I have been watching SCGopen in New Jersey and all the U/W/R decks I saw were all Flash. Is this because Flash is stronger or personal preference?
Flash is currently the closest the format has to a consistent control deck. While I would not say it is stronger, I would say that it caters to a slightly different crowd as well as player type than UWR Midrange.
The gentleman who made it to the top 8 today was running a UWR Midrange list which for some reason was called UWR Flash. I cannot for the life of me figure that one out.
Thoughts? I have really enjoyed running both GoST and Reckoner to increase threat density. Ral has also turned out to be great. 4 Snap may be too many, I am thinking about dropping 1 snap to add a 3rd Ral. Also Aurelia could very easily be thundermaw
Thoughts? I have really enjoyed running both GoST and Reckoner to increase threat density. Ral has also turned out to be great. 4 Snap may be too many, I am thinking about dropping 1 snap to add a 3rd Ral. Also Aurelia could very easily be thundermaw
I can see cutting a snappy and something else for 2 boros charms. The extra reach in your deck isn't unwanted, and sometimes you just need to infinite life FTW...
Reckoner with Boros charm azorius charm and a way to dmg reckoner can go infinite life.
Reckoner is in play
Cast Boros charm choose indestructible
Cast azorius charm choose life link
Izzet charm/burn/pillar reckoner to dmg him, reckoners ability triggers target reckoner with his own ability and gain life equal to the dmg retrigger his ability, re target gain more life continue until you feel like you have enough life redirect the dmg to your opp. That's how it works in a nut shell
"Unfortunately, all of my test animals have died or escaped, so i shall be the final subject. I feel no fear. This is a momentous night."
--Laboratory notes, final entry
The idea is to grind out damage and just kill them on turn 6 with Blast of Genious. I like the idea of having the "Opps I win" approach. Now I just need to fine tone the numbers. Id like to fit a Runechanter's pike somewhere but I don't know if it is needed. Thoughts?
Ive been using 2 copies of Warleader's Helix and really like that card. I only play one turn/burn but it has its merits at times, and other times its just an expensive removal spell. In which case I have loved warleader's helix, since it can still kill an adversary and helps versus aggro, and kill a variety of creatures mid game.
I want to try Aetherling, but It doesnt fit in this style deck, thats a Control deck finsiher. In this deck, I want to kill them with Aurelia double combat steps NOW, not grind it out with Aetherling.
I have also been running two Warleader's Helix and two Turn // Burn in my list and so far they've worked out quite nicely. Instant speed 4 damage is very relevant, hitting an enemy Aurelia before it gets to swing, Sire of Insanity, and quite a few others while also acting as a sudo "kill + fog" effect against aggro.
I've also been messing around with Blasphemous Act out of the sideboard as an "Oops, I win" card with Reckoner. It also should play well with Blast of Genius if you are running it, though I have not tested that yet.
Side note: t3 Geist -> t4 Ral (bolts a blocker) >-t5 Thundermaw + ral bolts player is a hilarious way to end a Game 3 out of nowhere.
That is provided you play against MazeEnd.dec that is doing nothing all the time. I will be much surprised if Ral Zarek leaves through T4 if you leave no blockers.
It was played into an otherwise empty board. Ral removed his only creature and he had played Olivia afterwards. I think killing his T1 mana dork with Burn (I was on the play) had caused him to stumble pretty hard.
Game went:
T1: Land (me)
T1: Land, arbor elf
T2: Land, Burn the elf
T2: Land
T3: Land, GoST
T3: Land, Vampire Nighthawk
T4: Land, Ral, kill Nighthawk and swing for 6
T4: Land, Olivia Voldaren
T5: Land, Thundermaw Hellkite (taps Olivia), Swing for 11, Bolt from Ral
Flash is currently the closest the format has to a consistent control deck.
This..
I've been playing flash since it's 1st appearance in Adam Prosak's list where in 23 lands, 2x Sphinx Rev is its back bone. I also feel a clunky land drops with this, as they
I've been following Gerry's iterations, especially this reckoner pyre deck which is very good on a field where theres not much of Abrupt Decays. Then before I set back to a reckoner pyre, I saw a permission heavy flash featuring Aurelia, the Warleader.
These are all playing 25 lands with 3x Revelations for a to-be-control deck. But whenever I play against esper, i always outlanded by it, and also by Jund. I notice that while 25 is really lesser than 26, using Augur and Scour somehow alters the land drop consistency. Exclude the augur since esper is using it too. while bant is ramping at the back of Farseek.
