That's the question on my mind before deciding to brew this U/W control/combo shell with help from my playtesting friends. It has fun synergy cards and is mentally rewarding and can hold its own against the tier-1 decks in the current meta. Well it could just be FNM jank but I would like to hear out opinions from the seniors here.
What? Control deck with only 19 lands?! I've started off with 21 and realising that I've been flooding badly. It's Inspiring Statuary that makes it possible.
Basically the game plan is to have an opening hand with 1 or 2 lands, an Anticipate, some 1 drop artifacts or Thraben Inspector. Your Thraben Inspectors (and most of the other creatures) are just for chump blocking while you set up your combo.
Metallic Rebuke - only use it when it's really needed (eg to counter Jeskai Saheeli combo or your opponent's game ending plays). I've tested Spell Shrivel in its place as well and whilst Spell Shrivel requires the Inspiring Statuary in play to make it worth it, this itself already has improvise.
Implement of Improvement - This is for us to stabilize/survive and to dig for our answers/threats. Do not crack unless you're digging for answers/your threats, which would usually be a Part the Waterveil
Metallurgic Summonings - if you're able to cast this on turn 4 and survive enough to reach your turn 5, you'd be in for a good ride. This is perhaps your only wincon and we only play 2, so don't rush this out without any backup protection.
Fumigate - We desperately need to survive. Don't be afraid to wrath your own creatures as their value is mostly on their ETB effects. (With Metallurgic Summonings on board, you won't get the token as it's a cast trigger)
Reverse Engineer - This is to refill your hand once you've stabilized. Do not unnecessarily tap out just to create a token out of Metallurgic Summonings. Make sure you keep open mana to counter your opponent's spells. Advisable to use once you're ahead on resources (clues/mana).
Glimmer of Genius - why not four? we need raw card draw which is why there's a 2-2 split with Reverse Engineer. Another issue is that we do not utilize energy (unless you plan to play Aethersphere Harvester). With this we're looking for card quality, while Reverse Engineer is more like a 'refill your gas' to survive until you hit your combo.
Part the Waterveil - this is my pet card since the Mono-U Prison deck came about and this would probably be the final piece of the puzzle for this deck. Surprisingly I never had the need to cast it with Awaken in this deck before. You can even fire this up on turn 4 (with Inspiring Statuary on the battlefield) just to dig for answers / set up your mana. With 2 Metallurgic Summonings and an Inspiring Statuary on the battlefield, it's just so filthy.
Merchant's Dockhand - I actually included this to fill up the 1 cmc artifact spot, but realized that it has potential to dig through time your library when you have clues flooding the board. Don't be afraid to draw go once you've stabilized with this in play just to tap your clues and artifacts during your opponent's end step just to dig for your combo piece. Don't chump block if opponent does not represent lethal as this little creature may just win you the game with its dig ability.
How to play your Clues and how to Improvise - As far as I know, the card that can hurt us the most is Crush of Tentacles, and it's not seeing much play at the moment so we're quite safe from clue wraths for now.
1. Always tap your clues or Implement of Improvement first for mana
2. Don't unnecessarily tap Inspiring Statuary for mana unless required or you're sure that the opponent does not play Nahiri, the Harbinger. We only have 2 in this deck and if one gets exiled, we have to set up the combo again - chances are we've already lost the game.
3. Don't sacrifice your clues unless desperately needed. It's an extra resource for us to enable improvise and always think of your next play before sacrificing a clue.
Now here are the matchups:-
GB constrictor - if they have the nut draw you're probably dead, but remember, you're a control deck so only counter the important stuffs that cannot be handled by a Fumigate. I've a 50-50 matchup against them
Jeskai Saheeli - this is a little tricky as they have counter backup but be prepared to grind like hell. once their main threats (either Saheeli Rai or Felidar Guardian) are gone, you can set up your combo to steal the game. Fumigate is a dead card in this matchup.
Mardu Vehicles - I'd rate this matchup to be similar to GB constrictor, survive until you clear the board, counter the important threats, then stabilize and steal the game.
I've yet to put up a sideboard but would love to hear your opinions on the deck beforehand.
Keep in mind that this is quite a difficult deck to pilot but it is rewarding when you win with tight plays and a Johnny finish!
i dropped to 23 lands and lost 3 games last night due to either one of the following reasons:-
1. kept a 1 lander with 2 serum visions, failing to find the 3rd & 4th land even though scryed to dig for land / remand.
