see. This is a perfect place for Turbo Fog to exist, so I'll likely try it again next time. The only thing I'm worried about is getting too many tie games.
All in all, a good experience and I look forward to going again next month with
A good read, thanks! Ah, to imagine that one simple mistake of mana tapping can be the difference between first place and third place - this deck is unforgiving indeed. Brainstorm in response to Duress = awesome. Looking forward to more reports in months to come!
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Just attended a Pauper Tournament. I ended up in third place and got a crappy promo. It was a small crowd of seven players, two of which were my friends borrowing some of my decks from the Paper Pauper Battle Bag. My friend got first place with the Stompy deck!
My first matchup was against my friend with the Stompy deck. Game one I am fully in control, but make a rookie mistake and tap my mana wrong and can't fog a turn and he proceeds to kill me. Game two he gets me to four, and then plays Viridian Longbow in his second main phase. I am dead next turn so I scoop. A very humbling 0-2 that actually cost me quite a bit in the end.
Game two is versus a Mono Black Control deck. He has a sacrifice sub-theme with Carrion Feeder and Undying cards as well as Gray Merchants and removal. Game one I start off with a very risky hand with lots of fogs, but no Blue mana. I draw a Seat of the Synod at the last possible turn and completely take over from there. Game two, he Duresses me on turn 3, but I Brainstorm in response and give him a hand filled with nothing but lands and cards with Flashback. He takes a Moment's Peace. My Quiet Disrepairs put me well out of range of dying to Gray Merchant of Asphodel (he had some really awesome-looking ones that he altered himself), and I end up combo-killing him with triple Erasure into double Brainstorm and an Accumulated Knowledge for four. I'm now 2-2.
Game three was against Elves. Unfortunately, this is not a streamlined version of it, so she had absolutely no tricks up her sleeve like Ulamog's Crusher, and no enchantment hate in her sideboard, so she has no way of interacting with me. Game one goes by with no trouble. The only thing of note is that I ended up casting a second Quiet Disrepair and countering it with Arcane Denial to draw three cards. Game two was basically a repeat, but with a lot more discouraged sighs. Unfortunately, she plays super slowly and we hit the 50 minute mark and the judge calls for five turns. At this point, she still had 20-something cards in her library, but I have only one Erasure in play and don't manage to find any others to combo with my triple Brainstorm hand. Because of this, I end up 1-0-1 (for a total of 3-2-1). So instead of getting second place, I get third.
So, had I not punted that first game against my friend, I would have at least gotten second place, if not just beat him in game three and gotten first. Feels bad!
In any case, this is the first time I go to a Pauper Tournament there, and the meta looks very under-developed for the most part. There were two Stompy lists, one Elves, one Hexproof, one MBC, myself on Turbo Fog and one I didn't get to see. This is a perfect place for Turbo Fog to exist, so I'll likely try it again next time. The only thing I'm worried about is getting too many tie games.
All in all, a good experience and I look forward to going again next month with
When I asked the store owners what the rules were in terms of cards legalities, they quoted the MTGO rules on the mothership.
"In this Magic Online format, all cards must have been printed at common rarity in a Magic Online set or product. Common promo cards are only legal if the card meets that qualification.
If a common version of a particular card was ever released on Magic Online, any version of that card is legal in this format."
I switch up my deck accordingly. When I'm in my second match against the MBC player, who is one of the instigators and regulars of the tournament here, I ask him if online legalities are okay. He tells me they aren't, and that they use paper only. Stuff like Hymn to Tourach and Desert are perfectly fine. He was fine with the fact that I was using Tangle this time, but I told him I would switch them out next time.
@Upkeep: I've been tinkering with a really cheap version of this deck just to test it out and want to add a weird draw engine in the form of Betrayal + Curse of Chains. Any thoughts?
Decklist if you're interested (ignore the land and sideboard, they're just fillers at the moment).
Thanks in advance.
The link to your deck list doesn't work.
I really love the ingenuity of this combo! Both of these cards must work fairly well on their own.