I can't argue more that it really works, its been a deck since flash appeared. But regarding those crucial land drops when I needed them, I feel like my deck is stopping to spit lands after around 3-4 lands occasionally with cantrips that I have.
Sideboard (subject to change):
1 Supreme Verdict
2 Izzet Staticaster
1 Turn/Burn
2 Clone
1 Assemble the Legion
2 Negate
2 Dispel
1 Pillar of Flame
1 Renounce the Guilds
2 Detention Sphere
Notes:
- Junk Rites is declining in popularity in the MTGO metagame (only played it once in the last few days). So if Junk Rites see an increase in popularity, UWR flash loses ground since the match up is bad, even if you tune UWR to beat Junk Rites.
- Supreme Verdict is usually ranges from OK to uncastable since most variations of UWR play more creatures now. And most creatures are immune to wrath effects or trade for it 1 for 1(Thragtusk, Huntmaster, Falkenrath Aristocrat, haste creatures, etc).
- Warleader's Helix is a bit clunky with its mana cost. But its good at gaining you life against RDW, killing Sire of Insanity, killing planeswalkers, killing Sire of Insanity, killing Restoration Angel and killing Sire of Insanity.
- That being said, might be worth it to cut Supreme Verdicts for more Warleader's Helix.
- Counterspells are fine even with every deck playing Cavern of Souls. Most of the metagame is 3 color midrange, so not all of their creatures are uncounterable.
- Being mana screwed is ok, but its important to not panic when it happens. If you sideboard correctly, you can hold off the opponent on only 4 lands. Which means not over-sideboarding 4+ drops.
Understand, Dredge is not really a Magic: The Gathering deck. When a card is playable in it, it doesn't mean it's a tournament playable card. It means it's playable in whatever crazy fantasy world that Dredge operates in.
I'm going to be running it at FNM tomorrow. Ill post the results afterwards and any changes I'd make. What are your thoughts on the deck?
I think you have too many counterspells, and you're correct in wanting a blend of spells, but between the lack of Augur's, and Thought Scours, I don't know if you will be able to see enough of you're deck quickly enough to benifit from the card selection. I also think you're leaning towards a more control heavy route, and would want to find a way to squeeze in another land and 2-3 supreme verdicts.
I could also be wrong, I've been doing horribly lately.
I also like the idea of a single mizzium mortars to work as removal in the lategame, as well as a onesided wrath in the late-game. I also have been finding that verdict is getting worse.
It seems that bant hexproof is making quite the comeback in my area. How does one go about defeating that deck with UWR flash??
Renounce the Guild and Supreme Verdict, or just race with Reckonor and Helix Azorius Charm Life gain and hope to close with Aurelia or Thundermaw on 5/6.
I have 1 Renounce and 1 Verdict in my 75. I also run Blasphemous Acts in my 75 so that also helps to steal games/kill Hexproof. I probably should run more soon with the new m14 changes but
until July 24, you use clone to legendary rule geist.
I will probably play more renounce come the rules change, it just sucks it also kills our reckonors.
Also try to lean towards more syncopates and essence scatters than dissipates and rewinds.
P.S. my list is in my signature for reference. I'm not gonna say I have easy time with Bant Hexproof but I am very confident against it.
Renounce the Guild and Supreme Verdict, or just race with Reckonor and Helix Azorius Charm Life gain and hope to close with Aurelia or Thundermaw on 5/6.
I have 1 Renounce and 1 Verdict in my 75. I also run Blasphemous Acts in my 75 so that also helps to steal games/kill Hexproof. I probably should run more soon with the new m14 changes but
until July 24, you use clone to legendary rule geist.
I will probably play more renounce come the rules change, it just sucks it also kills our reckonors.
Also try to lean towards more syncopates and essence scatters than dissipates and rewinds.
P.S. my list is in my signature for reference. I'm not gonna say I have easy time with Bant Hexproof but I am very confident against it.
Auras can be very frustrating. I have yet to decide still on my board since I'm packing only 1 Renounce the Guilds in my SB as of yet. I may consider upping it 1 more if I find a place as it is still tight on my list. Pre-DGM, I can say that I'm not ready on this type of archetype. Now that it's becoming real, and Clone will decrease its efficiency due to M14's new Legend rule.
obviously, the deck made short work of all the aggro decks in the field. I didn't get to see it face off against any real midrange decks other than the GW deck in the top 8. Still, it feels like turn/burn and aetherling gave UWR a fresh breath of life that the deck really needed.