2. land screw on 3rd/4th/5th land drop, opening hand 2 lander without serum visions but hand full of interaction.
3. failing to stick more than 1 dictate on board (either got blown up or never had the 2nd in hand) ended up unable to chain warps and fizzled (even with land mines activations)
were the above due to bad luck or terrible opening hand keeping?
i felt that even with the land mines (which usually only able to activate past turn 5 due to keeping mana up for interaction) the mine effects aren't enough to dig thoroughly to 'go off'.
I'm going to try replacing TITI (i find it quite useless so far apart from it eating a removal) with howling mines and see how would it fare next week. lack of card draw leading to land screws hurts my deck so badly.
I've been advised to play 4x wall of omens over 4x remand but i'll try a split of both.
I'll also cut a temporal mastery (even though i play 3, i always seem to get it at the wrong times or in my opening hand) and go up one land.
i've gotten destroyed by UW Tron. They just seem to have too many counterspells and during my boarded game i couldn't find spreading seas in time for their urza land. Are there any tips to combat counterspell-heavy decks? i'm guessing boseiju would be one of the ways right? the only other thing that i can think of is sphinx of the final word but at 7 cmc it doesn't seem logical in modern.
lost to bant eldrazi as i didn't know that i should be boarding in 4x leylines to combat Thought Knot Seer. Got all my relevant cards exiled with the TKS & displacer combo. question: if they use displacer to blink TKS, after i draw a card due to TKS leaving the battlefield, can i cast that card i just drew before TKS's ETB trigger happens?
Because Courtyard is a painless BW source that comes in untapped the first 3 turns. This is extremely beneficial and to maximize the effectiveness you want to run 4. If you want ideas for a manabase running 4 this is my list. http://tappedout.net/mtg-decks/05-03-16-bw-tokens
Hi, just happen to notice that you have 8 fetches and only 6 fetchable lands.
Wouldn't it be better to have equal amount of fetches proportionate to fetchables?
I play the same land base as yours but -2 windswept, +1 ghost quarter & +1 fetid heath.
I can't help but notice that sometimes we could drop to 23 lands instead (usually i'll drop to 23 if i'm on the play in game 2) as usually our game plan requires us to go up to max of 5 lands.
I'll adopt to your suggestion to -1 ptw and +1 temporal, will try it out next week.
from my minimal experience, delay has been performing quite well for me compared to remand. i've done delay + remand on the same spell to buy 4 turns against a control deck and that would probably be one of the best feelings playing this deck so far.
so far i'm unable to find a mikokoro at my LGS and will use geier reach sanitarium as a substitute for now.
Been following this thread for quite some time but yet to post anything.
I'm very new to modern, used to play during onslaught - mirrodin standard (at heart a UW Control player), stopped at Champions of Kamigawa and returned back to magic during the release of SOI. Started venturing into modern with the Modern Event Deck (which i upgraded to BW Tokens) and started playing in modern nights at the LGS and usually leaving without any wins.
Once i was matched against Mono-U Turns and I was amazed by the amount of consecutive turns my opponent took and also rendered my threats and spells useless whenever he passed the turn to me (thanks to remand, gigadrowse and exhaustion) and I was intrigued by the deck. Six months on, I finally completed Mono-U turns but lack the knowledge to pilot it properly.
I gotta say thanks to all the contributors here as this is where I learnt most of the strategy/tricks (eg when to drop a mine or when to hold up mana) since there isn't any feature matches in GP/SCG on twitch. I've been watching MTGO videos but it's hard to gauge a proper decklist as most videos are pretty old (diff meta maybe?).
Currently i'm somewhat adopting purklefluff's list as follows:-
4x time warp
3x temporal mastery
4x part the waterveil
1x walk the aeons
1. currently i do not have any snapcasters, how essential are they in furthering the game plan? granted you can flash back a time warp so does it mean we can play fewer walks?
2. when do we actually decide to proctect TITI? do we need to protect it at all (matchup dependant?) or is it there for our opponents to waste early game mana to remove it so that we can save ourselves a turn from being damaged?
3. I used to play howling mine over TITI, giving our opponents an extra card first would probably allow them to kill us faster. Playing TITI in its place feels right as an early blocker, however should i even block anything while facing naya burn? perhaps could anyone enlighten how should i play in the first 3-4 turns while facing naya burn? Blocking a guide/swiftspear and getting searing blazed later on makes me feel like it's a total waste.
