Has legs..This is a Kenji Tsumura list that I first seen a couple weeks ago. Didn't think much of it tbh. I've been working on a Season's Past/Dark Petition list thats been very good against Human's and just needed a bit of a break with it. However still wanted to play something that could compete against Humans. This list does. Its shockingly good against Aggro. I've made a few changes to the original list but thought I'd share it for anyone interested in a fun way to deal with aggro.
I've dropped the win cons down to two. There really is no reason for four in the deck. You never want to see one in your opening hand. You only ever need one to win, but gotta have the second in there just in case.
I liked four Part the Waterveil's, but again, one in your opening hand was a mull to 6 everytime. So dropped one. Pour over the Pages has been really really good. It gives you something to do at 5 counters with Brain in the Jar, and its got great synergy with Nagging Thoughts. End of Opponents turn, Brain into Pour over the Pages, into Nagging thoughts. Ya..its great. Epiphiny at the Drownyard again has been good. Not great. But good. It servers its purpose. I think in most control lists its bad. But here, we really dont care what ends up in our yard, infact we want stuff in our yard. In fact I cast it for 7 last night, left all the cards in one pile and the opponent put them all the the yard (naturally) I then tapped my Brain in the Jar for Rise from the Tides and thanks to my opponent thinking I had made a mistake, I had 4 extra Zombies.
I took out all the Mage-Ring's because they are not needed at all. Frankly having to choose between playing a Mage-Ring or an Island with an Engulf the Shore in hand isn't a very difficult decision to make. The only time they came into play was when Brain in a Jar wasn't in play. Having the mana to play our win cons both in one turn was nice. But far too many games of 3 Islands and 1-2 Mage-rings with a Engulf in hand, got rid of them.
Those are the changes I've made. I'll speak a bit about what hasn't changed though.
The deck moves fast. It can function without a Brain in the Jar. In fact, Brain in the Jar is just bad early game. If you see one in your opening hand, while I suggest playing it, dont go all in on it. If you have the time/mana then yes, absolutely. But dont not play a Pieces of the Puzzle so you can just throw a counter on Brain. They'll come. You want to keep digging for what ever answer you need in the moment, dont worry about Brain or your win con or taking extra turns. Dig dig dig.
Grip, Adverse and Engulf are your 'answers' Adverse is good, two creatures missing two attack phases and then having a token to chump on the third. Thats value. Grip, two attack phases and a card. Vaule. Engulf, is a blow out.
My current SB if full of dispel/negate and a couple crushes for additional answers to Planeswalkers.
Enjoy, and if you guys got any suggestions/criticisms lemme hear em.
Saw an opponent play this on SaffronOlive's Against the Odds video today and I'm excited to try it out.
Just some thoughts/questions:
What if an opponent sides in Virulent Plagues? Should we just hope to counter it? Add Disperses to the sideboard? (I guess Crush in your sideboard does a bit of the same) My mind is blanking on if blue has any other enchantment hate..
I've played against a few Mill decks lately. Do you think this deck could race it or should we look to sideboard some Learn from the Pasts? Obviously thats a bit counter-intuitive, but not sure if we could get in danger since we're kind of milling ourselves as well as going up against the Tutelages
Saw an opponent play this on SaffronOlive's Against the Odds video today and I'm excited to try it out.
Just some thoughts/questions:
What if an opponent sides in Virulent Plagues? Should we just hope to counter it? Add Disperses to the sideboard? (I guess Crush in your sideboard does a bit of the same) My mind is blanking on if blue has any other enchantment hate..
I've played against a few Mill decks lately. Do you think this deck could race it or should we look to sideboard some Learn from the Pasts? Obviously thats a bit counter-intuitive, but not sure if we could get in danger since we're kind of milling ourselves as well as going up against the Tutelages
Ya I mean ya gotta counter plague right, however you can set up a series of turns that can win through it. Just 10m ago I played a game against ramp. Figured this would be an auto lose as he was running 4 Chandra's and 4 Koz's Return. However I just stalled the board, turn after turn I tapped his Ugin, Dragonlord and World Breaker. They never hit me once. Then, once I had three Part the Waterviels in hand, I just cant them, back to back to back. Game.