I've tested the deck for a few matches online and it seems legit. Played it against junk aristocrats and junk reanimator and won both matches. Didn't miss restoration angel at all really. Jace, architect of thought does great work against any kind of lingering souls deck and it's awesome to have renounce the guilds as a real answer to something like obzedat.
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Big thanks to DarkNightCavalier from heroes of the planes studios for the sig!
I would be playing 4 Azorius Charms and 1 or 2 more AEtherlings maindeck. That card is the nuts. It's definitely going to shoot up to $15 soon and then maybe $20+ Pick your playsets up now.
I would be playing 4 Azorius Charms and 1 or 2 more AEtherlings maindeck. That card is the nuts. It's definitely going to shoot up to $15 soon and then maybe $20+ Pick your playsets up now.
What I did is 4 Azorius Charm, 2 Think Twice instead of the original 3/3 split. Aetherling maybe a bit too heavy in two-ofs if they have cards like Assemble the Legion, but can actually swap them between MD and SB. I'm not sure also of the manabase if I will be using the 12 duals setup. I naturally cut it to 10 and just go for 12 check lands, and couple of Islands for cards like Aetherling. Anyways, the config can be customize as long as it it's mana base is not clunky, the answers remain cheap, and wincons are sufficient enough to end games effectively.
Here's what I'm running right now, it seems to do decently well against most decks, really haven't lost to any control of any flavor, but gets **** on by UWR geist (cavern OP) and reanimator. Looking for some help against those two specifically.
Here's what I'm running right now, it seems to do decently well against most decks, really haven't lost to any control of any flavor, but gets **** on by UWR geist (cavern OP) and reanimator. Looking for some help against those two specifically.
How do you manage to hit your land drops consistently? I struggle with 25 or 26 and you're playing 24 with no think twice, or thoughtscour and you have a 7 drop and a lot of 4/5 drops.
I like your list but you my god you must be skilled at drawing XD. I get so mana screwed so often if I play 24 in any kind of control deck..
I don't know how I don't get manascrewed. I mean sure, we all have those times when we mull to 4 with 1 land and dont draw another ever, but generally I don't have too many mana issues, and if I do I can survive pretty well off 4 mana. Everything except hardcast terminus and my wincons can come in off that.
obviously, the deck made short work of all the aggro decks in the field. I didn't get to see it face off against any real midrange decks other than the GW deck in the top 8. Still, it feels like turn/burn and aetherling gave UWR a fresh breath of life that the deck really needed.
I've tested the deck for a few matches online and it seems legit. Played it against junk aristocrats and junk reanimator and won both matches. Didn't miss restoration angel at all really. Jace, architect of thought does great work against any kind of lingering souls deck and it's awesome to have renounce the guilds as a real answer to something like obzedat.
I really like the deck, I'm actually more worried about the aggro matchup's now that there's less early stuff like augurs and reckoners. I also don't have staticaster in the SB anymore. It kinda worries me that when I watch the coverage, the pilot seems to be making a lot of sub-optimal plays, and his opponnents seem to always have to mulligan. I can't judge his skill level, and so I'm unsure where I can and cannot make changes. Here's the list I'm running for comparison, though I would like to get more games in before I start thinking about heavy changes.
So far the only changes I've made are cutting a verdict for another terminus in the main, and putting a flux in the sb. I cut Jace from the SB in favor of a cavern of souls, mostly cause they're both for control match-ups, and Jace isn't even that good anymore (Aetherling seems to be where it's at). Anything else, Tamiyo does similar enough for a 5-drop walker. I also still don't know how I feel about the Assemble the Legion in the main. It's been good, and I've played with it a lot since it was released, and it's won me a lot of games, but I'm still not sold. I'm still not sure if I know the deck enough to cut it. The 4rth Revelation turned into an azorius charm, just cause my friend was borrowing my 4rth Rev, and I still don't feel the need to put in the 4rth. Between Jace and Tamiyo, and cards like Aetherling and Assemble, games where you don't draw revelation, aren't even that back-breaking anymore. Sometimes terminus, followed up by Aetherling is completely fine. I can also see going down to 1 snapcaster, because he does very little in the early game, and you have so much burn anyways. But late-game he buys back your revelation or turn etc. Still one would seem fine. I'm also worried that this deck has so much stuff that isn't useful in the control match-up.