4. with lesser mine effects, I find that playing 23 lands can be quite risky. Missing land drops can be really disastrous for us (i even had to main phase cryptic command to bounce an opponent's land + draw a card to ensure I'm ahead on tempo vs a jeskai control deck). Should I cut the fetches (reason I put it there is to thin the deck so that I have a higher chance of drawing spells, but I realise that I drew too many spells during the early turns and not enough lands) or should I increase land count to 24? The reason I'm splashing white is to mislead opponents during early turns or for my sideboard as follows:-
2x ghostly prison (i never found a time when i actually needed it yet)
1x commandeer
2x leyline of sanctity (should probably increase it to 4 to combat burn/discard)
2x spellskite
2x relic of progenitus
2x holy day (i know we should play path here but i find giving the opponent an extra land allows them to pull ahead faster than us)
2x hurkyll's recall
1x hibernation
1x spell snare
5. I feel like in most aggro matchups, remand is rather underpowered. Sometimes i feel like putting a playset of delay would be slightly better. Is it advisable to play 2x remand, 4x delay and cut the spell snare or is it yet again highly meta dependant? I'm playing in a diverse meta of merfolk, naya burn, tron, jeskai control, grixis control, infect..
I don't think removing rise from the tides is recommended as most of the time I find myself using that as the backup way to win,when my ptw are exiled or transgressed by opponent.
I think the more appropriate card to try incorporate would be the 2 cmc dig 5cards and rearrange. This deck requires us to dig fast for answers. Take inventory would be explosive in a deck couple up with the 2cmc dig
Else, 'turn aside' would be good for the brain build since it can counter a spell that targets brain
=============
update 19/7/16
I've configured a new list based on new EMN cards with reasons below
Win con
4x Part the Waterveil
1x Rise from the Tides
Ramp
3x Jace's Sanctum
2x Curious Hormunculus
Digging
3x Contingency Plan
3x Nagging Thoughts
4x Anticipate
2x Pore over the pages
Survive
3x Chilling Grasp
4x Engulf the Shore
4x Hydrolash
4x Prism Ring
Lands
22x Islands
1x Geier Reach Sanitarium
1. Idea is to survive as long as possible and to chain PtW or PtW + Rise on the same turn.
2. Contingency Plan can be used early game to smooth out draws, or late game to find combo pieces, or to assemble enough zombies to Rise + PtW for lethal. With Contingency Plan, we may cut 1 of Jace's Sanctum because it'll be a dead card towards mid-late game. Although it does not net us a card, it may be good to fix our draws into quality draws for the next 2-3 turns (realistically)
3. Curious Hormunculus will only be cast mid-late game to cheapen PtW + Rise / Chain Parts, this is to avoid turning on opponent's removal.
4. Days undoing would be removed as I found it mostly used to desperately dig for an Engulf to survive (this may be negated by Chilling Grasp, which would perhaps be better used to survive early turns and 'timewalk' our opponent, only use hydrolash when absolutely necessary) Perhaps I may restore days undoing if the list doesn't work out right.
i've tried this deck against mono white humans and only beat it 1 out of 10 times. Too aggressive and cheap creatures to recast.
i'm thinking on building a Uwb build, to insert:-
- 2x declaration in stone
- 2x silumgar's command
- 2x prairie stream (qualifies as island for engulf)
- 2x sunken hollow (qualifies as island for engulf)
wincon would be 3x part the waterveil & 3x rise from the tides with a singleton geistblast in graveyard (discarded from nagging thoughts / pore over the pages) to copy PTW.
i'll upload a final list once i'm done tinkering with it.
That's the question on my mind before deciding to brew this U/W control/combo shell with help from my playtesting friends. It has fun synergy cards and is mentally rewarding and can hold its own against the tier-1 decks in the current meta. Well it could just be FNM jank but I would like to hear out opinions from the seniors here.
U/W Metallurgic Improvise
4 Thraben Inspector
3 Cloudblazer
1 Filigree Familiar
4 Trophy Mage
2 Merchant's Dockhand
Instant / Sorcery
4 Anticipate
2 Glimmer of Genius
2 Reverse Engineer
2 Metallic Rebuke
3 Confirm Suspicions
2 Fumigate
4 Part the Waterveil
2 Inspiring Statuary
4 Implement of Improvement
Enchantment
2 Metallurgic Summonings
Land
2 Spire of Industry
4 Port Town
2 Prairie Stream
1 Inventor's Fair
8 Island
2 Plains
What? Control deck with only 19 lands?! I've started off with 21 and realising that I've been flooding badly. It's Inspiring Statuary that makes it possible.