My initial thoughts on this is that both of these cards, when in a Turbo Fog deck, will be effective in the very early game, but will be doubly poor in the late game. While they'll still get the job done if both are placed on the same creature, this won't always be the case for multiple reasons. This could translate to nearly useless cards at a given time, which is deadly. The fact that you can play the cards in any order and over as many turns as you want makes it very easy to assemble and can be potentially very rewarding.
Whenever you get the chance to try it out, let me know how you find it!
In two events above 100 players each in Italy I went 22 and 14 place. Nice for a tier 3 deck. I've tested take inventory instead words of wisdom and yes, the deck impacts lethal damage on 3/4 turn but is pretty crappy vs graveyard hate. The point is; what about drake decks ? How we manage it? Nihil spellbomb and relic of progenitus are both neutralizated by hoodwink so I run 3 copies of faerie macabre. Share your opinion fogwalkers
Why are you running Fog instead of another 2-mana spell like Respite?
I would switch the numbers of Arcane Denial and Muddle.
If you want to fight the Drake deck, you're going to need more countermagic. Lots more. Remember that these decks draw tons of cards, and so milling them out goes much faster. Faerie Macabre is an interesting choice (I ran it for a while myself). Seems like a good answer to Mnemonic Wall targetting.
It's more important to interrupt your opponent before they put the combo together, and especially before they draw their deck. The earlier you stop the combo, the better. If they have their infinite mana and Gigadrowse they can simply tap you down and win.
Seeing as they are Izzet colours, they don't have access to Reaping the Graves, which is really good, because that means that simply countering the Peregrine Drake or Mnemonic Wall interrupts their combo and gets rid of them for good. I would target the Mnemonic Wall because they typically only run two copies, making it harder for them to come back from it.
If you're really worried about Izzet Drake, you're going to want Counterspell in your sideboard. I even run a singleton Faerie Trickery because it exiles the countered spell. Do you really need all of those Circles of Protection? If you can fetch them with Muddle, they may be taking up more room in your sideboard than you need. I'm especially confused with the COP: Black, which seems unnecessary. Usually, you'd want the red one...
Rofellos's Gift is interesting for fighting countermagic and enchantment removal, but a more general answer might be even better: more countermagic. You want your sideboard cards to be flexible, and Rofellos's Gift is unfortunately a very rigid card when it comes to function.
If you take a look at my sideboard, you'll see that about half of it is countermagic, with another 6 slots in the mainboard. After I board in all my countermagic, I'm essentially a MUC deck with a green splash for life gain and fogs. This is the attitude you should have when fighting Drake combo.
The last piece of advice I want to impart is to always keep a few Fogs in the deck. Izzet Drake, just like its predecessor, is capable of winning through combat damage as a plan B. After they combo'ed and were stopped, they can still swing in for 7+ damage a turn easily, so it's important to keep Moment's Peace and maybe two other fogs in the deck to deal with that.
I am a fan of control decks and obviuosly this is one of my taste.
Even though I never played this one in particular I´ll try to build it. My only concern is how it performs against fast aggro decks (Stompy, Goblins, etc).
It seems like 12 fog effects are kind of low in order to get you there in terms of milling your opponent as it is a slow win condition and as you don´t interact at all with your opponents creatures they are likely to only need 1 turn of dealing combat damage to kill you in mid/late game.
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How is the full 4 Epiphany working out for you? Do you think 3 artifact lands is the bare minimum for it to run properly?
A full 4 Words of Wisdom also surprises me!
Any comments on the current metagame for Turbo Fog?
What are your thoughts on the newest draw spell spoiled for the upcoming set?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
4 Words 4 AK is pretty much always the backbone for me nowadays because I believe draw 2 cards for 2 mana at instant speed is the gold standard and you kind of have to play them. There are other ways to build the draw package (specifically more Ponder/Preordain and Deep Anal) but this is what fits my list and my playstyle the best.
Metagame right now is good for the fog. Delver is not as popular and also not as good. UG lists can get away with dedicating 4 slots (Hidden spider or Scattershot Archer or Aerial Volley) or you just ignore Delver since it's no longer >10% of the meta. The new most played decks are not easy matchups but way more winnable than delver ever was. RUG tron, Affinity, Jeskai Kitty and MBC are the new decks to beat imo.
