Yes jace does die to aggro, but isnt that y u r running things like pyroclasm, and fallout?
It just seems like jace provides soo much versatility in this deck.
Personally I run 2 snare and 3 twincast. It seems to work most of the time.
sign in blood did really well in this deck on MWS.
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that was my set up at first as well, but since some people have started playing counterspells again, I like having 4 twincasts. but in an undefined meta, I'd definatily advice everyone to go 2 snare/3 twincast
Why would you up the count of twincasts in a meta with counterspells? You realize if they counter the runeflare trap your twincast fizzles right?
I agree that twincast is a worse trapmakers snare in that it costs 1 more, but the difference is that trapmakers snare can also get whiplash trap, or lethargy trap as well as letting me pay the mana up front... so on turn 3, when I was sitting with open mana to bounce creatures, I can trapmakers snare at EOT and have more mana next turn....
It seems its all a matter of preference, but usually it seems to me either your drawing enough cards to win without twincast or your not drawing enough even with twincast
The one thing I will miss is twincasted whiplash trap, but oh well That game will always please me
Why would you up the count of twincasts in a meta with counterspells? You realize if they counter the runeflare trap your twincast fizzles right?
Twincast is good because you can use it AS a counterspell, against other counterspells. Yes, you probably don't want to get your Runeflare countered when you have twincast targetting the Runeflare, because twincast will fizzle.
This is the build I just made top 4 and 4-way split with at our 20 person FNM.
Played against RDW, Jund, Boros, Summing Trap deck, and black/blue cycle-Crypt in top 8.
Milled Jund in game 2 after they got a lucky turn 4 thought hemorrhage, by just controlling the rest of the game with bounce and burn. Lost to boros only because I never saw a Pyroclasm in game 2 and just got mana screwed both games anyway. Easy wins against the other decks. The Crypt matchup is somewhat tough, because they will win all at once when they crab-mill themselves a ton of black creatures into their yard, but I can usually get Runeflare off first, and they have no instants to dump in response. All they can do is cycle cards generally.
What would be the most cuttable cards to add 3 Manabarbs to the sideboard? I'm starting to think it could help a lot against certain decks.
I'm leaning towards either 1 Pyroclasm + 2 Double Negative, or maybe the 3 Dragon's Claw.
The claws help a ton against RDW and Jund and Boros, while the Double Negatives are really just used against the control decks that Manabarbs might hurt the most.
Dragon Claw's are needed for the red matchup or its COMPLETELY unwinnable so you cant cut that unless you want to just scoop to red...
I would cut double negative and a negate since they are basically for control and thats what manabarbs is for...? I honestly dont know why you would want to put in manabarbs though, life totals become very close in most matchups, so even taking the 4-5 damage to kill them might be too much
Well, against Jund, I need both Negate and Spell Pierce to try to fend off Pulse, Hemorrhage, and even Duress at times. Against a really slow control deck that doesn't do much except play a 6 or 7 cost spell like the shroud Sphinx or Cruel, you want a lot of counterspells since all the bounce is useless. I think that barbs would also be good against both that and even Jund, since they have to tap a lot of mana to play their big finishing spells. Against Jund, it makes unsummoning even a Bloodbraid good, if they lose 4 life to play it each time.
I don't know what build you are playing, but I generally either end the game at 20 life, or 0. 25 1-drops and 11 2-drops ensures that normally I bounce or kill everything the turn it comes out until I set up a 2x or 3x runeflare kill.
Against Jund, playing a barbs out and being able to still play spell pierce/negate to avoid it or a Font/Mine getting Pulsed means that every spell they try to play hurts them enough to the point that it probably only takes 1 runeflare to kill them, all while only costing you 1 life to unsummon whatever they just played. Plus, if they play nothing, they get milled eventually.
