Dalems I'm looking at your list and I guess I'm missing something, but why is Terramorphic Superior to say one of the B/x fetches? I'm super tired so I feel like I'm just missing something. Your list looks solid btw, I'll be testing it hardcore this week for States.
On that note, is everyone feeling pretty confident with the deck? It has been running pretty well for me but I'm just a little worried about the inconsistency factor. I've learned when to mull after playing so much so that has helped, but I feel like it may just be a little off. Thoughts?
Dalems I'm looking at your list and I guess I'm missing something, but why is Terramorphic Superior to say one of the B/x fetches? I'm super tired so I feel like I'm just missing something. Your list looks solid btw, I'll be testing it hardcore this week for States.
On that note, is everyone feeling pretty confident with the deck? It has been running pretty well for me but I'm just a little worried about the inconsistency factor. I've learned when to mull after playing so much so that has helped, but I feel like it may just be a little off. Thoughts?
Yes the Terramorphics are the best option in this deck because you want to be able to play a craps 2nd turn with a fetch. The Terramorphics get every color so it doesn't matter what you need. I try to get blue x2 on the first 2 land drops and then drop a crypt then drop a 3rd blue and combo of 4th turn if i am going against a non-superblitz deck. If i am playing boros or RDW then i try to drop a rotting rats turn 2 and a crab turn 3 mill 6 and set up for a turn 5 combo.
Hope that helps. My list is as solid as they come Only the above beetle/bag question to answer now.
I have been thinking about it over and over and i have come up with the beetle being better and having a 3/3 split so we can have instant removal with creature removal (pun intended)
I have been thinking about it over and over and i have come up with the beetle being better and having a 3/3 split so we can have instant removal with creature removal (pun intended)
I would also go for a 3/3 split of blister beetle and agony warp in the sideboard.
I would also go for a 3/3 split of blister beetle and agony warp in the sideboard.
did it :). Another funny thing about this deck is that blightning helps us 90% of the time i would really love it is a jund player blightninged me 3 times and i won.
(^^^)(^^^)(^^^)Jund is sharkbait(^^^)(^^^)(^^^)
If anyone has questions on why i put cards in the deck please PM me and post it here and i will answer the question as soon as possible.
i dont understand how you are getting around the graveyard hate. jund being one that has the hate on lock down. with relics and jund charms not to mention people who are playing control now siding spreadings seas themselves im not understanding how you are comboing early enough. ive been in alot of matches where i can go off turn 4-5 and i get charmed trying to add the mana via crypt.
honestly id prefer the fetches over Terramorphic because sometimes 1 mana means the difference in the game and having it come into play tapped kinda hurts.
dont get me wrong the deck still has decent matches against the whole meta but somethings seem harder to get around
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Tooth & Nail........Grishoalbrand....Living Dominance....Tezzerator.........Vannifar Pod
My Decks that have been BANNED
DRS Jund | Kiki-Pod | Bloom Titan | Splinter Twin | KCI
i dont understand how you are getting around the graveyard hate. jund being one that has the hate on lock down. with relics and jund charms not to mention people who are playing control now siding spreadings seas themselves im not understanding how you are comboing early enough. ive been in alot of matches where i can go off turn 4-5 and i get charmed trying to add the mana via crypt.
honestly id prefer the fetches over Terramorphic because sometimes 1 mana means the difference in the game and having it come into play tapped kinda hurts.
dont get me wrong the deck still has decent matches against the whole meta but somethings seem harder to get around
Most jund don't have mainboard charm and after sideboard you can bring in spell pierce and seas to keep them of the mana or if they get mana just keep pierce mana open to counter.
When playing against speard 'em hold a crypt in your hand and get a fatesticher and enough to go off in the grave then play crypt unearth sticher and win.
For relic pithing needle stops it and spell pierce can counter it if needed.
For the trap when you are going to combo out don't mill yourself so that they have to pay the full cost then you pierce it and win. We can still win after the trap and charm it is just more difficult. always remember you can mill your opponent FTW.
If you know they have path or bolt mana open play your fetch first then the crab and in response to their bolt/path you can crack the fetch to get a land and 3 cards milled. If they don't have mana open or you know that they can't deal with crabs on that turn play the crabs first and then mill 6 cards. And you are more likely to be able to get multiple tomescours/crabs/crypt with the ponders. So as long as you have an uncracked fetch they can't shoot the crab without you milling 3 and getting some use out of it ;).