Affinity: not much has changed, it's an ok matchup. stay at 10+ because of 4 galvanics, always keep that counter open for fling if they have an atog. SB they can bring Ancient Grudge which hurts my lands now I guess
RUG tron: you need to care only about 2 cards in this matchup: Ulamog and Rolling Thunder. Arcane Denial is good vs both, I believe you want 2 Lignify/Journey to Nowhere in the sb for Ulamog + 3-4 transmuter, the muddle also takes care of rolling thunder so double value there. Dawn Charm and Riot control ofc very nice vs Rolling Thunder. Should almost be an easy matchup.
Jeskai Kitty: This deck can be fast and it has a lot of reach with Galvanic Blast, Lightning Bolt, Firebolt. White fogs are really good here, so is COP:Red and Quiet Disrepair. Probably the only non-burn matchup I'd bring COP:red. I'd say slightly favourable for us though
MBC: counter gary, win game
New draw spell: 3mana sorc It seems roughly as good as Compulsive Research however Comp Research actually draws cards instead of just putting them in your hand. Either way I am not playing expensive sorcery spells
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I added the matchup analysis for Kuldotha Kitty (both Boros and Jeskai). Check it out!
I also revamped and updated multiple sections in the Primer.
I'm contemplating some changes in my sideboard. I've realized that I very rarely actually want to board into Arcane Denial. Although I think the mainboard Denials are good, I just generally don't need more than 2, and would prefer other countermagic instead.
In light of this, I think I'm going to try taking out the Denials and replacing them with 1 Counterspell and 1 Faerie Trickery. This slot was never devoted to countering Faeries anyways, so this doesn't change anything in that regard. It's just another hard counter with some added advantage against Graveyard Shenanigans. I'm thinking it will be good against Tron (Haunted Fengraf), against UB decks running Ghostly Flicker/ Mnemonic Wall combo (yes, they're still out there), Flaring Pain, Tortured Existence decks, Ray of Revelation, Mystical Teachings, among many others.
So it would look something like this:
4 Counterspell
3 Dispel
2 Quiet Disrepair
1 Lignify
4 Scattershot Archer
Urdjur,
Have you tried Sphinx's Tutelage? This card beats Jace's Erasure by a mile, milling twice as much per card or more on top of a sweet (albiet expensive) looter ability.
I also chuckled when I saw this spoiled:
I can totally imagine winning out of the blue with 20-30 2/2 zombie tokens.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
First, here's my deck draft:
4x Moment's Peace
3x Riot Control
3x Dawn Charm
Draw Spells (16)
4x Brainstorm
4x Words of Wisdom
4x Accumulated Knowledge
3x Artificer's Epiphany
1x Keep Watch
Mill (4)
4x Jace's Erasure
Counter (6)
3x Arcane Denial
3x Muddle the Mixture
1x Quiet Disrepair
Land (23)
4x Terramorphic Expanse
4x Evolving Wilds
2x Seat of the Synod
1x Ancient Den
1x Tree of Tales
1x Lonely Sandbar
6x Island
2x Plains
2x Forest
1x Circle of Protection: Red
3x Dispel
2x Journey to Nowhere
1x Muddle the Mixture
1x Riot Control
1x Dawn Charm
1x Quiet Disrepair
2x Rest for the Weary
3x Counterspell
1) Instant speed Draw is really good; are there any Sorcery speed draw spells that are so good they trump pierakor's instant speed focus? PS: Brainstorm and then Words of Wisdom are the two best draw spells we have access to.
2) If you have good draw spells, you can get by with a surprisingly low amount of fog (thanks to Moment's Peace); But, I'm not sure if 10+4 is too low for fog effects. Thoughts?
3) I like Arcane Denial quite a bit, and 3-main felt like a nice compromise between 2-main and 0 or 2 Sideboard. These might be sided out for 3x Counterspell or Dispel, etc. as needed. I basically dropped one Artificer's Epiphany from pierakor's recent build for another Arcane Denial.
4) Jace's Erasure is absolutely all you need for milling effects. The rest works itself out if you have good Draw Spells.
5) The 1x Lonely Sandbar is my way of running 22.5 lands. I'm not sure if I should drop it, or go 2x. Also, 4x Artifact Lands feels like a better number to me than 3x.