As I posted a few posts back, I won at the last FNM against Jund where one of the games in the match, they resolved a turn 4 Thought Hemorrhage naming Runeflare. Thanks to dragon's claw, I gained enough life here and there to negate any bolts and blightning damage they could get through, all while whiplash/unsummoning anything they played. In the end, we were drawing 8 cards per turn, and they ran out first.
i've been testing this on modo recently and it seems that it seems to have a fast enough clock to go off fairly consistently on t5-6. but i have gotten a few t4 kills off a turn 2 mine and after the mine trigger play a call to heel into double runeflare. can't deny that when you win, you win. i was wondering what the general opinion is on kraken hatchling because it definitely slows down boros, which is arguably the worst matchup. plus its out of bolt range.
i'm going to try the dragon's claw idea to help against boros and rdw. it actually seems fairly solid. my build is running 4 snares, which greatly help with the consistency of getting that t5 kill.
vamps seems to be a problem as well, since duress hits everything. and also vamps are beginning to run md mind rot to fight jund, so that gives us a bit more of a problem. that and if they get nocturnus to stick and a nonland on top, we can almost scoop. that and tendrils, bloodwitch, and nighthawk's lifegain can give some problems as well.
i'm going to do some more testing today and tomorrow and have my friend take it to fnm this week.
I've been playing with Runeflare combo and having very good luck with a BR discard/prison variant. I am curious whether anyone running this UR list is at all concerned about win con redundancy? A resolved Thought Hemorrhage, Sadistic Sacrament or well-placed Haunting Echoes could be a real pounding.
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Playing: UB Infect or whatever Ali Aintrazi brews in Standard, Reanimator in Legacy and not playing Fail Format.
I run through those pages and found something I've already started thinking when facing this deck: why no Pyromancer Ascension? I mean, this deck can play a lot of cheap redundant spell, like Archive Traps, Ponder, Angelsong, the discounted traps, even Lightning Bolt. And u got also powerful effects to be forked, like Runeflare itself, or the tutoring, or even Time Warp if u find a place for it.. Anyone else has tried Pyromancer Ascension (maybe instead of Twincast)?
It's just not worth the slot to set it up. It takes too long to get going and you just don't need it. Time warp is also a card that just should not be in this deck. Way to expensive and no point to it.
On a related note, my friend recently took a Bloodchief Ascension deck to FNM and said the worst card in the deck was Bloodchief Ascension. Basically, the other cheap red and black spells did more on their own to the point where he is just cutting Bloodchief for a spell that does something more immediate.
Anyone thought of attempting R/W/U? My friend and I were thinking adding white to get Ajani Vengent, and keep stuff at bay with the first ability. Also, I couldn't think of a card that maybe bounces pernaments out of standard.
Okay, I ran this at the most recent FNM. Out of twenty-something people, it went to top 8 and lost. I don't have my cards on me at the moment, but I'll recall the deck best I can.
Game 1: (Esper Mill)
Severely annoying matchup. Severely. We both spend the first few turns building up mana and cards off of my Mine. He Mind Funeral's me, but I go off the next turn with Trap, Trap, Twincast. Game two, I am severely punished for using Trapmaker's Snare with triple Archive Trap. Needless to say, it's 1-1. He wins next round with double Archive Trap then a Mind Funeral.
Round: Loss 1-2
Match: 0-1
Game 2: (Esper Control)
More Esper? Seriously? Jesus... We both spend a while drawing and he presumes I'm playing Turbofog. He feels awkward when I show him triple Runeflare Trap. Game two, he sides in Tidehollow Scullers... These make my day a little difficult when he takes my Traps, but Pyroclasm were excellent for getting rid of the annoying zombies. I get out two Fonts and three Mines, allowing me time to build up what I consider to be an uncounterable barrage of spells. Then, I go for it. Here was the exact play...
-He draws 8 from the artifacts.
-I Twincast a Runeflare Trap.
-He Negates the Trap.
-I Twincast the Negate.
-He Negates the Twincast.
-I Twincast the Negate.