Am I missing something?!...are you all this bad really?!
It is your turn 2....you have an island in play, you play a hedron crab, as active player upon it entering play YOU have priority(see APNAP rulings), you play a fetch (players cannot respond to land being played), the crab's landfall triggers...you WILL mill three cards!.....that fetch is now in play, the trigger is upon the stack, three cards will be milled, it is now the first time Non-Active Player has priority since Hedron crab entered the battlefield...they may now cast bolt/path...with that on the stack, crack your fetch...find a land, have it enter the battlefield, trigger your crab again...mill another 3....resolve their spell...if it was a path, get a land and be gracious, thank them for a perfect 6 card mill and ramping you as well.
the point here is that there should be absolutely no way that a t2 crab followed by fetch play should mill less than 6 if played correctly!
-judge
ive been in alot of matches where i can go off turn 4-5 and i get charmed trying to add the mana via crypt.
this can't happen, the first time they(opponent) can cast the charm is after your first unearth mana is paid...mana abilities cannot be responded to!...if all has failed, you do not have spell pierce and they have mana of RGB for charm, be patient, do not overfill your 'yard...cos it will go...however, make the big mana...and consider playing a hard cast extractor from your hand?
I'm failing to understand why Terramorphic Expanse is better than Fetchland, when the fetchlands bring untapped lands into play?
Mana fixing. You always need a blue early and another black in addition to crypt which is pretty demanding for a deck with a low land count and no fixing if you don't run expanse.
Am I missing something?!...are you all this bad really?!
It is your turn 2....you have an island in play, you play a hedron crab, as active player upon it entering play YOU have priority(see APNAP rulings), you play a fetch (players cannot respond to land being played), the crab's landfall triggers...you WILL mill three cards!.....that fetch is now in play, the trigger is upon the stack, three cards will be milled, it is now the first time Non-Active Player has priority since Hedron crab entered the battlefield...they may now cast bolt/path...with that on the stack, crack your fetch...find a land, have it enter the battlefield, trigger your crab again...mill another 3....resolve their spell...if it was a path, get a land and be gracious, thank them for a perfect 6 card mill and ramping you as well.
the point here is that there should be absolutely no way that a t2 crab followed by fetch play should mill less than 6 if played correctly!
-judge
or they could be smart, and wait until you crack your fetch to respond with path/bolt. Most smart players won't Path/Bolt a Crab with a fetch ready to crack. However, it is correct that the fetch itself will enter the battlefield before your opponent can do anything about it.
So is the point of the deck to drop a kederekt leviathan and beat face or overrun in 1 turn with a bunch of unearth guys? Both?
I have a deck that is kinda in between this and grixis control. I guess no one has taken my deck seriously because it looks janky but it does work really good.
Mana fixing. You always need a blue early and another black in addition to crypt which is pretty demanding for a deck with a low land count and no fixing if you don't run expanse.
So run 4 Misty Rainforests instead? Fetches the blue still and then leaves mana up to cycle an Architects of Will or something. Having the land come into play tapped seems like it could be a pretty big downfall when trying to go off early? It's essentially the same as running 8 CIPT lands in the deck, which I feel is too many? I mean at that point I'd rather run say, 2 Misty Rainforest and 2 Drowned Catacomb or something. Getting almost the same consistency, losing 2 "fetch" effects, and only 2 of them CAN come into play tapped and likely won't. Why is 4 Expanse so much better than 2 Misty's and 2 Drowned Catacombs?
I suppose Terramorphic helps when you've milled all of one color of your basics and need to fetch to activate the crab, instead of holding say Verdant Catacombs, knowing there are no more Swamps left in your deck, you can just go grab an island or mountain.
Terramorphics are bad. There aren't enough color specific cards that you should jeopardize tapping out every turn to get stuff done. I am probably going to drop the Drowned Catacombs just because they occasionally come in tapped, the color fixing isn't really needed that much, and I will occasionally play a fetchland without any of the accompanying basics left in my library. You might say that that bolsters the case for Terramorphic Expanse, but it isn't. Aside from Crypts, I need all my lands the turn they are played. There is no way you can race even midrange decks if you are stuck with uncycled/played cards in hand. Ever.