Atm cards I WANT to cut for say an esper-matchup:
2 Terminus
2 Searing Spear
1 Mizzium Mortars
2 Pillar of Flame
2 Supreme Verdict
2 Turn and Burn
2 Warleader's Helix
1 Essence Scatter
This is in order from most likely to least likely.
I have these options to bring in (Least likely to most):
2 Renounce the Guilds
1 Turn and Burn
1 Oblivion Ring
1 Cavern of Souls
2 Negate
1 Counterflux
1 Aetherling
So essence scatter at least hits maybe aetherling, snappy, or resto, Warleader's helix can at least kill a Jace or Dome them. And turn can burn or kill an Aetherling. And renounce can maybe hit detention sphere or Assemble in the Uwr Match-up.
So I'm thinking:
-2 Terminus
-2 Searing Spear
-1 Mizzium Mortars
-2 Pillar of Flame
-1 Supreme Verdict
+1 Renounce the Guilds
+1 Turn and Burn
+1 Oblivion Ring
+1 Cavern of Souls
+2 Negate
+1 Counterflux
+1 Aetherling
I can also see keepin in the verdict. I would really like to find one more slot in the main or sb for a card that is good in the control-matchup.
Oh, and I cut a Dissipate for a Rewind.
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Flash is currently the closest the format has to a consistent control deck. While I would not say it is stronger, I would say that it caters to a slightly different crowd as well as player type than UWR Midrange.
The gentleman who made it to the top 8 today was running a UWR Midrange list which for some reason was called UWR Flash. I cannot for the life of me figure that one out.
4 Snapcaster Mage
4 Geist of Saint Traft
4 Boros Reckoner
3 Restoration Angel
2 Aurelia, the Warleader
Removal - 6
2 Turn // Burn
2 Pillar of Flame
2 Searing Spear
3 Azorius Charm
3 Unsummon
Counter Magic - 4
1 Dissipate
1 Essence Scatter
2 Syncopate
Planeswalkers - 2
2 Ral Zarek
Lands - 25
2 Slayers' Stronghold
4 Sacred Foundry
4 Hallowed Fountain
4 Steam Vents
4 Glacial Fortress
4 Sulfur Falls
3 Clifftop Retreat
Thoughts? I have really enjoyed running both GoST and Reckoner to increase threat density. Ral has also turned out to be great. 4 Snap may be too many, I am thinking about dropping 1 snap to add a 3rd Ral. Also Aurelia could very easily be thundermaw
I can see cutting a snappy and something else for 2 boros charms. The extra reach in your deck isn't unwanted, and sometimes you just need to infinite life FTW...
Reckoner is in play
Cast Boros charm choose indestructible
Cast azorius charm choose life link
Izzet charm/burn/pillar reckoner to dmg him, reckoners ability triggers target reckoner with his own ability and gain life equal to the dmg retrigger his ability, re target gain more life continue until you feel like you have enough life redirect the dmg to your opp. That's how it works in a nut shell
--Laboratory notes, final entry
4 Delver of Secrets
3 Auger of Bolas
4 Snapcaster Mage
2 Azourious Charm
1 Boros Charm
2 Izzet Charm
3 Searing Spear
1 Warleaders Helix
2 Turn//Burn
2 Blasphemous Act
3 Blast of Genius
2 Catch//Release
1 Harvest Pyre
1 Sphinx Revelation
2 Caravan of Souls
1 Mourland Haunt
3 Cliftop Retreat
2 Mountains
2 Izzet Guild Gate
1 Glacial Fortress
4 Hallowed Fountain
4 Steam Vents
4 Sulfur Falls
2 Thundermaw Hellkite
2 Dispel
2 Counterflux
2 Supreme Verdict
3 Pillar of Flame
1 Physic Sprial
3 Clone
The idea is to grind out damage and just kill them on turn 6 with Blast of Genious. I like the idea of having the "Opps I win" approach. Now I just need to fine tone the numbers. Id like to fit a Runechanter's pike somewhere but I don't know if it is needed. Thoughts?
I want to try Aetherling, but It doesnt fit in this style deck, thats a Control deck finsiher. In this deck, I want to kill them with Aurelia double combat steps NOW, not grind it out with Aetherling.
I've also been messing around with Blasphemous Act out of the sideboard as an "Oops, I win" card with Reckoner. It also should play well with Blast of Genius if you are running it, though I have not tested that yet.