-He Negates the Twincast.
-I show him two more Runeflare Traps.
Exciting end to a fun game.
Round: 2-0
Match: 1-1
Round 3: (Grixis Vampires)
It was an interesting build, featuring classic vampires with annoying things like Blightning and Lightning Bolt. He started strong with turn 1 Lacerator, but his turn 3 Blightning was hit with my Swerve. That severely hurt his groove, allowing me to easily sweep with Trap and Twincast. For this game, I board in the Call to Heel and Flashfreezes- I quickly found that the Flashfreezes weren't the right call. He plays no red spells at all, leaving me with a few Flashfreezes in hand. Nocturnus hits the board a few times, but is hit with Call to Heel or Into the Roil very quickly. I win with two Runeflare Traps and a Twincast.
Round: 2-0
Match: 2-1
Quarter Finals: Ranked 6th in Top 8
Round 4: (G/W/B Rock)
His turn 1 featured land, Noble Hierarch. Planning to screw his mana, I Pyroclasm it. His turn 2 is a Lotus Cobra. I Pyroclasm it. His turn 3 is a Lotus Cobra. I bolt it. He is mana screwed, even with help from the Mines, and I win with Trap, Twincast, Twincast. He sideboards and comes out quickly with a Lotus Cobra I can't answer. He Harrow ramps with it and hits Baneslayer Angel. I begin to draw into answers just in time thanks to my Mine. Call to Heel sends her back, but then, he plays the card that crushes me... Acidic Slime. He uses it to destroy my Mine, robbing me of card advantage I needed. I am eventually beaten by Great Sable Stag. Game three, I see how powerful his green is, so I side in Flashfreeze. I am forced to mulligan to five, but it gives me a juicy hand: If I recall correctly, it was Crumbling Necropolis, Mountain, Howling Mine, Runeflare Trap, Ponder. The Mine is only active long enough to let me draw once, then he ramps to Acidic Slime, wastes the Mine, and not once in the game do I draw into a Flashfreeze. I bounce the eventual Baneslayer for a few turns, but eventually, her lifelink outdoes any chance I had of burning him out with traps, and I concede.
MVP Cards:
-Swerve: Unbelievable. There's nothing like Swerving a Blightning right back at the caster.
-Earthquake. I didn't wind up using it for creature removal too much. The damage to player often set me up for the Runeflare kill.
Depressing Cards:
-Whiplash Trap. Didn't do much for me...
-Flashfreeze. I know, it's sooooo good... but I never drew into it when it was needed.
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"If all the world's a stage, then I'm the temperamental actor refusing to leave his trailer until his ridiculous demands are met." ~Me UBR - Grixis Control UB - Faeries G - Eldrazi U - Surge Node Control RU - Dragonstorm
EDH: G - Vorinclex, Voice of Hunger
Key is remembering tactical use of shades. If you must double-bolt a Rhox War Monk, for instance, the phrase "I guess this time <puts on shades> lightning DID strike twice."
well burn and draw usually go along well together, but it helps even more ifthe other person is the one playing the howling mine/font of mythos.
I'll try a little build tonight, but i think we lack just one thing: cheap efficient burn.
right now our cheap burn would be:
4 lightning bolt
4 burst lightning
4 runeflare trap (which needs the draw to be considered 'cheap')
we can use some sweepers like earthquake and falout to not die and still do damage so that we don't waste any turns.
I think a monored deck would love to include about 3 valakut, the molten pinnacle (normally 4, but in a deck with 8 repeatable draw effects, we'll see one eventually, it's a finisher either way). the other auto include in my opinion would be quest for pure flame. it will alwyas get it's 4 counters, even when played on T3-4.
but then we start running out of options.
we have punishing fire, but that isn't really cost-efficient. different story if they play a bit of lifegain like soul warden or the like
they can never play a creature again
other options: resounding thunder -> no, we're not in jund colors and 3 for 3 is not good enough. Quenchable fire -> this could be worth it, after all, how many people you know are playing blue right now? spire barrage -> I might be crazy enough to play one or two, but i think quenchable fire is more cost efficient and multiple valakut's don't screw you. unstable footing -> costs you 5 to deal 5, at least spire barrage had the possibility to deal more. only playable if you're expecting everyone to play safe passage to combat your strategy.