So run 4 Misty Rainforests instead? Fetches the blue still and then leaves mana up to cycle an Architects of Will or something. Having the land come into play tapped seems like it could be a pretty big downfall when trying to go off early? It's essentially the same as running 8 CIPT lands in the deck, which I feel is too many? I mean at that point I'd rather run say, 2 Misty Rainforest and 2 Drowned Catacomb or something. Getting almost the same consistency, losing 2 "fetch" effects, and only 2 of them CAN come into play tapped and likely won't. Why is 4 Expanse so much better than 2 Misty's and 2 Drowned Catacombs?
I suppose Terramorphic helps when you've milled all of one color of your basics and need to fetch to activate the crab, instead of holding say Verdant Catacombs, knowing there are no more Swamps left in your deck, you can just go grab an island or mountain.
I'll give it a shot and see how it goes tonight.
Misty rainforest does not fix mana. It is an island. I have no idea how your point makes sense. You're saying that running 2 islands and 2 duals is the same as running 4 duals. It's easy to end up with a hand that has everything you need but the extra black mana for crypt or with no turn 2-3 blue mana if you run all fetches and no expanses. That said, I'm still not completely sold on the expanses.
Misty rainforest does not fix mana. It is an island. I have no idea how your point makes sense. You're saying that running 2 islands and 2 duals is the same as running 4 duals. It's easy to end up with a hand that has everything you need but the extra black mana for crypt or with no turn 2-3 blue mana if you run all fetches and no expanses. That said, I'm still not completely sold on the expanses.
Scalding Tarn on the other hand.... 5 Islands, 1 Mountain, and 4 Tarns has been good for the occasional hard cast Specter. Please trust me when I say that there is a reason Terramorphic Expanse was printed at common and the Fetchlands were printed at rare.
No offense Dalems, but after running your list, I have determined that it is decidedly slower than Jacobs' original build. With your build, my wins were often turns 6-7, with an occasional turn 5 - a full turn later than the Jacobs build. One point of note is that I wasn't running any fetches (4 Islands over 4 UR Fetch), but I never once found a need to have a Mountain instead of an Island. There was a game where I needed an Island instead of a Mountain, but fetches would not have done much. That said, my manabase was:
My tests with the Jacobs build (a deck that's known for running more fetchlands than you) was conducted under similar conditions (though, each test ran the Terramorphics). So these tests do not support nor criticize the use of fetches over Expanses. After my tests, I concluded:
1. Ponder < Carabid
Although Ponders may fix slightly more than Carabids, I found that with the other 8 blue one-drops in the deck (not including the often-Unearthed Stitchers), I rarely had the blue mana to cast these. Additionally, I found that they were milled fairly often, and I kept running slightly short of "going off" because of the lower turnouts on Crypts. Additionally, when they were played, it was often moot, since I milled the cards seen anyways. Order rarely mattered that much.
2. Connoisseur < Carabid
Often, I found even with Rotting Rats, I was often left with Connoisseurs in hand, which slowed me down to combo. Not only was this lost card advantage, but it also resulted in less black creatures in my graveyard, which made it hard to combo off. Also, they were many times too expensive for the combo, and sat in my graveyard just as the Carabids did.
The only swap on your list that I would possibly take into consideration would be the removal of one land for a Leviathan. I'm not sure though; it was a 50/30/20 between "dead in hand," "dead in graveyard," and "somewhat/incredibly useful."
What is the most consistent and optimal list for this archetype? I was planning on making this deck.
So far, I (and a lot of other people on this thread) swear by the Michael Jacobs list, or some variation thereof. The original Michael Jacobs list was:
However, it is common practice to go +1 Monstrous Carabid -1 Ponder. It's rumored that the aforementioned change wasn't implemented because Jacobs couldn't find a single Carabid at Worlds (not exactly the most used cards). I personally built it w/o the fetches, and it's pretty cheap, easily found with SB for under $40.
What happens if you play this deck against a mill deck? Wouldn't it just get milled to death by both yours and their milling, when your playing tome scour and traumatize on yourself?