Side note: t3 Geist -> t4 Ral (bolts a blocker) >-t5 Thundermaw + ral bolts player is a hilarious way to end a Game 3 out of nowhere.
It was played into an otherwise empty board. Ral removed his only creature and he had played Olivia afterwards. I think killing his T1 mana dork with Burn (I was on the play) had caused him to stumble pretty hard.
Game went:
T1: Land (me)
T1: Land, arbor elf
T2: Land, Burn the elf
T2: Land
T3: Land, GoST
T3: Land, Vampire Nighthawk
T4: Land, Ral, kill Nighthawk and swing for 6
T4: Land, Olivia Voldaren
T5: Land, Thundermaw Hellkite (taps Olivia), Swing for 11, Bolt from Ral
This..
I've been playing flash since it's 1st appearance in Adam Prosak's list where in 23 lands, 2x Sphinx Rev is its back bone. I also feel a clunky land drops with this, as they
I've been following Gerry's iterations, especially this reckoner pyre deck which is very good on a field where theres not much of Abrupt Decays. Then before I set back to a reckoner pyre, I saw a permission heavy flash featuring Aurelia, the Warleader.
These are all playing 25 lands with 3x Revelations for a to-be-control deck. But whenever I play against esper, i always outlanded by it, and also by Jund. I notice that while 25 is really lesser than 26, using Augur and Scour somehow alters the land drop consistency. Exclude the augur since esper is using it too. while bant is ramping at the back of Farseek.
I can't argue more that it really works, its been a deck since flash appeared. But regarding those crucial land drops when I needed them, I feel like my deck is stopping to spit lands after around 3-4 lands occasionally with cantrips that I have.
I maybe just overlooking into something.
Only being to bolov0 with Bg Control.
25 lands
4 hallowed Fountain
4 Steam Vents
2 Sacred Foundry
2 Island
4 Clifftop Retreat
4 Sulfur Falls
4 Glacial Fortress
1 Desolate Lighthouse
10 Creatures
1 Angel of Serenity
3 Restoration Angel
3 Augur of Bolas
3 Snapcaster Mage
25 other spells
1 Rewind
1 Essence Scatter
2 Dissipate
2 Syncopate
2 Pillar of Flame
2 Searing Spear
2 Turn/Burn
1 Warleader's Helix
4 Azorius Charm
3 Sphinx's Revelation
3 Think Twice
1 Supreme Verdict
1 Assemble the Legion
Sideboard (subject to change):
1 Supreme Verdict
2 Izzet Staticaster
1 Turn/Burn
2 Clone
1 Assemble the Legion
2 Negate
2 Dispel
1 Pillar of Flame
1 Renounce the Guilds
2 Detention Sphere
Notes:
- Junk Rites is declining in popularity in the MTGO metagame (only played it once in the last few days). So if Junk Rites see an increase in popularity, UWR flash loses ground since the match up is bad, even if you tune UWR to beat Junk Rites.
- Supreme Verdict is usually ranges from OK to uncastable since most variations of UWR play more creatures now. And most creatures are immune to wrath effects or trade for it 1 for 1(Thragtusk, Huntmaster, Falkenrath Aristocrat, haste creatures, etc).
- Warleader's Helix is a bit clunky with its mana cost. But its good at gaining you life against RDW, killing Sire of Insanity, killing planeswalkers, killing Sire of Insanity, killing Restoration Angel and killing Sire of Insanity.
- That being said, might be worth it to cut Supreme Verdicts for more Warleader's Helix.
- Counterspells are fine even with every deck playing Cavern of Souls. Most of the metagame is 3 color midrange, so not all of their creatures are uncounterable.
- Being mana screwed is ok, but its important to not panic when it happens. If you sideboard correctly, you can hold off the opponent on only 4 lands. Which means not over-sideboarding 4+ drops.
-
Modern:
Something new every week
Legacy:
Something new everyweek
I'm playing a list very similar to yours there.
1 AEtherling
3 Restoration Angel
3 Snapcaster Mage
2 Augur of Bolas
SPELLS:
1 Assemble The Legion
3 Azorius Charm
3 Think Twice
3 Sphinx's Revelation
3 Pillar of Flame
2 Searing Spear
2 Turn/Burn
2 Warleader's Helix
2 Dissipate
2 Syncopate
2 Essence Scatter
1 Rewind
1 Assemble The Legion
3 Izzet Staticaster
2 Negate
2 Dispel
1 Pillar of Flame
2 Supreme Verdict
2 Detention Sphere
1 Renouce The Guilds
1 Turn/Burn
I'm going to be running it at FNM tomorrow. Ill post the results afterwards and any changes I'd make. What are your thoughts on the deck?