I'll try to mix and match some of these into a playable deck, but i really think having the extra color (U/W) over more burn is better for your winning options against most decks.
Hellspark Elemental could serve as a burn spell. We'd probably play enough sweepers anyways to give it room to run through. That goes for the other "attack and sac" critters, but I wouldn't use many others beyond Ball Lightning. I'll probably try building a version soon, though I have a feeling that a burn deck without the draw mechanism might ultimately prove to be better. >.<
I'm probably running Jacerator at States and I was poking around the WOTC main site and I found a Jacerator list from a MTGO tourney (I'll post the list if need be but jsut go to decks of the week and you'll find it) that ran the Jacerator shell plus 3 Mountains and Runeflare trap.
I have some thoughts/questions and I am by no means and expert on this deck though I often play decks like it.
-I like the first deck on the OP. I like Jace, maybe because I just completed my set of book art promos but he's generally good in any control list. Not having fogs hurts, though.
-This makes me thing that RWU is the way to go. Maybe it's too cumbersome but why not MD Archive and Runeflare.
-I love Intimidation Bolt (I miss my Swans deck . . .) but I don't know if it's MD-able.
-How many Trapmaker's Snares, if any, are correct? Are they worth it when you'lll draw into Runeflare eventually?
What about 4 etherium sculptors with 8 or any color obelisk. I would open your color options, and give you crazy mana advantage virtually for free if you have sculptors in play. It would also make your font and mines cheaper.
Alright, so i've read through all your builds and you all have one common problem
you're all playing to NOT lose, you must play to WIN(those are two different concepts
The elegance behind runeflare trap is it's a card that makes you WIN, when you run earthquakes, and pyroclasm MB you're only taking away from your deck, its not meant to be a mid or long range deck, your average win SHOULD be turn 5, latest turn 6(if you go to turn 7, you got a bad hand).
My build that hasn't lost(I haven't playtest raped the hell out of it like i normally would, I'm actually doing that tonight, i'll post the results later, yes i have actually playtested it though):
I want to race, and I usually win, with trapmaker's snare, Fabricate, and Ponder I fetch my godhand, lethargy trap is MB for the swarming eenie meenie's, but once I get the mines and/or fonts out, and trap/twincast in my hand, fabricate and the snare become discard fodder or win-moar cards, bolt is there to deal those crucial last few damage, or remove a pesky creature from the board, I don't worry about BSA or Spinx of jwar isle, cause I usually have the game by the time they come out.
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Putrid leech's flavour text should really say "I'm not your av-er-age bear!"
Ken:
You're running Bloodbraid Elf and you're running Blightning! you sir, are running Jund
I play something similar but it is red black instead. The deck uses a few combos other then just runeflare trap. It plays megrim, underworld dreams, burning inquiry and Chandra Ablaze. I've been able to outpace even aggro decks with it since the combo can go off quickly and painfully.
Megrim + Burning Inquiry=Six damage
Underworld Dreams + Burning Inquiry=Three damage
Megrim + Chandra=Sometimes a ton of damage
Underwold Dreams + Chandra=Three damage.
It has a lot of damage potential with only two card combos. Add in the howling mines and fonts to get more card advantage with either dreams to hurt them or megrim since they can't play everything and things get nutty quick. Runeflare is in a small amount in the deck as mainly a quick finisher.
lol yeah I had something like that i just found winning on turn 4 at best is awesome turn 5 is the norm. how long does your deck take to finish off your opponents? at wrost i can do it by turn 7. which is silly awesome...
sideboarding is the big key for this deck, game two you sort of have to know your cards well enought to know what the best decks in the format are going to play post sideboard.