Scalding Tarn on the other hand.... 5 Islands, 1 Mountain, and 4 Tarns has been good for the occasional hard cast Specter. Please trust me when I say that there is a reason Terramorphic Expanse was printed at common and the Fetchlands were printed at rare.
No one has presented a list running any less than 4 scalding tarn except sivortal who does not have them because of budget constraints, so your point is pointless, so to speak. Everyone knows that 4 scalding tarn is correct. The issue is whether it is better to play X number of expanses over some of the fetches such as rainforest or marsh flats that only get a single color. The entering the battlefield tapped can lose games to be sure, but I have also lost many games without the expanses because of color screw.
So far, I (and a lot of other people on this thread) swear by the Michael Jacobs list, or some variation thereof. The original Michael Jacobs list was:
However, it is common practice to go +1 Monstrous Carabid -1 Ponder. It's rumored that the aforementioned change wasn't implemented because Jacobs couldn't find a single Carabid at Worlds (not exactly the most used cards). I personally built it w/o the fetches, and it's pretty cheap, easily found with SB for under $40.
What happens if you play this deck against a mill deck? Wouldn't it just get milled to death by both yours and their milling, when your playing tome scour and traumatize on yourself?
Usually, if you play it right, you should be able to combo off before you mill completely out. Just make sure you pace yourself with the milling. In fact, vs. mill you sometimes aim your mill spells at your opponents, as it's easier to finish them off w/ Extractor Demons mill-wise (don't go for attack for fear of fogs).
On that note, is everyone feeling pretty confident with the deck? It has been running pretty well for me but I'm just a little worried about the inconsistency factor. I've learned when to mull after playing so much so that has helped, but I feel like it may just be a little off. Thoughts?
Yes the Terramorphics are the best option in this deck because you want to be able to play a craps 2nd turn with a fetch. The Terramorphics get every color so it doesn't matter what you need. I try to get blue x2 on the first 2 land drops and then drop a crypt then drop a 3rd blue and combo of 4th turn if i am going against a non-superblitz deck. If i am playing boros or RDW then i try to drop a rotting rats turn 2 and a crab turn 3 mill 6 and set up for a turn 5 combo.
Hope that helps. My list is as solid as they come Only the above beetle/bag question to answer now.
I have been thinking about it over and over and i have come up with the beetle being better and having a 3/3 split so we can have instant removal with creature removal (pun intended)
GR Ramp Happy Valakut GR
4 Architects of will
4 Sedrix Specter
4 Rotting rats
4 Extractor demon
4 Viscera dragger
2 Corpse Connoisseur
4 Hedron crab
2 fatestitcher
1 Kederekt Leviathan
2 Ponder (they work)
4 tome scour
4 Grim discovery
Land
4 Crypt of Agadeem
4 Scalding tarn
4 Terramorphic expanse (not budget, the best for comboing turn 4's)
4 swamp
4 Island
1 mountain
3 Spreading seas
3 Negate
3 agony warp
3 Pithing needle
3 Blisterbeetle
Boros
+3 Agony warp
+3 Blisterbeetle
-2 Corpse Connoisseur
-1 mountain
-1 extractor demon
-2 Viscera dragger
Jund
3 Spreading seas
3 Negate
-2 ponder
-4 tome scour
Nissa
3 Pithing needle
2 agony warp
2 negate
-2 ponder
-4 tomescour
-1 Rotting rats
R/W planeswalkers
3 pithing needle
3 Negate
-4 tome scour
-2 ponder
You guys are right nothing this good should be kept a secret just don't tell jund ;).
GR Ramp Happy Valakut GR
I would also go for a 3/3 split of blister beetle and agony warp in the sideboard.
did it :). Another funny thing about this deck is that blightning helps us 90% of the time i would really love it is a jund player blightninged me 3 times and i won.
(^^^)(^^^)(^^^)Jund is sharkbait(^^^)(^^^)(^^^)
If anyone has questions on why i put cards in the deck please PM me and post it here and i will answer the question as soon as possible.