I think you have too many counterspells, and you're correct in wanting a blend of spells, but between the lack of Augur's, and Thought Scours, I don't know if you will be able to see enough of you're deck quickly enough to benifit from the card selection. I also think you're leaning towards a more control heavy route, and would want to find a way to squeeze in another land and 2-3 supreme verdicts.
I could also be wrong, I've been doing horribly lately.
I also like the idea of a single mizzium mortars to work as removal in the lategame, as well as a onesided wrath in the late-game. I also have been finding that verdict is getting worse.
Renounce the Guild and Supreme Verdict, or just race with Reckonor and Helix Azorius Charm Life gain and hope to close with Aurelia or Thundermaw on 5/6.
I have 1 Renounce and 1 Verdict in my 75. I also run Blasphemous Acts in my 75 so that also helps to steal games/kill Hexproof. I probably should run more soon with the new m14 changes but
until July 24, you use clone to legendary rule geist.
I will probably play more renounce come the rules change, it just sucks it also kills our reckonors.
Also try to lean towards more syncopates and essence scatters than dissipates and rewinds.
P.S. my list is in my signature for reference. I'm not gonna say I have easy time with Bant Hexproof but I am very confident against it.
Auras can be very frustrating. I have yet to decide still on my board since I'm packing only 1 Renounce the Guilds in my SB as of yet. I may consider upping it 1 more if I find a place as it is still tight on my list. Pre-DGM, I can say that I'm not ready on this type of archetype. Now that it's becoming real, and Clone will decrease its efficiency due to M14's new Legend rule.
4 sulfur falls
4 sacred foundry
4 hallowed fountain
4 steam vents
3 clifftop retreat
1 desolate lighthouse
1 plains
1 island
2 snapcaster mage
1 aetherling
1 detention sphere
1 assemble the legions
1 jace, architect of thought
1 tamiyo, the moon sage
4 sphinx's revelation
3 supreme verdict
3 azorius charm
2 searing spear
2 warleader's helix
2 pillar of flame
2 dissipate
1 syncopate
2 turn/burn
1 terminus
1 essence scatter
1 mizzium mortars
1 aetherling
2 renounce the guilds
1 oblivion ring
1 turn/burn
2 negate
1 jace, memory adept
3 clone
2 terminus
2 pillar of flame
obviously, the deck made short work of all the aggro decks in the field. I didn't get to see it face off against any real midrange decks other than the GW deck in the top 8. Still, it feels like turn/burn and aetherling gave UWR a fresh breath of life that the deck really needed.
I've tested the deck for a few matches online and it seems legit. Played it against junk aristocrats and junk reanimator and won both matches. Didn't miss restoration angel at all really. Jace, architect of thought does great work against any kind of lingering souls deck and it's awesome to have renounce the guilds as a real answer to something like obzedat.
Modern:
Twinning End
Commander:
Mayael the Anema
What I did is 4 Azorius Charm, 2 Think Twice instead of the original 3/3 split. Aetherling maybe a bit too heavy in two-ofs if they have cards like Assemble the Legion, but can actually swap them between MD and SB. I'm not sure also of the manabase if I will be using the 12 duals setup. I naturally cut it to 10 and just go for 12 check lands, and couple of Islands for cards like Aetherling. Anyways, the config can be customize as long as it it's mana base is not clunky, the answers remain cheap, and wincons are sufficient enough to end games effectively.
1 Aurelia, the Warleader
4 Boros Reckoner
1 Gisela, Blade of Goldnight
3 Snapcaster Mage
2 Chandra, the Firebrand
1 Jace, Architect of Thought
2 Assemble the Legion
3 Azorius Charm
1 Counterflux
2 Dissipate
1 Pillar of Flame
1 Rewind
3 Searing Spear
3 Sphinx's Revelation
1 Supreme Verdict
1 Syncopate
2 Terminus
2 Turn // Burn
2 Warleader's Helix
1 Desolate Lighthouse
4 Glacial Fortress
3 Hallowed Fountain
1 Island
4 Sacred Foundry
1 Slayers' Stronghold
4 Steam Vents
3 Sulfur Falls
1 AEtherling
1 Azorius Charm
1 Counterflux
1 Cyclonic Rift
1 Detention Sphere
2 Izzet Staticaster
2 Negate
2 Nevermore
1 Pillar of Flame
1 Rest in Peace
1 Supreme Verdict
1 Turn // Burn
How do you manage to hit your land drops consistently? I struggle with 25 or 26 and you're playing 24 with no think twice, or thoughtscour and you have a 7 drop and a lot of 4/5 drops.