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It just seems like jace provides soo much versatility in this deck.
Personally I run 2 snare and 3 twincast. It seems to work most of the time.
Ponder!!! OMG how could I have forgotten Ponder?!
Props to Mchief111 for the sweet sig.
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Why would you up the count of twincasts in a meta with counterspells? You realize if they counter the runeflare trap your twincast fizzles right?
I agree that twincast is a worse trapmakers snare in that it costs 1 more, but the difference is that trapmakers snare can also get whiplash trap, or lethargy trap as well as letting me pay the mana up front... so on turn 3, when I was sitting with open mana to bounce creatures, I can trapmakers snare at EOT and have more mana next turn....
It seems its all a matter of preference, but usually it seems to me either your drawing enough cards to win without twincast or your not drawing enough even with twincast
The one thing I will miss is twincasted whiplash trap, but oh well That game will always please me
Twincast is good because you can use it AS a counterspell, against other counterspells. Yes, you probably don't want to get your Runeflare countered when you have twincast targetting the Runeflare, because twincast will fizzle.
7 Mountain
4 Scalding Tarn
4 Howling Mine
4 Font of Mythos
4 Runeflare Trap
2 Twincast
2 Trapmaker's Snare
4 Ponder
4 Lightning Bolt
3 Burst Lightning
4 Unsummon
3 Into the Roil
3 Whiplash Trap
3 Spell Pierce
4 Pyroclasm
3 Negate
2 Double Negative
3 Essence Scatter
3 Dragon's Claw
This is the build I just made top 4 and 4-way split with at our 20 person FNM.
Played against RDW, Jund, Boros, Summing Trap deck, and black/blue cycle-Crypt in top 8.
Milled Jund in game 2 after they got a lucky turn 4 thought hemorrhage, by just controlling the rest of the game with bounce and burn. Lost to boros only because I never saw a Pyroclasm in game 2 and just got mana screwed both games anyway. Easy wins against the other decks. The Crypt matchup is somewhat tough, because they will win all at once when they crab-mill themselves a ton of black creatures into their yard, but I can usually get Runeflare off first, and they have no instants to dump in response. All they can do is cycle cards generally.
you just wait for them to go all out and whiplash / unsummon the extractor demons and then lethargy trap and take 0 dmg
Also unless they get a perfect draw we can just out speed them from what ive seen
4 Pyroclasm
3 Negate
2 Double Negative
3 Essence Scatter
3 Dragon's Claw
What would be the most cuttable cards to add 3 Manabarbs to the sideboard? I'm starting to think it could help a lot against certain decks.
I'm leaning towards either 1 Pyroclasm + 2 Double Negative, or maybe the 3 Dragon's Claw.
The claws help a ton against RDW and Jund and Boros, while the Double Negatives are really just used against the control decks that Manabarbs might hurt the most.
I would cut double negative and a negate since they are basically for control and thats what manabarbs is for...? I honestly dont know why you would want to put in manabarbs though, life totals become very close in most matchups, so even taking the 4-5 damage to kill them might be too much
I don't know what build you are playing, but I generally either end the game at 20 life, or 0. 25 1-drops and 11 2-drops ensures that normally I bounce or kill everything the turn it comes out until I set up a 2x or 3x runeflare kill.
Against Jund, playing a barbs out and being able to still play spell pierce/negate to avoid it or a Font/Mine getting Pulsed means that every spell they try to play hurts them enough to the point that it probably only takes 1 runeflare to kill them, all while only costing you 1 life to unsummon whatever they just played. Plus, if they play nothing, they get milled eventually.