10+4 works fairly well. I feel more comfortable with 12+4, personally, but I know Pierakor feels fine at 10+4. If you're new to the archetype, I'd suggest running a few more in the beginning so you get comfortable with the decisions and get better at assessing risk.
Arcane Denial feels bad against a good number of matchups, which is why I'd rather have all the Muddles in the main instead. They're also key in finding more fogs or draw spells. Again, this is personal preference. I wouldn't take out draw spells for them just because they cantrip.
4) Yup. All streamlined Turbo Fog decks in Pauper run 4 Jace's Erasure as their only win condition.
23 lands seems like a lot to me, considering how many draw spells you have. Lonely Sandbar is fine, but you are now at 9 lands that come into play tapped. You'll find they are annoying at all stages of the game, and can even cause you big problems. I try and have as few as possible in my own deck.
As for Artifact lands, having 8 of them is usually unnecessary. It increases the chance that you'll get blown out by a Gorilla Shaman or Ancient Grudge. I've been running a total of 6 for a while and have never had problems. It may even be possible to go lower.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
4 arty lands is right where you wanna be at in Bant imo.
I don't like the lonely sandbar but no big deal.
Artificiers Epiphany goes well with Pristine Talisman, so maybe replace Quiet Disrepair with Talisman.
List looks okay. I would change little stuff like Island instead of Lonely Sandbar or 4 Mudle 2 AD instead of 3/3 but it's really small changes.
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More what I meant is: Why would I ever even consider any of the sorcery speed cards? The instants just seem so dramatically better. Is there anything about the non-instants that counteracts the downside of sorcery speed enough that I might consider them in certain environments?
At first I felt like they might be strong in the late game as a little more fuel in dire situations where you're digging for that Moment's Peace to buy you two more turns, but after some more playtesting, I totally agree with "annoying at all stages of the game". There are enough draw engines, I often just wanted another source of mana to play another draw spell instead of doing "U : Draw a Card."
I must have spoken poorly. I agree that 8 is an insane number. I meant that 4 copies of Artifact Lands feels like the right number. That said, I'm wondering if it's better to go 4x Seat of the Synod, as opposed to splitting it up among the colors like I have. I've run into a few situations where having 2x Plains/Forest screwed me because I couldn't fetch for a 3rd copy. I run enough islands, that it's pretty impossible for this to happen.
What are your thoughts on Pristine Talisman vs Quiet Disrepair? I see a lot of decks 1x mainboard and 1x sideboard Quiet Disrepair; Is the same kind of split good with Talisman? Or would you rather have 2x main deck in that case? And is Quiet Disrepair so good that I want to run it along side Talisman?
I've swapped to 4x Muddle and 2x AD instead of 3/3 to see how I feel. The reason I've liked Denial so much is simply because I run into a lot of creature cards I really wish I could have countered. But, perhaps I'm making some play mistakes that are causing me to feel this way?
Main:
- 1 land
- 1 Quiet Disrepair
+ 2 Pristine Talisman
Sideboard: NO CHANGES. so you keep 1 Quiet Disrepair because you want to be able to fetch it postboard.
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The main reason is that the effect is usually stronger. This applies mostly for Deep Analysis, which draws you more cards than any other spell in Pauper, aside from things like Train of Thought. Compulsive Research turned out to be pretty decent, as drawing 3 in one shot was usually enough to find what you needed. You could also include want a specific effect from a sorcery-speed card. I used See Beyond for a few months because I liked being able to trigger Erasure twice and only take one card out of my library, as well as providing another shuffling effect and getting rid of a card I couldn't use, and all of this at a very cheap cost.
Oh, I see! I would consider turning one of your Islands into another Seat of the Synod (for a total of 3), and taking out the Ancient Den in order to make room for another basic Plains. You won't usually need more than 2 Green sources at the same time, but having access to more White is important. I think this should fix the problem for you. You may want to consider turning your Lonely Sandbar into a basic of another colour, as well.