Basically the game plan is to have an opening hand with 1 or 2 lands, an Anticipate, some 1 drop artifacts or Thraben Inspector. Your Thraben Inspectors (and most of the other creatures) are just for chump blocking while you set up your combo.
Let's discuss card choices:-
Trophy Mage - would fetch you Inspiring Statuary and that's where the fun begins! It could also fetch a Filigree Familiar (I've been trying Aethersphere Harvester, still unsure which to use). I think Filigree Familiar may be a right choice for the body it leaves, gains life and replaces itself.
Metallic Rebuke - only use it when it's really needed (eg to counter Jeskai Saheeli combo or your opponent's game ending plays). I've tested Spell Shrivel in its place as well and whilst Spell Shrivel requires the Inspiring Statuary in play to make it worth it, this itself already has improvise.
Confirm Suspicions - Once Inspiring Statuary is in, you would generally want to play control and try to fire off one Confirm Suspicions (you'll get 3 clues / mana out of it) and then navigate cautiously from there.
Implement of Improvement - This is for us to stabilize/survive and to dig for our answers/threats. Do not crack unless you're digging for answers/your threats, which would usually be a Part the Waterveil
Metallurgic Summonings - if you're able to cast this on turn 4 and survive enough to reach your turn 5, you'd be in for a good ride. This is perhaps your only wincon and we only play 2, so don't rush this out without any backup protection.
Fumigate - We desperately need to survive. Don't be afraid to wrath your own creatures as their value is mostly on their ETB effects. (With Metallurgic Summonings on board, you won't get the token as it's a cast trigger)
Reverse Engineer - This is to refill your hand once you've stabilized. Do not unnecessarily tap out just to create a token out of Metallurgic Summonings. Make sure you keep open mana to counter your opponent's spells. Advisable to use once you're ahead on resources (clues/mana).
Glimmer of Genius - why not four? we need raw card draw which is why there's a 2-2 split with Reverse Engineer. Another issue is that we do not utilize energy (unless you plan to play Aethersphere Harvester). With this we're looking for card quality, while Reverse Engineer is more like a 'refill your gas' to survive until you hit your combo.
Part the Waterveil - this is my pet card since the Mono-U Prison deck came about and this would probably be the final piece of the puzzle for this deck. Surprisingly I never had the need to cast it with Awaken in this deck before. You can even fire this up on turn 4 (with Inspiring Statuary on the battlefield) just to dig for answers / set up your mana. With 2 Metallurgic Summonings and an Inspiring Statuary on the battlefield, it's just so filthy.
Merchant's Dockhand - I actually included this to fill up the 1 cmc artifact spot, but realized that it has potential to dig through
timeyour library when you have clues flooding the board. Don't be afraid to draw go once you've stabilized with this in play just to tap your clues and artifacts during your opponent's end step just to dig for your combo piece. Don't chump block if opponent does not represent lethal as this little creature may just win you the game with its dig ability.How to play your Clues and how to Improvise - As far as I know, the card that can hurt us the most is Crush of Tentacles, and it's not seeing much play at the moment so we're quite safe from clue wraths for now.
1. Always tap your clues or Implement of Improvement first for mana
2. Don't unnecessarily tap Inspiring Statuary for mana unless required or you're sure that the opponent does not play Nahiri, the Harbinger. We only have 2 in this deck and if one gets exiled, we have to set up the combo again - chances are we've already lost the game.
3. Don't sacrifice your clues unless desperately needed. It's an extra resource for us to enable improvise and always think of your next play before sacrificing a clue.
Now here are the matchups:-
GB constrictor - if they have the nut draw you're probably dead, but remember, you're a control deck so only counter the important stuffs that cannot be handled by a Fumigate. I've a 50-50 matchup against them
Jeskai Saheeli - this is a little tricky as they have counter backup but be prepared to grind like hell. once their main threats (either Saheeli Rai or Felidar Guardian) are gone, you can set up your combo to steal the game. Fumigate is a dead card in this matchup.
Mardu Vehicles - I'd rate this matchup to be similar to GB constrictor, survive until you clear the board, counter the important threats, then stabilize and steal the game.
I've yet to put up a sideboard but would love to hear your opinions on the deck beforehand.