GR Ramp Happy Valakut GR
honestly id prefer the fetches over Terramorphic because sometimes 1 mana means the difference in the game and having it come into play tapped kinda hurts.
dont get me wrong the deck still has decent matches against the whole meta but somethings seem harder to get around
Tooth & Nail........Grishoalbrand....Living Dominance....Tezzerator.........Vannifar Pod
My Decks that have been BANNED
DRS Jund | Kiki-Pod | Bloom Titan | Splinter Twin | KCI
Most jund don't have mainboard charm and after sideboard you can bring in spell pierce and seas to keep them of the mana or if they get mana just keep pierce mana open to counter.
When playing against speard 'em hold a crypt in your hand and get a fatesticher and enough to go off in the grave then play crypt unearth sticher and win.
For relic pithing needle stops it and spell pierce can counter it if needed.
For the trap when you are going to combo out don't mill yourself so that they have to pay the full cost then you pierce it and win. We can still win after the trap and charm it is just more difficult. always remember you can mill your opponent FTW.
GR Ramp Happy Valakut GR
Am I missing something?!...are you all this bad really?!
It is your turn 2....you have an island in play, you play a hedron crab, as active player upon it entering play YOU have priority(see APNAP rulings), you play a fetch (players cannot respond to land being played), the crab's landfall triggers...you WILL mill three cards!.....that fetch is now in play, the trigger is upon the stack, three cards will be milled, it is now the first time Non-Active Player has priority since Hedron crab entered the battlefield...they may now cast bolt/path...with that on the stack, crack your fetch...find a land, have it enter the battlefield, trigger your crab again...mill another 3....resolve their spell...if it was a path, get a land and be gracious, thank them for a perfect 6 card mill and ramping you as well.
the point here is that there should be absolutely no way that a t2 crab followed by fetch play should mill less than 6 if played correctly!
-judge
this can't happen, the first time they(opponent) can cast the charm is after your first unearth mana is paid...mana abilities cannot be responded to!...if all has failed, you do not have spell pierce and they have mana of RGB for charm, be patient, do not overfill your 'yard...cos it will go...however, make the big mana...and consider playing a hard cast extractor from your hand?
UWG Humans
Mana fixing. You always need a blue early and another black in addition to crypt which is pretty demanding for a deck with a low land count and no fixing if you don't run expanse.
or they could be smart, and wait until you crack your fetch to respond with path/bolt. Most smart players won't Path/Bolt a Crab with a fetch ready to crack. However, it is correct that the fetch itself will enter the battlefield before your opponent can do anything about it.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
I have a deck that is kinda in between this and grixis control. I guess no one has taken my deck seriously because it looks janky but it does work really good.
5x Island
5x Mountain
2x Terramorphic Expanse
2x Grixis Panorama
2x Jwar Isle Refuge
2x Akoum Refuge
2x Igneous Pouncer
2x Jhessian Zombies
2x Architects of Will
2x Monstrous Carabid
2x Vein Drinker
1x Cemetery Reaper
1x Sedris, the Traitor King
2x Terminate
2x Blightning
2x Brainbite
2x Spell Pierce
2x Burst Lightning
2x Seismic Shudder
2x Into the Roil
2x Sign in Blood
2x Rise from the Grave
2x Cruel Ultimatum
1x Eternity Vessel
1x Obelisk of Alara
please read the thread notes before posting.
Your list does not even contain a crypt of agadeem. I'm not sure why you felt it belongs here. This is the thread for your deck: http://forums.mtgsalvation.com/showthread.php?t=198921
So run 4 Misty Rainforests instead? Fetches the blue still and then leaves mana up to cycle an Architects of Will or something. Having the land come into play tapped seems like it could be a pretty big downfall when trying to go off early? It's essentially the same as running 8 CIPT lands in the deck, which I feel is too many? I mean at that point I'd rather run say, 2 Misty Rainforest and 2 Drowned Catacomb or something. Getting almost the same consistency, losing 2 "fetch" effects, and only 2 of them CAN come into play tapped and likely won't. Why is 4 Expanse so much better than 2 Misty's and 2 Drowned Catacombs?
I suppose Terramorphic helps when you've milled all of one color of your basics and need to fetch to activate the crab, instead of holding say Verdant Catacombs, knowing there are no more Swamps left in your deck, you can just go grab an island or mountain.
I'll give it a shot and see how it goes tonight.