So wins can come from other angles. I've been wondering about sphinx's tutelage in the board. No we dont have the card draw to really exploit it. But we're going the long game any how right? If black brings in Plague's it might be worth just boarding into a new win con. Another non-interactive win con that black cant deal with.
The core of the deck can stay the same if you board into Tutelage, there is some small draw there. Maybe have a couple other draw spells in the board just in case.
I played this deck last week at FMN and I went 2-2. I played an Esper control matchup and there is almost nothing that I could to to beat them since we run no creatures.
I played a sideboard that consisted of the following
Day's Undoing was a lot of fun. It's like resetting the game state but you keep your lands. Sure your opponent gets to go first but if you play it late enough and have mana open, you might draw a hand of counter magic to counter everything they want to play next turn.
Displacement Wave is necessary to bounce those walkers that I had to play against. Sure they can play them again, but if it takes their entire turn to do, then I am oaky with that.
I never got to play Disciple of the Ring but if I did I would imagine that she would have been a house in this deck. Let me do all of the things for 1 mana because you get a lot of spells in the graveyard.
I did have an opponent tell me that the deck would benefit from playing a 1 or 2 Sphinx of the Final Word. It seems good to me. Plus it can block most things all day long. So if we are playing a control deck it might actually work. I think that the more mono-blue control cards we utilize the better we will do. Honestly I think that moving all of the adverse conditions to the sideboard would be good for this deck. However, I want to see if I can curve out an entire Brain in the Jar trigger. What do you think?
I played this deck last week at FMN and I went 2-2. I played an Esper control matchup and there is almost nothing that I could to to beat them since we run no creatures.
I played a sideboard that consisted of the following
Day's Undoing was a lot of fun. It's like resetting the game state but you keep your lands. Sure your opponent gets to go first but if you play it late enough and have mana open, you might draw a hand of counter magic to counter everything they want to play next turn.
Displacement Wave is necessary to bounce those walkers that I had to play against. Sure they can play them again, but if it takes their entire turn to do, then I am oaky with that.
I never got to play Disciple of the Ring but if I did I would imagine that she would have been a house in this deck. Let me do all of the things for 1 mana because you get a lot of spells in the graveyard.
I did have an opponent tell me that the deck would benefit from playing a 1 or 2 Sphinx of the Final Word. It seems good to me. Plus it can block most things all day long. So if we are playing a control deck it might actually work. I think that the more mono-blue control cards we utilize the better we will do. Honestly I think that moving all of the adverse conditions to the sideboard would be good for this deck. However, I want to see if I can curve out an entire Brain in the Jar trigger. What do you think?
Ya I think Sphinx would have to be an auto include against B/W, U/B, W/U Him with negates and I mean, its a four turn clock.
I dont like moving Adverse Conditions myself, I actually think its the best tempo play we've got. While bouncing all creatures with Engulf is a huge swing, as you've played the deck yourself you know that when your casting Engulf, they're just replaying those spells that turn anyhow. Engulf comes down late. Adverse Conditions comes down anytime and buys you 2-3 turns.
As the guy above you asked, Send to Sleep, its cheaper, its going to hit mastery, I might like that instead of Roil. Roil hitting one guy does have some limitations at times. Though that extra card at times is very nice.
Dunno, hard to say, will have to test those things. Lemme know if you make any changes and how the testing feels.
Saw the deck on Against the Odds as well and decided that after this weekend I'd give it a go as well, so went and ordered up the cards and will put the deck together when they come in.
Since I've yet to play the deck myself I'm merely going off of what was mentioned here on it so far. But I'm considering to just run three Brain in the Jars, since it was indicated that its not that good in the early game. It gives a slot to play around with so, what I intend to try is running three Roil and two Send to Sleep. It gives access to the card draw of Roil where you want to get that next answer in the hand, while gaining some speed advantage of the Send to Sleep.