If you're running 10+4 Fogs, I think the 4:2 split makes sense, as this gives you more access to your Fogs.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I was wondering about this. I just built the deck and am not quite sure how to sequence plays. If you had a Muddle, when would you Transmute into Erasure? If you didn't have an active Erasure but were otherwise pretty comfortable (Fog options etc.), would you prefer to keep the Muddle for countering, or would you Transmute to Erasure to start pushing for the end game?
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Sandbag your Muddles as long as you can, because they are Countermagic, Fogs, and Win Condition all at once. It's best to know which card you'll need at the last possible moment in order to keep all of your options open. My Muddles have searched up Moment's Peace more than any other card in the deck. Not losing is more important than winning.
If I had plenty of Fogs up but no Erasure, keeping the Muddle as countermagic is only important against certain decks. Against any Blue decks or combo decks, having a counter up is pretty important. I would never spend 3 mana to Transmute against something like Eye Candy or Delver. Dimir and Izzet control could really depend on how tapped out they are. Against MBC, I might Transmute into Arcane Denial or Counterspell in order to be ready for the next Gray Merchant.
I had search up an Erasure just the other day against a MBC player, because I had 20 cards left in my library and still had not seen one.
The later the game goes and the more you drew without an Erasure, the closer it will get to both players milling up the last cards, obviously. There are a couple ways to counteract that. One of the most common things I do when I see that the game is going late without an Erasure in sight is to sandbag Brainstorms. Because it only draws me one card and mills the opponent for 3, it's a great way to make them catch up to us in terms of size of library. It's even better when you end up transmuting into one and draw another the turn later, milling them for 6 instead with one mana.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
I just built it so I need a lot more experience to learn the tricks.
Just out of curiosity, why don't you think the deck doesn't get more love? None in the big 100 player paper event in Italy, and nothing on mtggoldfish's MTGO pauper coverage. I like control decks so I'm not giving up on it, but I wonder why only a few people seem to really care about the deck.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Turbo Fog is deceptively hard to play correctly. A buddy of mine was just playing it against Hexproof, and lost because he tapped his mana the wrong way and couldn't counter a Flaring Pain.
The deck doesn't get much love mostly because of its dreadful matchup against the most common deck in the metagame: Delver. Turbo Fog stands a fair chance versus everything else.
There are also certain misconceptions and stigma involved around the deck. The deck is not an auto-loss versus Burn; in fact, it does quite well against it with proper building. It also does very well against most control decks because of the nature of the win condition (mill). In terms of stigma, I get salt from time to time when playing this deck; people often just conceded in the tournament practice room because they find the deck boring to play against, or that it just isn't interactive or fun. The fact that the games go very long keeps certain types of players away from it.
I think Turbo Fog is non-interactive with decks that aren't prepared to fight against it. If you built your deck with no way to interact with Turbo Fog or similar decks, you're gonna have a bad time for sure.
I played against an Elves deck yesterday. He was attacking for over 300 damage on turn 4 when I had mulliganed to 5. Here's a screenshot. Needless to say I won that game.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Brainstorming correctly is always a challenge, and its only one of the challenges this deck has - as Upkeep says, it's difficult to pilot. But also rewarding and fun! I come from Legacy originally (though I haven't played in a Legacy event for... 2-3 years-ish? now) and turbo fog has a laughing stock reputation there. Don't ask me why. Scepter/Chant is not laughing matter for many Legacy decks either. MWC in various forms has been a consistent part of the format. I guess its a bit like burn when it comes to reputation. "Yes, well, throwing some damage to the dome or stopping my attack with a fog is good and all, but surely you're not suggesting this as your long term plan?" Well, as a matter of fact we are, and it irks some people that it works so well when you play correctly.
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I've kept 1-lander with Brainstorm and have often lost because of it. It's very hard to resist the temptation, but it's a bad move!
Don't forget you can also mill away your own cards with Jace's Erasure. I've milled two of my own lands away after a Brainstorm on multiple accounts in the late-game. If you're already ahead on cards, this is very advantageous.
Basically, you can combo Brainstorm with Fetch Lands, Draw spells, shuffling effects, and mill. It's a good card.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
It's nice to hear someone else say this. I can't tell you how often I hear "yeah, but it folds to burn". Actually, not really; especially if you're playing UWg versions.