As I posted a few posts back, I won at the last FNM against Jund where one of the games in the match, they resolved a turn 4 Thought Hemorrhage naming Runeflare. Thanks to dragon's claw, I gained enough life here and there to negate any bolts and blightning damage they could get through, all while whiplash/unsummoning anything they played. In the end, we were drawing 8 cards per turn, and they ran out first.
i'm going to try the dragon's claw idea to help against boros and rdw. it actually seems fairly solid. my build is running 4 snares, which greatly help with the consistency of getting that t5 kill.
vamps seems to be a problem as well, since duress hits everything. and also vamps are beginning to run md mind rot to fight jund, so that gives us a bit more of a problem. that and if they get nocturnus to stick and a nonland on top, we can almost scoop. that and tendrils, bloodwitch, and nighthawk's lifegain can give some problems as well.
i'm going to do some more testing today and tomorrow and have my friend take it to fnm this week.
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Mill (even without Jace) is your alt-win in UR. I did it last FNM against Jund after they got a turn 4 Hemorrhage, so it is possible.
It's just not worth the slot to set it up. It takes too long to get going and you just don't need it. Time warp is also a card that just should not be in this deck. Way to expensive and no point to it.
On a related note, my friend recently took a Bloodchief Ascension deck to FNM and said the worst card in the deck was Bloodchief Ascension. Basically, the other cheap red and black spells did more on their own to the point where he is just cutting Bloodchief for a spell that does something more immediate.
Game 1: (Esper Mill)
Severely annoying matchup. Severely. We both spend the first few turns building up mana and cards off of my Mine. He Mind Funeral's me, but I go off the next turn with Trap, Trap, Twincast. Game two, I am severely punished for using Trapmaker's Snare with triple Archive Trap. Needless to say, it's 1-1. He wins next round with double Archive Trap then a Mind Funeral.
Round: Loss 1-2
Match: 0-1
Game 2: (Esper Control)
More Esper? Seriously? Jesus... We both spend a while drawing and he presumes I'm playing Turbofog. He feels awkward when I show him triple Runeflare Trap. Game two, he sides in Tidehollow Scullers... These make my day a little difficult when he takes my Traps, but Pyroclasm were excellent for getting rid of the annoying zombies. I get out two Fonts and three Mines, allowing me time to build up what I consider to be an uncounterable barrage of spells. Then, I go for it. Here was the exact play...
-He draws 8 from the artifacts.
-I Twincast a Runeflare Trap.
-He Negates the Trap.
-I Twincast the Negate.
-He Negates the Twincast.
-I Twincast the Negate.
-He Negates the Twincast.
-I show him two more Runeflare Traps.
Exciting end to a fun game.
Round: 2-0
Match: 1-1
Round 3: (Grixis Vampires)
It was an interesting build, featuring classic vampires with annoying things like Blightning and Lightning Bolt. He started strong with turn 1 Lacerator, but his turn 3 Blightning was hit with my Swerve. That severely hurt his groove, allowing me to easily sweep with Trap and Twincast. For this game, I board in the Call to Heel and Flashfreezes- I quickly found that the Flashfreezes weren't the right call. He plays no red spells at all, leaving me with a few Flashfreezes in hand. Nocturnus hits the board a few times, but is hit with Call to Heel or Into the Roil very quickly. I win with two Runeflare Traps and a Twincast.
Round: 2-0
Match: 2-1
Quarter Finals: Ranked 6th in Top 8
Round 4: (G/W/B Rock)
His turn 1 featured land, Noble Hierarch. Planning to screw his mana, I Pyroclasm it. His turn 2 is a Lotus Cobra. I Pyroclasm it. His turn 3 is a Lotus Cobra. I bolt it. He is mana screwed, even with help from the Mines, and I win with Trap, Twincast, Twincast. He sideboards and comes out quickly with a Lotus Cobra I can't answer. He Harrow ramps with it and hits Baneslayer Angel. I begin to draw into answers just in time thanks to my Mine. Call to Heel sends her back, but then, he plays the card that crushes me... Acidic Slime. He uses it to destroy my Mine, robbing me of card advantage I needed. I am eventually beaten by Great Sable Stag. Game three, I see how powerful his green is, so I side in Flashfreeze. I am forced to mulligan to five, but it gives me a juicy hand: If I recall correctly, it was Crumbling Necropolis, Mountain, Howling Mine, Runeflare Trap, Ponder. The Mine is only active long enough to let me draw once, then he ramps to Acidic Slime, wastes the Mine, and not once in the game do I draw into a Flashfreeze. I bounce the eventual Baneslayer for a few turns, but eventually, her lifelink outdoes any chance I had of burning him out with traps, and I concede.