Don't think I'll be running Thing in the Ice in the side though, just to keep the budget on the deck down a little bit. Will likely be giving Sphinx and Day's Undoing a place in the side, but will probably tinker around with the sideboard once I get my cards in.
Grip is better than send to sleep since it replaces itself and it allows us to jar on 3 if you don't find a pieces to the puzzle. That being said send to sleep is great and it should be in the 75 in some fashion. I am trying to build a u/w variant for the gp that's coming up in a couple weeks. I'll post the list later since in at work, but the option to jar a declaration in stone or planar outburst seemed too good to not try
Still haven't finished up my exact list, but did decide to run a number of Compelling Deterence in both main and side instead of Disperse, giving it that bit more versatility if we have some zombies out. One of my main reason to do it is because I know someone in my meta likes to run Watcher in the Web so it will let me get more tokens through and finish the job.
Also, noticed that SafronOlive featured the deck as well, have yet to watch the vids and see how that might effect my choices, since a bit of extra info is never a bad thing.
Originally planned on not running Thing in the Ice, but figured that if I wanted to have some fun I might just have a go with it. And again, Compelling Deterrence is a choice based on my meta and to deal with Virulent Plague. Will have to see if Day's Undoing remains in the deck but wanted to give it a try, so it's in for now but might take it out in favor of maybe Void Shatter or Clash of Wills.
Deck looks like a hoot, would love to know how it's playing.
Why is no one playing Sweep Away? Disciple of the Ring feels like it would own in the control mirror.
Why not mainboard Displacement wave? Seems like a reliable way to hose planeswalkers and other problem permanents and resets your own brain in a jar.
Definitely want to build this deck. What about Day's Undoing with Geralf's Masterpiece? Skywise Teachings seems absurd with jar.
I've played with the deck only a bit before the PT so I'm not too familiar with piloting it in the recent meta but from what I've been watching on Twitch, it looks like it plays pretty well. Absolutely demolishes Seasons Past decks. I've seen it fold to a number of Flash style decks though.
Sweep Away seems like its just a worse Grip of the Roil. They both essentially remove a creature from the board for a turn. With Roil, you also get a draw.
You don't want to play Displacement Wave b/c it takes out your own Brain in a Jar - most of the goal is to get it to 5 so you can cast both Rise from the Tides and Part the Waterveil on the same turn (or simply Rise on the opponent's End Step). No real sense in trying to reset it
Day's Undoing shuffles your graveyard back into your library. Kind of counter-intuitive with Rise from the Tides
Skywise Teachings could work but mana seems to get used pretty efficiently between casting spells, up-ticking Brain, and pumping Networks -- there isn't much left to throw into a manasink.
I don't think that adding creatures to the deck is necessary. It just gives the opponent actual targets for their removal instead of blanking it altogether. It may be worth testing out though.
have 12 mana, or a jar going into 6 counters and 6 open mana. "flash" in rise using jar and then pay for part the waterveil, and untap and typically win!
Love the idea and the lists posted; I thought about turning it into a UG Ramp, but keeping the same win-con. Traverse the Ulvenwald, Sylvan Scrying, Explosive Vegetation, Nissa's Renewal all allow to ramp and even gain life to recover from early attacks, all while fueling Rise from the Tides; plus, Green gives us access to Seasons Past, to recover draw spells and/or pieces of the win-con that ended up milled or discarded.
Obviously, splashing a 2nd color would make the manabase less stable, so it would have to be worth it...
Blinding Drone is just susceptible to removal especially where the deck runs usually no actual creatures and in the end not a sorcery/instant when it's in the yard, so it makes Rise worse.
Spacial Contortion hits a lot, but is useless against Avacyn and such, so I wouldn't run it. I rather have a card that can take out any threat, especially bigger ones. I don't mind them generally recasting it since it sets them back a turn, while we fuel the yard and dig towards our win-cons.
Warping Wail could be interesting but depends on your mana base, you want to tick up Jar towards your Rise/Part and not have to rely on it to cast your Wail. So unless you run like Mirrorpool as a colorless source, I wouldn't consider it just to keep things consistent.