Do you have any advice against Faeries? (or as some people call it "U Delver") I find this to be the most "auto lose" matchup, mostly because of how many damned counterspells they can pull out of nothing.
I feel like this is akin to how Robots sits in Modern. If you're not prepared with artifact-based answers to the deck, it can often feel unfair; however, a few careful main and side list decisions can make a lame matchup suddenly feel highly interactive.
In terms of fighting Delver, it is always an uphill battle. I think the most important aspect to this game is to hit all your land drops as much as possible. Because you're always the first to cast a spell (a Fog), you'll always need more mana in order to have as many counters up as possible. Unfortunately, the waiting game favours the Delver player because they'll just wait until they have a ton of counters to play on the same turn and blow you out.
The most important spell to counter is without a doubt Spellstutter Sprite, because it also swings for damage and can be bounced with Ninjas or Snap in order to get even more mileage out of it.
I've tried all sorts of sideboarding strategies versus them, and I've found that, surprisingly enough, the actual layout of the deck (in terms of card function) shouldn't change all that much. You can't board out too many fogs or else you'll lose to their creatures, and boarding out Draw will eventually make you run out of gas. Basically, you board in Scattershot Archers or any flying hate you have, and then switch out any spells that help your opponent. I'm talking Arcane Denial and Words of Wisdom, and anything that's too slow, like Quiet Disrepair. I also take out any spells that are expensive and high-priority counters, such as Accumulated Knowledge or Artificer's Epiphany. While they're very good cards, they hurt a lot when they are countered. Make room for better/cheaper countermagic, like Counterspell and Dispel.
While playing post-board, your best chance is an early Scattershot Archer, backed up with counters if you have to. Then just play your game, hopefully getting an early Jace's Erasure to seal the deal.
While I don't think it's perfect, this strategy has yielded the best results for me so far.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
My first matchup was against my friend with the Stompy deck. Game one I am fully in control, but make a rookie mistake and tap my mana wrong and can't fog a turn and he proceeds to kill me. Game two he gets me to four, and then plays Viridian Longbow in his second main phase. I am dead next turn so I scoop. A very humbling 0-2 that actually cost me quite a bit in the end.
Game two is versus a Mono Black Control deck. He has a sacrifice sub-theme with Carrion Feeder and Undying cards as well as Gray Merchants and removal. Game one I start off with a very risky hand with lots of fogs, but no Blue mana. I draw a Seat of the Synod at the last possible turn and completely take over from there. Game two, he Duresses me on turn 3, but I Brainstorm in response and give him a hand filled with nothing but lands and cards with Flashback. He takes a Moment's Peace. My Quiet Disrepairs put me well out of range of dying to Gray Merchant of Asphodel (he had some really awesome-looking ones that he altered himself), and I end up combo-killing him with triple Erasure into double Brainstorm and an Accumulated Knowledge for four. I'm now 2-2.
Game three was against Elves. Unfortunately, this is not a streamlined version of it, so she had absolutely no tricks up her sleeve like Ulamog's Crusher, and no enchantment hate in her sideboard, so she has no way of interacting with me. Game one goes by with no trouble. The only thing of note is that I ended up casting a second Quiet Disrepair and countering it with Arcane Denial to draw three cards. Game two was basically a repeat, but with a lot more discouraged sighs. Unfortunately, she plays super slowly and we hit the 50 minute mark and the judge calls for five turns. At this point, she still had 20-something cards in her library, but I have only one Erasure in play and don't manage to find any others to combo with my triple Brainstorm hand. Because of this, I end up 1-0-1 (for a total of 3-2-1). So instead of getting second place, I get third.
So, had I not punted that first game against my friend, I would have at least gotten second place, if not just beat him in game three and gotten first. Feels bad!
In any case, this is the first time I go to a Pauper Tournament there, and the meta looks very under-developed for the most part. There were two Stompy lists, one Elves, one Hexproof, one MBC, myself on Turbo Fog and one I didn't get to see. This is a perfect place for Turbo Fog to exist, so I'll likely try it again next time. The only thing I'm worried about is getting too many tie games.
All in all, a good experience and I look forward to going again next month with
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
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What was your list?
