With the spoiling of Dig Through Time, I believe it is possible to craft the classic "draw-go" deck once more.
The entire point of a draw-go deck is to use instant speed draw/deck manipulation to always have an answer to your opponent's threats.
Below is the rough outline of my starting deck. Any suggestions are welcomed and appreciated!
Jeskai Ascendancy while probably best in an agro shell feels like it could play as a fifth JacetLG, guess the question is how good is loot for this deck. If nothing else you have plenty of enablers.
Taigam's Scheming might be really useful in the mirror, if that ever becomes a thing, but do you think it could help you set up your lock against agro earlier than JacetLG. Then again while it is a powerful spell it doesn't in anyway advance the board so it might be better to avoid it for more action instead.
Jeskai Ascendancy while probably best in an agro shell feels like it could play as a fifth JacetLG, guess the question is how good is loot for this deck. If nothing else you have plenty of enablers.
Taigam's Scheming might be really useful in the mirror, if that ever becomes a thing, but do you think it could help you set up your lock against agro earlier than JacetLG. Then again while it is a powerful spell it doesn't in anyway advance the board so it might be better to avoid it for more action instead.
I agree with both those comments. That's why at the moment I am experimenting with Magma Jet. Alot of UWr control varients do not run this card, but I feel like in a "draw-go" style deck its crucial. Deals with early aggro threats and sets up your future draws.
Taigam's Scheming is something I want to play. But not only does it not set up your board state, its also a sorcery. I wish it was an instant
The list i have posted in the new card discussion area is pretty much draw go until i play a board wipe or a walker. I have 2 Magma Jet's listed in my updated Sideboard. The reason they are not main deck in this meta is that Midrange is currently shaping up to be a bigger part of the meta than aggro. Mainly because every midrange deck has the tools to fight off aggro. I could be calling the meta wrong and jet's should be main, how ever currently they are onyl effective against the 3-4 diff aggro decks running around while almost completely dead against every midragne deck, and game 1 against control they do little more than dig.
In my testing Jace just seems too weak in too many match ups, he is lack luster against the Temur tempo decks, completely dead against aggro, most midrange decks can either out right kill him or just ignore him.
Prognostic Sphinx is another card that is playable against midrange but most of the time it is simply too slow while aggro will go straight through it. On the upside it does block Sarkhan and an unmonstrous Stormbreath.
keep in mind this is just my .02 cents from testing
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"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 point of Draw-Go is to play everything with flash or at instant speed. Give Surrak Dragonclaw a shot as a win-con. Your card advantage and removal should all be instants, have flash, or cost three or less. Keep in mind, costing three allows you to play it turn seven. Not turn three.
I'm sorry for the lack of specific card choices. That's just the concept as I remember it. You never tap mana until they do. Good luck! I think you're probably right.
If you want to play draw go I would play way more draw spells. Cram as much as you can in. Jace's Ingenuity, steam augury and weave fate are fine cards.
Also Nullify seems good and depending on the meta you can maindeck negates.
Dig Through Time is sick but you might want to only play like 2 unless you think you can play enough spells to delve it often.
The entire point of a draw-go deck is to use instant speed draw/deck manipulation to always have an answer to your opponent's threats.
Below is the rough outline of my starting deck. Any suggestions are welcomed and appreciated!
4 lightning strike
4 Jace, the Living Guildpact
4 Dig Through Time
4 Magma Jet
4 End Hostilities
2 Elspeth, Sun's Champion
2 Prognostic Sphinx
4 dissolve
2 Sarkhan, the Dragonspeaker
2 Banishing Light
2 disdainful stroke
2 Anger of the Gods
2 Deicide
1 Fated Retribution
4 negate
4 last breath
2 disdainful stroke
Note: this deck needs alot of work. Just in the rough stages.
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Taigam's Scheming might be really useful in the mirror, if that ever becomes a thing, but do you think it could help you set up your lock against agro earlier than JacetLG. Then again while it is a powerful spell it doesn't in anyway advance the board so it might be better to avoid it for more action instead.
I agree with both those comments. That's why at the moment I am experimenting with Magma Jet. Alot of UWr control varients do not run this card, but I feel like in a "draw-go" style deck its crucial. Deals with early aggro threats and sets up your future draws.
Taigam's Scheming is something I want to play. But not only does it not set up your board state, its also a sorcery. I wish it was an instant
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
In my testing Jace just seems too weak in too many match ups, he is lack luster against the Temur tempo decks, completely dead against aggro, most midrange decks can either out right kill him or just ignore him.
Prognostic Sphinx is another card that is playable against midrange but most of the time it is simply too slow while aggro will go straight through it. On the upside it does block Sarkhan and an unmonstrous Stormbreath.
keep in mind this is just my .02 cents from testing
--Laboratory notes, final entry
I'm sorry for the lack of specific card choices. That's just the concept as I remember it. You never tap mana until they do. Good luck! I think you're probably right.
Also Nullify seems good and depending on the meta you can maindeck negates.
Dig Through Time is sick but you might want to only play like 2 unless you think you can play enough spells to delve it often.
And finally for silly suggestions: pearl lake ancient, fleetfeather cockatrice as potential finishers