And to brush on Mirrorpool, it seems like an ideal card for the deck, but I don't feel we can reliably make use of it. The deck already is digging for it's mana in order to cast Tide and Part so paying three extra to get an extra copy of one of those spells just stretches things too much. Also, it comes into play tapped where we generally want to keep casting spells on curve. Otherwise something like Skyline Cascade could be an interesting land but to me it's just slows the deck and you simply want to go off as soon as possible.
I do agree that both Day's Undoing and Displacement Wave do feel a bit counter intuitive to the deck, it might be worth just running more Compelling Deterrence/Disperse in the side or some amounts of Dispel or Void Shatter. However, I will say that Day's Undoing is an answer to this decks weakness: mill decks.
Disciple of the Ring is just a card that can do wonders, but the real question is if it sticks, hence why I am trying only one but chances are it will get cut for more utility spells. Thing in the Ice just feels like an alternative way to deal with the faster Aggro decks, instead of having to rely on just Engulf to sweep the board. Sphinx of the Final Word is the alternative win-con we can side into when facing a control deck, obviously trading counterspells isn't bad in this deck but without being able to pull off Rise this deck is dead
There are (among others) 2 superhyped decks because of the pt. seasons past.dec and g/w tokens(the deck that won). Although I do agree day's undoing and displacement wave aren't good at helping us win, boarding into them for the specific matchups (undoing vs seasons, wave vs tokens) that will get destroyed by a jarred sb card.
Opponent goes seasons past, jar days undoing, get no value and seasons is on the bottom.
G/w goes secure the wastes for a ton with always watching out. A jarred wave not only basically evacuated his whole board, ours is still intact.
This deck just wipes the floor with Seasons Past as is. I think adding a Day's Undoing at the risk of weakening the main combo (in resetting your graveyard) isn't really the best move.
I think Engulf the Shore is plenty in regards to mass-bounce. It would seem that by the time your opponent would Secure for a huge number, your Jar would already be ticking up for 4 or more. I think you're better off upticking while you can (the main goal of the deck is to hit 5) than having a Jar sit at 1 in anticipation for a token wipe. I think if you Displacement Wave at anything higher than 1 (maybe to wipe planeswalkers or enchantments) you're wiping your own jar and essentially re-starting your race to firing off your combo.
Just my humble opinion -- I'm sure it can't hurt to playtest it anyway
Haven't gotten to playtest the deck yet, waiting for the final cards to come in... National Holidays sadly mess up postal delivery a bit.
However, I have been pondering both Day's Undoing and Displacement Wave in this deck a bit more, they are niche cards that can do a lot in their own regard but as pbharris mentioned both are probably setting us back more than needed. So probably won't be ending up using them, where this deck just wants to push ahead towards it's own thing and delays generally set the deck back a bit.
Instead I'm going back to just running a few Dispels in the sideboard, especially with only running two Rises the deck has a vulnerability to an early Duress. So might go with 2-3 Dispels for it. Maybe drop the Disciple from the side as well and fill up the rest with Void Shatter. I'm still not too sure about how much Delerium affects the current meta but having some form to at least exile might be good.
The big question would probably be in how much the mana base can carry two colors, personally I feel mono blue just feels more reliable in this case. Both Languish and Flaying Tendrils require double black and you preferably don't want to be casting them off of the Jar. Merciless Resolve is just plain bad in this deck though, we run no creatures and the last thing we want is to set our mana base back by ditching land to it. Nor do I feel that the deck needs Planeswalkers that much, since like creatures its less fuel for Rise from the Tides. Risen Executioner sounds nice but if we hit a decent sized Rise the opponent is more likely dead anyways, Executioner would mainly serve as overkill/win-more.
As much as things like Black and White offer in removal, I'd probably be more curious to see U/G and to try and ramp even more into our Part/Rise combo.