4 Tangle
4 Respite
4 Moment's Peace
Draw (16)
4 Brainstorm
4 Think Twice
2 Words of Wisdom
4 Accumulated Knowledge
2 Krosan Tusker
2 Arcane Denial
4 Muddle the Mixture
Enchantments (6)
4 Jace's Erasure
2 Quiet Disrepair
Lands (20)
4 Forest
6 Island
4 Terramorphic Expanse
3 Tree of Tales
3 Seat of the Synod
4 Counterspell
1 Faerie Trickery
3 Dispel
2 Quiet Disrepair
1 Lignify
4 Scattershot Archer
When I asked the store owners what the rules were in terms of cards legalities, they quoted the MTGO rules on the mothership.
This tells me that we use online legalities only. So no Spore Cloud, no Hymn to Tourach, etc. but Tangle and friends are okay.
I switch up my deck accordingly. When I'm in my second match against the MBC player, who is one of the instigators and regulars of the tournament here, I ask him if online legalities are okay. He tells me they aren't, and that they use paper only. Stuff like Hymn to Tourach and Desert are perfectly fine. He was fine with the fact that I was using Tangle this time, but I told him I would switch them out next time.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
The link to your deck list doesn't work.
I really love the ingenuity of this combo! Both of these cards must work fairly well on their own.
My initial thoughts on this is that both of these cards, when in a Turbo Fog deck, will be effective in the very early game, but will be doubly poor in the late game. While they'll still get the job done if both are placed on the same creature, this won't always be the case for multiple reasons. This could translate to nearly useless cards at a given time, which is deadly. The fact that you can play the cards in any order and over as many turns as you want makes it very easy to assemble and can be potentially very rewarding.
Whenever you get the chance to try it out, let me know how you find it!
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Why are you running Fog instead of another 2-mana spell like Respite?
I would switch the numbers of Arcane Denial and Muddle.
If you want to fight the Drake deck, you're going to need more countermagic. Lots more. Remember that these decks draw tons of cards, and so milling them out goes much faster. Faerie Macabre is an interesting choice (I ran it for a while myself). Seems like a good answer to Mnemonic Wall targetting.
It's more important to interrupt your opponent before they put the combo together, and especially before they draw their deck. The earlier you stop the combo, the better. If they have their infinite mana and Gigadrowse they can simply tap you down and win.
Seeing as they are Izzet colours, they don't have access to Reaping the Graves, which is really good, because that means that simply countering the Peregrine Drake or Mnemonic Wall interrupts their combo and gets rid of them for good. I would target the Mnemonic Wall because they typically only run two copies, making it harder for them to come back from it.
If you're really worried about Izzet Drake, you're going to want Counterspell in your sideboard. I even run a singleton Faerie Trickery because it exiles the countered spell. Do you really need all of those Circles of Protection? If you can fetch them with Muddle, they may be taking up more room in your sideboard than you need. I'm especially confused with the COP: Black, which seems unnecessary. Usually, you'd want the red one...
Rofellos's Gift is interesting for fighting countermagic and enchantment removal, but a more general answer might be even better: more countermagic. You want your sideboard cards to be flexible, and Rofellos's Gift is unfortunately a very rigid card when it comes to function.
If you take a look at my sideboard, you'll see that about half of it is countermagic, with another 6 slots in the mainboard. After I board in all my countermagic, I'm essentially a MUC deck with a green splash for life gain and fogs. This is the attitude you should have when fighting Drake combo.
The last piece of advice I want to impart is to always keep a few Fogs in the deck. Izzet Drake, just like its predecessor, is capable of winning through combat damage as a plan B. After they combo'ed and were stopped, they can still swing in for 7+ damage a turn easily, so it's important to keep Moment's Peace and maybe two other fogs in the deck to deal with that.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Even though I never played this one in particular I´ll try to build it. My only concern is how it performs against fast aggro decks (Stompy, Goblins, etc).
It seems like 12 fog effects are kind of low in order to get you there in terms of milling your opponent as it is a slow win condition and as you don´t interact at all with your opponents creatures they are likely to only need 1 turn of dealing combat damage to kill you in mid/late game.