I have a more classic take on Solar Flare that is tuned to my local meta very well. At my last FNM I lost only to Dungrove Green (2-1) as I scooped three turns into the first game after a mulligan to five and mana screw.
Mental Misstep was a fluke for me, and I never fond myself boarding them in. I will admit that I just threw my sideboard together, so I'm looking for a lot of criticism there. I want more Oblivion Rings too, at least three in my full seventy-five.
The MD is pretty consistent: draw cards, counter spells, and eventually use Sun Titan to win the attrition war. You have basically nothing to do on your turn until turn 6 at minimum, which is when you would flashback Unburial Rites and leave counter mana up. One of the amazing things about Snapcaster Mage is the way he lets you diversify your answer spells, so I run a somewhat unconventional removal suite. Disperse is in the main for a few reasons - sometimes, a vanilla bounce card is all you need. However, it's also handy at removing illusions, and it's a fun trick to play with Oblivion Ring.
The sideboard is all over the place due to a crazy local metagame, but the goal is to grab the answers you need. I'm not particularly concerned with answering strategies as I am answering specific cards, and most of the cards synergize with Snapcaster or Sun Titan. Steel Sabotage is great tempo against Wurmcoil Engine and Solemn Simulacrum, Spellskite is great against Viridian Emissary/Kessig Wolf Run/burn spells, Day hits hexproof creatures, and Ratchet Bomb interacts favorably with Sun Titan to completely deny the token strategy. Etc., etc. The extra Snapcaster comes in if you find yourself siding out the sorcery-speed stuff to play more of an instant-speed game. The only other cards I'm thinking of running in the board are: Leonin Arbiter, to slow WRR and synergize with Ghost Quarter; Cathedral Membrane, to slow aggro and synergize with Sun Titan; and Gut Shot, since there really aren't many relevant creatures that Dismember gets but Gut Shot won't.
I do want to spotlight Surgical Extraction, though, since it's been a complete all-star out of the board. On it's own, it's really not that great. It's saved me once or twice by grabbing Nephalia Drownyards against UB Draw-Go, but that's about it. However, when you combine it with Snapcaster Mage, it's basically a free Thoughtseize. Using Extraction purely as a discard spell has won me several games so far.
The main reason I've put up this list is because of its manabase. It's not perfect, or even good - I only own 1 Isolated Chapel - but I rarely find myself without the right colors. Only needing double white by turn 3 makes it easy.
I was giving serious thought to my land configuration in light of Akira's emphasis on the Scars lands, but I have decided that would not work in my meta. As it is I always seem to have what I need to Kill or counter on T2 and I really, really need to have the option of dropping Day on T4 or a dude on T6. Waiting another turn because my land comes in tapped would have cost me matches twice on Sunday. Other than that this list has served me very well so far. It is extremely resilient to aggro strategies and okay against control strategies. I'm not entirely sure what to do about the Drownyard. I should either put another in the MD or swap the one I already have out altogether and replace it with a Ghost Quarter. Must say though, that the Drownyard was massive value for me when I had three Snappies in my first 10 cards.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
I STEAMROLLED my local FNM group w/ this deck, mostly had trouble w/ U/B control (played only one game and it went to time, lawlz), aside from that draw i lost to mono-black infect because i wasnt running Divine Offering at the time. later that night, even w/o the offering i beat the same mono-black control deck in top 4
I am very opposed to the Scars lands in this deck mainly due to the importance of land access during the later game. Any thoughts?
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I'll be the one to protect you from a will to survive and a voice of reason.
I'll be the one to protect you from your enemies and your choices, son.
I made room for Despise caz it's SO good right now and cut Timely from the main. I think I may have to go back to running at least one with the rise of Tokens but I feel that if I can resolve a Elesh Norn then I'm in good shape. After siding it gets better since I go up to 3 Day and add a couple Bombs aswell as said Timely's.
Description: U/W/b version. Less dependent of black. Mainboard 4 DoJ for removal + 3 Negates to guarantee your plan goes right. Includes a lot more power and less draw-go moments. The objective is to get Negate + Unburial Rites in hand and RSD or Sun Titan to form your army of 6/6 images. The punch in the following turns should be enough to ensure victory.