I haven't played it yet but looks interesting. I am a bit worried that he only runs one copy of Rise from the Tides though. Sure he can Dark Petition for it but what if it gets Transgressed or Though-Knotted? I'd probably drop one copy of Brain for another Rise. The deck can function without Brain in a Jar but it has a much harder time without Rise
Overall, I'd probably just stick with the mono-blue version
4x Nagging Thoughts
4x Brain in a Jar
4x Grip of the Roil
4x Pieces of the Puzzle
4x Engulf the Shore
4x Adverse Conditions
2x Pore Over the Pages
2x Rise from the Tides
3x Part the Waterveil
2x Epiphiny at the Drownyard
23 Island
Kenji's original list here:http://www.mtggoldfish.com/articles/14-shadows-over-innistrad-decks-by-kenji-tsumura
I've dropped the win cons down to two. There really is no reason for four in the deck. You never want to see one in your opening hand. You only ever need one to win, but gotta have the second in there just in case.
I liked four Part the Waterveil's, but again, one in your opening hand was a mull to 6 everytime. So dropped one.
Pour over the Pages has been really really good. It gives you something to do at 5 counters with Brain in the Jar, and its got great synergy with Nagging Thoughts. End of Opponents turn, Brain into Pour over the Pages, into Nagging thoughts. Ya..its great.
Epiphiny at the Drownyard again has been good. Not great. But good. It servers its purpose. I think in most control lists its bad. But here, we really dont care what ends up in our yard, infact we want stuff in our yard. In fact I cast it for 7 last night, left all the cards in one pile and the opponent put them all the the yard (naturally) I then tapped my Brain in the Jar for Rise from the Tides and thanks to my opponent thinking I had made a mistake, I had 4 extra Zombies.
I took out all the Mage-Ring's because they are not needed at all. Frankly having to choose between playing a Mage-Ring or an Island with an Engulf the Shore in hand isn't a very difficult decision to make. The only time they came into play was when Brain in a Jar wasn't in play. Having the mana to play our win cons both in one turn was nice. But far too many games of 3 Islands and 1-2 Mage-rings with a Engulf in hand, got rid of them.
Those are the changes I've made. I'll speak a bit about what hasn't changed though.
The deck moves fast. It can function without a Brain in the Jar. In fact, Brain in the Jar is just bad early game. If you see one in your opening hand, while I suggest playing it, dont go all in on it. If you have the time/mana then yes, absolutely. But dont not play a Pieces of the Puzzle so you can just throw a counter on Brain. They'll come. You want to keep digging for what ever answer you need in the moment, dont worry about Brain or your win con or taking extra turns. Dig dig dig.
Grip, Adverse and Engulf are your 'answers' Adverse is good, two creatures missing two attack phases and then having a token to chump on the third. Thats value. Grip, two attack phases and a card. Vaule. Engulf, is a blow out.
My current SB if full of dispel/negate and a couple crushes for additional answers to Planeswalkers.
Enjoy, and if you guys got any suggestions/criticisms lemme hear em.
Just some thoughts/questions:
Ya I mean ya gotta counter plague right, however you can set up a series of turns that can win through it. Just 10m ago I played a game against ramp. Figured this would be an auto lose as he was running 4 Chandra's and 4 Koz's Return. However I just stalled the board, turn after turn I tapped his Ugin, Dragonlord and World Breaker. They never hit me once. Then, once I had three Part the Waterviels in hand, I just cant them, back to back to back. Game.
So wins can come from other angles. I've been wondering about sphinx's tutelage in the board. No we dont have the card draw to really exploit it. But we're going the long game any how right? If black brings in Plague's it might be worth just boarding into a new win con. Another non-interactive win con that black cant deal with.
The core of the deck can stay the same if you board into Tutelage, there is some small draw there. Maybe have a couple other draw spells in the board just in case.
Just a thought. I haven't tried it.
I played a sideboard that consisted of the following
2 Day's Undoing
3 Clash of Wills
1 Disciple of the Ring
3 Displacement Wave
4 Negate
Day's Undoing was a lot of fun. It's like resetting the game state but you keep your lands. Sure your opponent gets to go first but if you play it late enough and have mana open, you might draw a hand of counter magic to counter everything they want to play next turn.
Displacement Wave is necessary to bounce those walkers that I had to play against. Sure they can play them again, but if it takes their entire turn to do, then I am oaky with that.