Keep in mind that this is quite a difficult deck to pilot but it is rewarding when you win with tight plays and a Johnny finish!
I've been playing BW Tokens (non budget build) and find it rather too slow for my meta.
I'm thinking of converting it to BW Processors for the time being as I have most of the cards already.
Can I know why some lists play 4 concealed courtyard and some play none? isn't the fast land better in this case as we aim to t1 discard?
1. kept a 1 lander with 2 serum visions, failing to find the 3rd & 4th land even though scryed to dig for land / remand.
2. land screw on 3rd/4th/5th land drop, opening hand 2 lander without serum visions but hand full of interaction.
3. failing to stick more than 1 dictate on board (either got blown up or never had the 2nd in hand) ended up unable to chain warps and fizzled (even with land mines activations)
were the above due to bad luck or terrible opening hand keeping?
i felt that even with the land mines (which usually only able to activate past turn 5 due to keeping mana up for interaction) the mine effects aren't enough to dig thoroughly to 'go off'.
I'm going to try replacing TITI (i find it quite useless so far apart from it eating a removal) with howling mines and see how would it fare next week. lack of card draw leading to land screws hurts my deck so badly.
I've been advised to play 4x wall of omens over 4x remand but i'll try a split of both.
I'll also cut a temporal mastery (even though i play 3, i always seem to get it at the wrong times or in my opening hand) and go up one land.
2x temporal mastery
4x part the waterveil
1x walk the aeons
4x dictate of kruphix
2x howling mine
2x remand
2x wall of omens
2x sleight of hand
3x gigadrowse
3x exhaustion
3x cryptic command
4x flooded strand
2x prairie stream
3x hallowed fountain
1x inkmoth nexus
1x gemstone caverns
1x mikokoro, center of the sea
1x minamo, center of the sea
1x geier reach sanitarium
1x oboro, palace in the clouds
9x island
great tip.. didn't know that mana pool clears at the end of each phase. always thought they could float mana until end of turn.
sorry i don't quite understand, against aggro do we side out remands or keep it in for game 2?
@xenob8
"sometimes i do gigadrowe at 1 against fetches to force them and bounce the land they get."
can i know how this works?
lost to bant eldrazi as i didn't know that i should be boarding in 4x leylines to combat Thought Knot Seer. Got all my relevant cards exiled with the TKS & displacer combo. question: if they use displacer to blink TKS, after i draw a card due to TKS leaving the battlefield, can i cast that card i just drew before TKS's ETB trigger happens?
I'm still unsure whether to have 2 sorin 2 gideon or 3 sorin 1 gideon.
Sometimes I find myself desperately needing to hit sorin to get my lifegain.
Hi, just happen to notice that you have 8 fetches and only 6 fetchable lands.
Wouldn't it be better to have equal amount of fetches proportionate to fetchables?
I play the same land base as yours but -2 windswept, +1 ghost quarter & +1 fetid heath.
I can't help but notice that sometimes we could drop to 23 lands instead (usually i'll drop to 23 if i'm on the play in game 2) as usually our game plan requires us to go up to max of 5 lands.
1 gemstone caverns
1 inkmoth nexus
1 minamo, school at water's edge
2 hallowed fountain
1 praire stream
1 mikokoro, center of the sea
3 flooded strand
2 river of tears
12 islands
Creature
2 Thing in the ice
Spells
4 serum visions
3 cryptic command
2 delay
2 remand
1 spell snare
3 gigadrowse
3 exhaustion
4 time warp
4 temporal mastery
3 part the waterveil
1 walk the aeons
Mines
4 dictate of kruphix
2 ghostly prison
1 commandeer
2 spreading seas
2 holy day
2 relic of progenitus
4 leyline of sanctity
2 hurkyl's recall
I'll adopt to your suggestion to -1 ptw and +1 temporal, will try it out next week.
from my minimal experience, delay has been performing quite well for me compared to remand. i've done delay + remand on the same spell to buy 4 turns against a control deck and that would probably be one of the best feelings playing this deck so far.
so far i'm unable to find a mikokoro at my LGS and will use geier reach sanitarium as a substitute for now.
actually i always hope that my TITI gets pathed .
Been following this thread for quite some time but yet to post anything.
I'm very new to modern, used to play during onslaught - mirrodin standard (at heart a UW Control player), stopped at Champions of Kamigawa and returned back to magic during the release of SOI. Started venturing into modern with the Modern Event Deck (which i upgraded to BW Tokens) and started playing in modern nights at the LGS and usually leaving without any wins.
