So this morning I woke up, still unsure of what I felt like playing at FNM. It seemed like any deck I picked didn't have everything I wanted, so I listed out everything I wanted, and threw them all together. That list included: Exile removal, cheap counters, dragonlords, planeswalkers, mass token production, hexproof creatures, ways to gain life, and a hefty removal package. I arrived at this deck, which went 3-1, and I'm pretty happy with it. The sideboard I feel needs some work though.
I really like your deck, I play a creatureless jeskai control deck at the moment and i've toyed around with adding green or black for various cards. have you had issues having perilous vault as you late game sweeper? I initially ran 3 vaults but found it kept hitting my walkers when i got pressured. Have you tried with End Hostilities or are you against it?
Evolving Wilds probably pushes you to too many tap lands. I'd look at some more proper fetches or some pain lands. Going down to 3 of each tri and adding 2 Temples could also be worth considering for potential smoothing, but that's whatever.
Not a fan of Vault in a deck relying that leans heavily on walkers either.
I have to agree with HumbleKami, the vaults wipe away all of you threats along with the opponents, I cut them from my deck due to the same interaction. I'd definitely go with end hostilities it doesn't hit your walkers and you have haven to get back the dragons if it hits them.
Perilous Vault has been performing the same way it always has for me. Being slow, it can cause me to take some additional damage, but on the plus side, it exiles everything and I can wipe the board at the end of my opponent's turn. My own walkers don't really get in the way of it because I control when I use my own vault, and if I have a bunch of walkers, I usually don't need to use a Vault anyways. Actually, Sarkhan Unbroken has some synergy with Perilous Vault. Activate the -2 on Sarkhan (usually killing it by that point), then while that ability is on the stack, activate the Vault. The board will be cleared with you having a 4/4 dragon. Surprisingly, I made that play 3 times last night.
End Hostilities i feel would be demanding too much requirement of white mana. As it is, the deck is primarily blue and red, with white and green being splashes. No double white or double green cards exist, and I think that's why my mana was working well last night. As for Evolving Wilds, it's the only fetchland that can grab all of my colors, and I've run control decks like this with 11 CipT lands before and haven't had too many issues. I can hit untapped lands when I need them, and tapped lands when i don't. While I do miss the scry from the temples, I felt it would be better to have the 8 tri lands so I hit my colors, as my 2 mana cards require :u::u:, :1::r:, and 1:w:. The lack of scry lands is also why I run 2 Prerogative in the main. That, combined with the draw power from Narset and Sarkhan help offset not having Temples.
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2 Dragonlord Ojutai
2 Dragonlord Dromoka
2 Narset Transcendent
2 Sarkhan Unbroken
1 Ugin, the Spirit Dragon
Other Spells (25)
3 Draconic Roar
4 Silumgar's Scorn
4 Valorous Stance
2 Mindswipe
2 Secure the Wastes
3 Anger of the Gods
3 Perilous Vault
2 Dragonlord's Prerogative
2 Dig Through Time
4 Frontier Bivouac
4 Mystic Monastery
3 Evolving Wilds
3 Haven of the Spirit Dragon
3 Flooded Strand
3 Island
3 Mountain
2 Plains
1 Forest
3 Rending Volley
4 Twin Bolt
2 Erase
1 Dig Through Time
3 Negate
2 Disdainful Stroke
Not a fan of Vault in a deck relying that leans heavily on walkers either.
End Hostilities i feel would be demanding too much requirement of white mana. As it is, the deck is primarily blue and red, with white and green being splashes. No double white or double green cards exist, and I think that's why my mana was working well last night. As for Evolving Wilds, it's the only fetchland that can grab all of my colors, and I've run control decks like this with 11 CipT lands before and haven't had too many issues. I can hit untapped lands when I need them, and tapped lands when i don't. While I do miss the scry from the temples, I felt it would be better to have the 8 tri lands so I hit my colors, as my 2 mana cards require :u::u:, :1::r:, and 1:w:. The lack of scry lands is also why I run 2 Prerogative in the main. That, combined with the draw power from Narset and Sarkhan help offset not having Temples.