I never got to play Disciple of the Ring but if I did I would imagine that she would have been a house in this deck. Let me do all of the things for 1 mana because you get a lot of spells in the graveyard.
I did have an opponent tell me that the deck would benefit from playing a 1 or 2 Sphinx of the Final Word. It seems good to me. Plus it can block most things all day long. So if we are playing a control deck it might actually work. I think that the more mono-blue control cards we utilize the better we will do. Honestly I think that moving all of the adverse conditions to the sideboard would be good for this deck. However, I want to see if I can curve out an entire Brain in the Jar trigger. What do you think?
Ya I think Sphinx would have to be an auto include against B/W, U/B, W/U Him with negates and I mean, its a four turn clock.
I dont like moving Adverse Conditions myself, I actually think its the best tempo play we've got. While bouncing all creatures with Engulf is a huge swing, as you've played the deck yourself you know that when your casting Engulf, they're just replaying those spells that turn anyhow. Engulf comes down late. Adverse Conditions comes down anytime and buys you 2-3 turns.
As the guy above you asked, Send to Sleep, its cheaper, its going to hit mastery, I might like that instead of Roil. Roil hitting one guy does have some limitations at times. Though that extra card at times is very nice.
Dunno, hard to say, will have to test those things. Lemme know if you make any changes and how the testing feels.
Since I've yet to play the deck myself I'm merely going off of what was mentioned here on it so far. But I'm considering to just run three Brain in the Jars, since it was indicated that its not that good in the early game. It gives a slot to play around with so, what I intend to try is running three Roil and two Send to Sleep. It gives access to the card draw of Roil where you want to get that next answer in the hand, while gaining some speed advantage of the Send to Sleep.
Don't think I'll be running Thing in the Ice in the side though, just to keep the budget on the deck down a little bit. Will likely be giving Sphinx and Day's Undoing a place in the side, but will probably tinker around with the sideboard once I get my cards in.
Also, noticed that SafronOlive featured the deck as well, have yet to watch the vids and see how that might effect my choices, since a bit of extra info is never a bad thing.
4 Brain in a Jar
INSTANTS (16)
3 Adverse Conditions
4 Anticipate
2 Compelling Deterrence
4 Engulf the Shore
3 Grip of the Roil
4 Nagging Thoughts
4 Part the Waterveil
4 Pieces of the Puzzle
3 Pore Over the Pages
2 Rise from the Tides
LANDS (23)
21 Island
2 Mage-Ring Network
1 Compelling Deterrence
2 Day's Undoing
1 Disciple of the Ring
2 Displacement Wave
3 Negate
2 Send to Sleep
2 Sphinx of the Final Word
2 Thing in the Ice
—Radha, Keldon warlord
Why is no one playing Sweep Away?
Disciple of the Ring feels like it would own in the control mirror.
Why not mainboard Displacement wave? Seems like a reliable way to hose planeswalkers and other problem permanents and resets your own brain in a jar.
Definitely want to build this deck. What about Day's Undoing with Geralf's Masterpiece?
Skywise Teachings seems absurd with jar.
Sweep Away seems like its just a worse Grip of the Roil. They both essentially remove a creature from the board for a turn. With Roil, you also get a draw.
You don't want to play Displacement Wave b/c it takes out your own Brain in a Jar - most of the goal is to get it to 5 so you can cast both Rise from the Tides and Part the Waterveil on the same turn (or simply Rise on the opponent's End Step). No real sense in trying to reset it
Day's Undoing shuffles your graveyard back into your library. Kind of counter-intuitive with Rise from the Tides
Skywise Teachings could work but mana seems to get used pretty efficiently between casting spells, up-ticking Brain, and pumping Networks -- there isn't much left to throw into a manasink.
I don't think that adding creatures to the deck is necessary. It just gives the opponent actual targets for their removal instead of blanking it altogether. It may be worth testing out though.
Obviously, splashing a 2nd color would make the manabase less stable, so it would have to be worth it...
Spacial Contortion hits a lot, but is useless against Avacyn and such, so I wouldn't run it. I rather have a card that can take out any threat, especially bigger ones. I don't mind them generally recasting it since it sets them back a turn, while we fuel the yard and dig towards our win-cons.
Warping Wail could be interesting but depends on your mana base, you want to tick up Jar towards your Rise/Part and not have to rely on it to cast your Wail. So unless you run like Mirrorpool as a colorless source, I wouldn't consider it just to keep things consistent.
And to brush on Mirrorpool, it seems like an ideal card for the deck, but I don't feel we can reliably make use of it. The deck already is digging for it's mana in order to cast Tide and Part so paying three extra to get an extra copy of one of those spells just stretches things too much. Also, it comes into play tapped where we generally want to keep casting spells on curve. Otherwise something like Skyline Cascade could be an interesting land but to me it's just slows the deck and you simply want to go off as soon as possible.
I do agree that both Day's Undoing and Displacement Wave do feel a bit counter intuitive to the deck, it might be worth just running more Compelling Deterrence/Disperse in the side or some amounts of Dispel or Void Shatter. However, I will say that Day's Undoing is an answer to this decks weakness: mill decks.
Disciple of the Ring is just a card that can do wonders, but the real question is if it sticks, hence why I am trying only one but chances are it will get cut for more utility spells. Thing in the Ice just feels like an alternative way to deal with the faster Aggro decks, instead of having to rely on just Engulf to sweep the board. Sphinx of the Final Word is the alternative win-con we can side into when facing a control deck, obviously trading counterspells isn't bad in this deck but without being able to pull off Rise this deck is dead
Opponent goes seasons past, jar days undoing, get no value and seasons is on the bottom.
G/w goes secure the wastes for a ton with always watching out. A jarred wave not only basically evacuated his whole board, ours is still intact.
I think Engulf the Shore is plenty in regards to mass-bounce. It would seem that by the time your opponent would Secure for a huge number, your Jar would already be ticking up for 4 or more. I think you're better off upticking while you can (the main goal of the deck is to hit 5) than having a Jar sit at 1 in anticipation for a token wipe. I think if you Displacement Wave at anything higher than 1 (maybe to wipe planeswalkers or enchantments) you're wiping your own jar and essentially re-starting your race to firing off your combo.
Just my humble opinion -- I'm sure it can't hurt to playtest it anyway
However, I have been pondering both Day's Undoing and Displacement Wave in this deck a bit more, they are niche cards that can do a lot in their own regard but as pbharris mentioned both are probably setting us back more than needed. So probably won't be ending up using them, where this deck just wants to push ahead towards it's own thing and delays generally set the deck back a bit.
Instead I'm going back to just running a few Dispels in the sideboard, especially with only running two Rises the deck has a vulnerability to an early Duress. So might go with 2-3 Dispels for it. Maybe drop the Disciple from the side as well and fill up the rest with Void Shatter. I'm still not too sure about how much Delerium affects the current meta but having some form to at least exile might be good.
So that would put my current sideboard at:
1 Compelling Deterrence
3 Dispel
3 Negate
2 Send to Sleep
2 Sphinx of the Final Word
2 Thing in the Ice
2 Void Shatter
—Radha, Keldon warlord
As much as things like Black and White offer in removal, I'd probably be more curious to see U/G and to try and ramp even more into our Part/Rise combo.
Link
I haven't played it yet but looks interesting. I am a bit worried that he only runs one copy of Rise from the Tides though. Sure he can Dark Petition for it but what if it gets Transgressed or Though-Knotted? I'd probably drop one copy of Brain for another Rise. The deck can function without Brain in a Jar but it has a much harder time without Rise
Overall, I'd probably just stick with the mono-blue version
4 Anticipate
3 Engulf the Shore
2 Grip of the Roil
4 Explosive Vegetation
3 Nagging Thoughts
3 Nissa's Renewal
4 Part the Waterveil
3 Pieces of the Puzzle
3 Pore Over the Pages
3 Rise from the Tides
3 Traverse the Ulvenwald
4 Forest
4 Evolving Wild
2 Mage-Ring Network