All the good finishes with the deck list them as Jeskai Control. That thread got moved up. This is the thread that has had the similar build to the good finishes since forever. Hopefully we can at least get pinned the the top of this section.
@lynii - I would ditch the Blessed Alliance for another Runed Halo. How's the Batterskull treating you?
I had rough day at a pptq. 54 people for 6 rounds but I dropped after receiving my second loss in round three. I had land issues in both deciding games of my losses. The deck still played hella well besides those two games.
Round 1 vs Bushwhacker Zoo L 1-2
Game 1 He was on the play and we went back an fourth for a bit until he finally got me. Game 2 I answer all his creatures early and won the long game. Game 3 I had a couple bolts to slow down his start but I only drew lands and the game was over pretty quick.
Round 2 vs Grixis Shadow W 2-0
Game 1 he did a fair amount of damage to himself and I was able to finish him off with a Geist attack and bolt to the face. The mainboard Negate and a timely path helped seal everything up. Game 2 was a longer game but he didn’t have enough to kill all three of my colonnades. After dwindling him down with some burn, I was able to finish him with a couple colonnade attacks.
Round 3 vs RG Ponza L 0-2
I had bolts for his dorks early and countered his first Blood Moon but the second one ended it. I didn’t draw any basics or fetches in between the two Blood Moons. Game 2 I mulliganed a no land hand into a two land hand with a Serum Visions but I never saw another land the whole game.
The deck was great. After running Spirebluff Canals for the last couple months, I switched back to Sulfur Falls for today and I plan on keeping it that way. Untapped lands after your third can be pretty crucial. It is a Snapcaster and Cryptic deck so untapped lands play a huge part. Playing two Mana Leaks was also great. I wanted better turn two plays and they were the answer. The first Vendilion Clique over the third Geist was also a new choice for today and I liked it. Saw a Geist as often as I wanted to. Even though it wasn't the most successful day, I would run this 75 again without any hesitation.
Round 1 vs Mardu Nahiri Combo W 2-0
I never showed a Geist in game 1 and I won with burn to the face. Game 2 I won with Geist + Colonnade for a big swing. My opponent drew too many lands in both games which helped.
Round 2 vs Mono G Tron L 1-2
I won game 1 on the draw by playing a turn 2 Snap for beats and burn to the face. Cast Out on a Wurmcoil and the maindeck Negate stopped Ugin from bringing him back. Game two he got Tron online quickly and it wasn't a game. Game three I had a keepable seven but mulliganed for a more aggressive start. I was rewarded by a turn three Geist on the play but after the first atack he walled me with a Thragtusk. I had Negate up but didn't have an answer for Thragtusk. He eventually got an Ulamog down and all I had were lands.
Round 3 vs Abzan Vizier Combo L 0-2
Lost each game on turn 4 to the combo after stopping it on my endstep the turn before.
The deck played well as usual. Going to run it back this weekend for a PPTQ but I'm going to replace the Thundermaw with the fourth Spell Queller. Considering keeping Thundermaw in the SB though. Cast Out worked well as a fun-of, same with Dispel.
I liked the idea of getting some attacks in before having to use FMage to blow up a land. And selfishly I wanted a reason to dust mine off and use them again.
Nevermind. Censor is terrible, forget I mentioned it.
Played against burn twice last night. Lavamancer and Queller felt terrible. They just gave Searing Blaze targets. I am going to drop Lavamancer for a Shadow of Doubt. It feels well positioned to get some people game one and it's definitely a personal favorite.
@lynii - Deprive is bad in this deck. We prefer to hit all our early land drops so bouncing our second land can really slow us down. Deprive is better in a Delver deck
Lighthouse is great. Definitely worth trying out. Very helpful when I need to get rid of fetches in my hand. Lavamancer has just been okay. Hasnt been great ever but its also never terrible. I put it in after I stopped playing Logic Knot so that I could get some use out of my graveyard.
I haven't been happy with Logic Knot recently so I've been playing Mana Leaks and its been so much better. Mana Leak is just better early in the game and that's what my deck needs.
@lynii - I would ditch the Blessed Alliance for another Runed Halo. How's the Batterskull treating you?
The list I played:
1 Vendilion Clique
2 Geist of Saint Traft
4 Spell Queller
1 Cast Out
4 Serum Visions
4 Lightning Bolt
4 Path to Exile
1 Negate
2 Mana Leak
2 Logic Knot
3 Lightning Helix
1 Electrolyze
3 Cryptic Command
3 Celestial Colonnade
4 Scalding Tarn
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Engineered Explosives
1 Stony Silence
2 Surgical Extraction
2 Ceremonious Rejection
1 Disdainful Stroke
2 Celestial Purge
1 Wear // Tear
1 Anger of the Gods
1 Crumble to Dust
2 Supreme Verdict
Round 1 vs Bushwhacker Zoo L 1-2
Game 1 He was on the play and we went back an fourth for a bit until he finally got me. Game 2 I answer all his creatures early and won the long game. Game 3 I had a couple bolts to slow down his start but I only drew lands and the game was over pretty quick.
Round 2 vs Grixis Shadow W 2-0
Game 1 he did a fair amount of damage to himself and I was able to finish him off with a Geist attack and bolt to the face. The mainboard Negate and a timely path helped seal everything up. Game 2 was a longer game but he didn’t have enough to kill all three of my colonnades. After dwindling him down with some burn, I was able to finish him with a couple colonnade attacks.
Round 3 vs RG Ponza L 0-2
I had bolts for his dorks early and countered his first Blood Moon but the second one ended it. I didn’t draw any basics or fetches in between the two Blood Moons. Game 2 I mulliganed a no land hand into a two land hand with a Serum Visions but I never saw another land the whole game.
The deck was great. After running Spirebluff Canals for the last couple months, I switched back to Sulfur Falls for today and I plan on keeping it that way. Untapped lands after your third can be pretty crucial. It is a Snapcaster and Cryptic deck so untapped lands play a huge part. Playing two Mana Leaks was also great. I wanted better turn two plays and they were the answer. The first Vendilion Clique over the third Geist was also a new choice for today and I liked it. Saw a Geist as often as I wanted to. Even though it wasn't the most successful day, I would run this 75 again without any hesitation.
Here's the List I played:
3 Geist of Saint Traft
3 Spell Queller
1 Thundermaw Hellkite
1 Cast Out
4 Serum Visions
1 Dispel
4 Lightning Bolt
4 Path to Exile
1 Negate
2 Logic Knot
3 Lightning Helix
2 Electrolyze
3 Cryptic Command
3 Celestial Colonnade
4 Scalding Tarn
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Elspeth, Sun's Champion
1 Engineered Explosives
2 Surgical Extraction
3 Ceremonious Rejection
2 Celestial Purge
1 Blessed Alliance
2 Wear // Tear
2 Supreme Verdict
Round 1 vs Mardu Nahiri Combo W 2-0
I never showed a Geist in game 1 and I won with burn to the face. Game 2 I won with Geist + Colonnade for a big swing. My opponent drew too many lands in both games which helped.
Round 2 vs Mono G Tron L 1-2
I won game 1 on the draw by playing a turn 2 Snap for beats and burn to the face. Cast Out on a Wurmcoil and the maindeck Negate stopped Ugin from bringing him back. Game two he got Tron online quickly and it wasn't a game. Game three I had a keepable seven but mulliganed for a more aggressive start. I was rewarded by a turn three Geist on the play but after the first atack he walled me with a Thragtusk. I had Negate up but didn't have an answer for Thragtusk. He eventually got an Ulamog down and all I had were lands.
Round 3 vs Abzan Vizier Combo L 0-2
Lost each game on turn 4 to the combo after stopping it on my endstep the turn before.
The deck played well as usual. Going to run it back this weekend for a PPTQ but I'm going to replace the Thundermaw with the fourth Spell Queller. Considering keeping Thundermaw in the SB though. Cast Out worked well as a fun-of, same with Dispel.
4 Spell Queller
4 Serum Visions
4 Lightning Bolt
4 Path to Exile
4 Logic Knot
4 Lightning Helix
4 Electrolyze
4 Cryptic Command
4 Celestial Colonnade
4 Scalding Tarn
4 Flooded Strand
1 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
1 Dispel
1 Izzet Staticastor
3 Spreading Seas
2 Runed Halo
2 Disdainful Stroke
1 Engineered Explosives
1 Negate
1 Wear // Tear
2 Vendilion Clique
I need to try out this all 4-of type of build sometime.
Jumped on the Firer wagon after the other weekend, this is what I'm playing:
4 Geist of Saint Traft
1 Cast Out
4 Serum Visions
2 Spell Snare
4 Lightning Bolt
4 Path to Exile
1 Negate
2 Mana Leak
2 Logic Knot
3 Lightning Helix
2 Electrolyze
3 Cryptic Command
3 Celestial Colonnade
4 Scalding Tarn
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Izzet Staticaster
1 Elspeth, Sun's Champion
1 By Force
2 Anger of the Gods
1 Supreme Verdict
2 Surgical Extraction
3 Ceremonious Rejection
1 Negate
1 Counterflux
1 Engineered Explosives
Here's my take:
4 Geist of Saint Traft
1 Thundermaw Hellkite
4 Ancestral Vision
2 Serum Visions
2 Spell Snare
4 Lightning Bolt
4 Path to Exile
1 Negate
3 Mana Leak
3 Lightning Helix
1 Electrolyze
3 Cryptic Command
3 Celestial Colonnade
4 Scalding Tarn
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Elspeth, Sun's Champion
2 Anger of the Gods
1 Supreme Verdict
1 Negate
1 Wear // Tear
1 Engineered Explosives
3 Rest in Peace
1 Stony Silence
I haven't liked Restos for a while now and Quellers and Cliques keep dying to Searing Blaze.
Played against burn twice last night. Lavamancer and Queller felt terrible. They just gave Searing Blaze targets. I am going to drop Lavamancer for a Shadow of Doubt. It feels well positioned to get some people game one and it's definitely a personal favorite.
@lynii - Deprive is bad in this deck. We prefer to hit all our early land drops so bouncing our second land can really slow us down. Deprive is better in a Delver deck
4 Snapcaster Mage
1 Vendilion Clique
4 Geist of Saint Traft
2 Spell Queller
2 Restoration Angel
4 Serum Visions
2 Spell Snare
4 Lightning Bolt
4 Path to Exile
1 Negate
3 Mana Leak
3 Lightning Helix
1 Electrolyze
3 Celestial Colonnade
4 Scalding Tarn
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Desolate Lighthouse
1 Elspeth, Sun's Champion
3 Ancestral Vision
1 Wrath of God
1 Supreme Verdict
1 Negate
1 Blessed Alliance
1 Wear // Tear
1 Engineered Explosives
3 Rest in Peace
1 Stony Silence
1 Elspeth, Sun's Champion
4 Ancestral Vison
3 Serum Visions
2 Supreme Verdict
2 Spell Snare
4 Lightning Bolt
4 Path to Exile
1 Negate
3 Mana Leak
3 Lightning Helix
1 Electrolyze
3 Cryptic Command
3 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred foundry
2 Spirebluff Canal
3 Celestial Colonnade
3 Island
1 Mountain
1 Plains
1 Ghost Quarter
1 Desolate Lighthouse
2 Vendilion Clique
2 Crumble to Dust
1 Dispel
1 Negate
2 Blessed Alliance
1 Wear // Tear
3 Rest in Peace
1 Stony Silence
1 Engineered Explosives
Deck is a ton of fun. Resolving an Ancestral Vision releases all the dopamine... Rest in Peace is so good right now as well.