I like your list but you my god you must be skilled at drawing XD. I get so mana screwed so often if I play 24 in any kind of control deck..
I really like the deck, I'm actually more worried about the aggro matchup's now that there's less early stuff like augurs and reckoners. I also don't have staticaster in the SB anymore. It kinda worries me that when I watch the coverage, the pilot seems to be making a lot of sub-optimal plays, and his opponnents seem to always have to mulligan. I can't judge his skill level, and so I'm unsure where I can and cannot make changes. Here's the list I'm running for comparison, though I would like to get more games in before I start thinking about heavy changes.
2 Snapcaster Mage
1 Assemble the Legion
1 Aetherling
1 Tamiyo, the Moon Sage
1 Jace, Architect of Thought
4 Azorius Charm
3 Think Twice
3 Sphinx's Revelation
2 Searing Spear
1 Mizzium Mortars
2 Pillar of Flame
2 Turn
2 Warleader's Helix
1 Detention Sphere
1 Essence Scatter
1 Dissipate
1 Rewind
2 Supreme Verdict
2 Terminus
4 Hallowed Fountain
4 Glacial Fortress
4 Steam Vents
4 Sulfur Falls
3 Sacred Foundry
3 Clifftop Retreat
2 Island
1 Cavern of Souls
1 Desolate Lighthouse
3 Clone
1 Terminus
2 Pillar of Flame
1 Turn
2 Renounce the Guilds
1 Counterflux
2 Negate
1 Aetherling
1 Cavern of Souls
1 Oblivion Ring
So far the only changes I've made are cutting a verdict for another terminus in the main, and putting a flux in the sb. I cut Jace from the SB in favor of a cavern of souls, mostly cause they're both for control match-ups, and Jace isn't even that good anymore (Aetherling seems to be where it's at). Anything else, Tamiyo does similar enough for a 5-drop walker. I also still don't know how I feel about the Assemble the Legion in the main. It's been good, and I've played with it a lot since it was released, and it's won me a lot of games, but I'm still not sold. I'm still not sure if I know the deck enough to cut it. The 4rth Revelation turned into an azorius charm, just cause my friend was borrowing my 4rth Rev, and I still don't feel the need to put in the 4rth. Between Jace and Tamiyo, and cards like Aetherling and Assemble, games where you don't draw revelation, aren't even that back-breaking anymore. Sometimes terminus, followed up by Aetherling is completely fine. I can also see going down to 1 snapcaster, because he does very little in the early game, and you have so much burn anyways. But late-game he buys back your revelation or turn etc. Still one would seem fine. I'm also worried that this deck has so much stuff that isn't useful in the control match-up.
Atm cards I WANT to cut for say an esper-matchup:
2 Terminus
2 Searing Spear
1 Mizzium Mortars
2 Pillar of Flame
2 Supreme Verdict
2 Turn and Burn
2 Warleader's Helix
1 Essence Scatter
This is in order from most likely to least likely.
I have these options to bring in (Least likely to most):
2 Renounce the Guilds
1 Turn and Burn
1 Oblivion Ring
1 Cavern of Souls
2 Negate
1 Counterflux
1 Aetherling
So essence scatter at least hits maybe aetherling, snappy, or resto, Warleader's helix can at least kill a Jace or Dome them. And turn can burn or kill an Aetherling. And renounce can maybe hit detention sphere or Assemble in the Uwr Match-up.
So I'm thinking:
-2 Terminus
-2 Searing Spear
-1 Mizzium Mortars
-2 Pillar of Flame
-1 Supreme Verdict
+1 Renounce the Guilds
+1 Turn and Burn
+1 Oblivion Ring
+1 Cavern of Souls
+2 Negate
+1 Counterflux
+1 Aetherling
I can also see keepin in the verdict. I would really like to find one more slot in the main or sb for a card that is good in the control-matchup.
Oh, and I cut a Dissipate for a Rewind.