MVP Cards:
-Swerve: Unbelievable. There's nothing like Swerving a Blightning right back at the caster.
-Earthquake. I didn't wind up using it for creature removal too much. The damage to player often set me up for the Runeflare kill.
Depressing Cards:
-Whiplash Trap. Didn't do much for me...
-Flashfreeze. I know, it's sooooo good... but I never drew into it when it was needed.
UBR - Grixis Control
UB - Faeries
G - Eldrazi
U - Surge Node Control
RU - Dragonstorm
EDH: G - Vorinclex, Voice of Hunger
Hellspark Elemental could serve as a burn spell. We'd probably play enough sweepers anyways to give it room to run through. That goes for the other "attack and sac" critters, but I wouldn't use many others beyond Ball Lightning. I'll probably try building a version soon, though I have a feeling that a burn deck without the draw mechanism might ultimately prove to be better. >.<
I have some thoughts/questions and I am by no means and expert on this deck though I often play decks like it.
-I like the first deck on the OP. I like Jace, maybe because I just completed my set of book art promos but he's generally good in any control list. Not having fogs hurts, though.
-This makes me thing that RWU is the way to go. Maybe it's too cumbersome but why not MD Archive and Runeflare.
-I love Intimidation Bolt (I miss my Swans deck . . .) but I don't know if it's MD-able.
-How many Trapmaker's Snares, if any, are correct? Are they worth it when you'lll draw into Runeflare eventually?
you're all playing to NOT lose, you must play to WIN(those are two different concepts
The elegance behind runeflare trap is it's a card that makes you WIN, when you run earthquakes, and pyroclasm MB you're only taking away from your deck, its not meant to be a mid or long range deck, your average win SHOULD be turn 5, latest turn 6(if you go to turn 7, you got a bad hand).
My build that hasn't lost(I haven't playtest raped the hell out of it like i normally would, I'm actually doing that tonight, i'll post the results later, yes i have actually playtested it though):
2x Lethargy trap
2x Whiplash trap
4x Call to Heel
4x Howling Mine
4x Font of Mythos
3x Twincast
3x Lightning bolt
4x Trapmaker's Snare
4x Ponder
4x Fabricate
4x Scalding Tarn
4x Crumbling necroblis
10x Island
4x Mountain
1x Magosi, the Waterveil
I want to race, and I usually win, with trapmaker's snare, Fabricate, and Ponder I fetch my godhand, lethargy trap is MB for the swarming eenie meenie's, but once I get the mines and/or fonts out, and trap/twincast in my hand, fabricate and the snare become discard fodder or win-moar cards, bolt is there to deal those crucial last few damage, or remove a pesky creature from the board, I don't worry about BSA or Spinx of jwar isle, cause I usually have the game by the time they come out.
Megrim + Burning Inquiry=Six damage
Underworld Dreams + Burning Inquiry=Three damage
Megrim + Chandra=Sometimes a ton of damage
Underwold Dreams + Chandra=Three damage.
It has a lot of damage potential with only two card combos. Add in the howling mines and fonts to get more card advantage with either dreams to hurt them or megrim since they can't play everything and things get nutty quick. Runeflare is in a small amount in the deck as mainly a quick finisher.
sideboarding is the big key for this deck, game two you sort of have to know your cards well enought to know what the best decks in the format are going to play post sideboard.