UWG Humans
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
Misty rainforest does not fix mana. It is an island. I have no idea how your point makes sense. You're saying that running 2 islands and 2 duals is the same as running 4 duals. It's easy to end up with a hand that has everything you need but the extra black mana for crypt or with no turn 2-3 blue mana if you run all fetches and no expanses. That said, I'm still not completely sold on the expanses.
Scalding Tarn on the other hand.... 5 Islands, 1 Mountain, and 4 Tarns has been good for the occasional hard cast Specter. Please trust me when I say that there is a reason Terramorphic Expanse was printed at common and the Fetchlands were printed at rare.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
8 Island
4 Swamp
4 Terramorphic Expanse
1 Mountain
My tests with the Jacobs build (a deck that's known for running more fetchlands than you) was conducted under similar conditions (though, each test ran the Terramorphics). So these tests do not support nor criticize the use of fetches over Expanses. After my tests, I concluded:
1. Ponder < Carabid
Although Ponders may fix slightly more than Carabids, I found that with the other 8 blue one-drops in the deck (not including the often-Unearthed Stitchers), I rarely had the blue mana to cast these. Additionally, I found that they were milled fairly often, and I kept running slightly short of "going off" because of the lower turnouts on Crypts. Additionally, when they were played, it was often moot, since I milled the cards seen anyways. Order rarely mattered that much.
2. Connoisseur < Carabid
Often, I found even with Rotting Rats, I was often left with Connoisseurs in hand, which slowed me down to combo. Not only was this lost card advantage, but it also resulted in less black creatures in my graveyard, which made it hard to combo off. Also, they were many times too expensive for the combo, and sat in my graveyard just as the Carabids did.
The only swap on your list that I would possibly take into consideration would be the removal of one land for a Leviathan. I'm not sure though; it was a 50/30/20 between "dead in hand," "dead in graveyard," and "somewhat/incredibly useful."
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
My Mafia Stats - My Helpdesk
G Omnath, Locus of Mana U Arcum Dagsson BUG The Mimeoplasm GW Gaddock Teeg X Karn, Silver Golem
So far, I (and a lot of other people on this thread) swear by the Michael Jacobs list, or some variation thereof. The original Michael Jacobs list was:
4 Crypt of Agadeem
2 Drowned Catacomb
3 Island
2 Misty rainforest
1 Mountain
4 Scalding tarn
3 Swamp
3 Verdant catacombs
Creatures (29)
4 Architects of Will
4 Extractor Demon
2 Fatesticher
4 Hedron Crab
3 Monstrous Carabid
4 Rotting rats
4 Sedraxis specter
4 Viscera Dragger
4 Grim discovery
1 Ponder
4 Tome Scour
3 Blister Beetle
3 Deathmark
3 Immortal Coil
2 Kederekt Leviathan
4 Spreading Seas
However, it is common practice to go +1 Monstrous Carabid -1 Ponder. It's rumored that the aforementioned change wasn't implemented because Jacobs couldn't find a single Carabid at Worlds (not exactly the most used cards). I personally built it w/o the fetches, and it's pretty cheap, easily found with SB for under $40.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
No one has presented a list running any less than 4 scalding tarn except sivortal who does not have them because of budget constraints, so your point is pointless, so to speak. Everyone knows that 4 scalding tarn is correct. The issue is whether it is better to play X number of expanses over some of the fetches such as rainforest or marsh flats that only get a single color. The entering the battlefield tapped can lose games to be sure, but I have also lost many games without the expanses because of color screw.
May I ask what your list is?
My Mafia Stats - My Helpdesk
G Omnath, Locus of Mana U Arcum Dagsson BUG The Mimeoplasm GW Gaddock Teeg X Karn, Silver Golem
Usually, if you play it right, you should be able to combo off before you mill completely out. Just make sure you pace yourself with the milling. In fact, vs. mill you sometimes aim your mill spells at your opponents, as it's easier to finish them off w/ Extractor Demons mill-wise (don't go for attack for fear of fogs).
EDIT:
Michael Jacobs +1 Monstrous Carabid -1 Ponder -Lands +
4 Crypt of Agadeem
8 Island
2 Mountain
4 Swamp
4 Terramorphic Expanse
Terramorphic Expanse > UB/UBR Lands because of Hedron Crabs.
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW