I recently made a bog standard ISD/ISD/ISD cube with exactly 4/2/1/1 of every card in the set, because I started Magic around then but never got to draft it. I keep hearing that there are a few undraftables and a few archetypes that need help, but I never played the format when it was out so I don't know what's bad. Any suggestions on cuts/adds to a generic 3xISD list?
Wow, I've legitimately been mis-reading Ensnaring Bridge, but only since I started playing EDH. I definitely knew the card text at one point because I played it in a handful of 60 card constructed decks.
I was still allowing Narset to attack other players. Thanks for the refresher.
How do you think you'd tune this to beat an oppressive (counterspell heavy too) Narset deck in your meta? I play against a Narset deck that toes the line between Superfriends and extra-turn madness, and a few other 75% decks and it seems like in all the gunslinging early game I get hated out a lot harder than Narset and she ultimately wins. I find that I tutor for Trinisphere constantly to hose Narset but that it's a really underwhelming play because everyone else hates it as well and I'm wasting a combo turn on something everyone wants to destroy/exile. Plus everyone runs Return to Dust which makes it really hard to get any of the critical pieces running.
My only two thoughts at the moment are to throw in Glaring Spotlight as a more political Narset hate card and possibly a few more counterspells because I feel like I never reliably have a counter for Narset/Return to Dust in the current build. Any other suggestions?
Follow-up question: If Mishra's Workshop is the only card you're missing from this deck how would you tweak it? Would you want to build around not having it or just deal with having an island in that spot and live with being strictly weaker?
I'm sure I'm just missing this detail somewhere, but after I draw my entire deck and cast my game winning combo (Disk + Forge + Lattice) how do I actually win the game? Don't I just lose on my next draw step due to no cards in library? I don't see anything in the deck (other than Academy Ruins) that puts cards back into my library. Even, theoretically, if I only need to draw some portion of my deck to get the Disk combo down, don't I still need way more turns than I likely have cards in my library to win on dork beatdowns?
Edit: So I thought about it a bit more. Academy Ruins will let you go for the rest of the game by just cycling one artifact onto your deck every turn, but that's assuming you had an extra blue mana up on your Disk turn and also that Academy Ruins wasn't in your graveyard. Am I wrong to think that's kind of a fragile combo? You need to have setup a chain of 5 or 6 uninterrupted critical artifacts plus your commander. And you can only survive if the one correct land didn't get thrown into your yard at some point, you didn't already play a land that turn and you also had additional colored mana after comboing out? I'm guessing there's a simpler answer and I just don't see it.
I was still allowing Narset to attack other players. Thanks for the refresher.
My only two thoughts at the moment are to throw in Glaring Spotlight as a more political Narset hate card and possibly a few more counterspells because I feel like I never reliably have a counter for Narset/Return to Dust in the current build. Any other suggestions?
Edit: So I thought about it a bit more. Academy Ruins will let you go for the rest of the game by just cycling one artifact onto your deck every turn, but that's assuming you had an extra blue mana up on your Disk turn and also that Academy Ruins wasn't in your graveyard. Am I wrong to think that's kind of a fragile combo? You need to have setup a chain of 5 or 6 uninterrupted critical artifacts plus your commander. And you can only survive if the one correct land didn't get thrown into your yard at some point, you didn't already play a land that turn and you also had additional colored mana after comboing out? I'm guessing there's a simpler answer and I just don't see it.