Once i was matched against Mono-U Turns and I was amazed by the amount of consecutive turns my opponent took and also rendered my threats and spells useless whenever he passed the turn to me (thanks to remand, gigadrowse and exhaustion) and I was intrigued by the deck. Six months on, I finally completed Mono-U turns but lack the knowledge to pilot it properly.
I gotta say thanks to all the contributors here as this is where I learnt most of the strategy/tricks (eg when to drop a mine or when to hold up mana) since there isn't any feature matches in GP/SCG on twitch. I've been watching MTGO videos but it's hard to gauge a proper decklist as most videos are pretty old (diff meta maybe?).
Currently i'm somewhat adopting purklefluff's list as follows:-
4x time warp
3x temporal mastery
4x part the waterveil
1x walk the aeons
2x thing in the ice
4x serum visions
3x remand
2x delay
3x cryptic command
1x spell snare
3x gigadrowse
3x exhaustion
4x dictate of kruphix
1x gemstone caverns
1x inkmoth nexus
1x minamo
2x hallowed fountain
1x praire stream
4x flooded strand
2x river of tears
11x islands
I have a few questions:-
1. currently i do not have any snapcasters, how essential are they in furthering the game plan? granted you can flash back a time warp so does it mean we can play fewer walks?
2. when do we actually decide to proctect TITI? do we need to protect it at all (matchup dependant?) or is it there for our opponents to waste early game mana to remove it so that we can save ourselves a turn from being damaged?
3. I used to play howling mine over TITI, giving our opponents an extra card first would probably allow them to kill us faster. Playing TITI in its place feels right as an early blocker, however should i even block anything while facing naya burn? perhaps could anyone enlighten how should i play in the first 3-4 turns while facing naya burn? Blocking a guide/swiftspear and getting searing blazed later on makes me feel like it's a total waste.
4. with lesser mine effects, I find that playing 23 lands can be quite risky. Missing land drops can be really disastrous for us (i even had to main phase cryptic command to bounce an opponent's land + draw a card to ensure I'm ahead on tempo vs a jeskai control deck). Should I cut the fetches (reason I put it there is to thin the deck so that I have a higher chance of drawing spells, but I realise that I drew too many spells during the early turns and not enough lands) or should I increase land count to 24? The reason I'm splashing white is to mislead opponents during early turns or for my sideboard as follows:-
2x ghostly prison (i never found a time when i actually needed it yet)
1x commandeer
2x leyline of sanctity (should probably increase it to 4 to combat burn/discard)
2x spellskite
2x relic of progenitus
2x holy day (i know we should play path here but i find giving the opponent an extra land allows them to pull ahead faster than us)
2x hurkyll's recall
1x hibernation
1x spell snare
5. I feel like in most aggro matchups, remand is rather underpowered. Sometimes i feel like putting a playset of delay would be slightly better. Is it advisable to play 2x remand, 4x delay and cut the spell snare or is it yet again highly meta dependant? I'm playing in a diverse meta of merfolk, naya burn, tron, jeskai control, grixis control, infect..
Thanks in advance for your feedback!
I think the more appropriate card to try incorporate would be the 2 cmc dig 5cards and rearrange. This deck requires us to dig fast for answers. Take inventory would be explosive in a deck couple up with the 2cmc dig
Else, 'turn aside' would be good for the brain build since it can counter a spell that targets brain
=============
update 19/7/16
I've configured a new list based on new EMN cards with reasons below
Win con
4x Part the Waterveil
1x Rise from the Tides
Ramp
3x Jace's Sanctum
2x Curious Hormunculus
Digging
3x Contingency Plan
3x Nagging Thoughts
4x Anticipate
2x Pore over the pages
Survive
3x Chilling Grasp
4x Engulf the Shore
4x Hydrolash
4x Prism Ring
Lands
22x Islands
1x Geier Reach Sanitarium
1. Idea is to survive as long as possible and to chain PtW or PtW + Rise on the same turn.
2. Contingency Plan can be used early game to smooth out draws, or late game to find combo pieces, or to assemble enough zombies to Rise + PtW for lethal. With Contingency Plan, we may cut 1 of Jace's Sanctum because it'll be a dead card towards mid-late game. Although it does not net us a card, it may be good to fix our draws into quality draws for the next 2-3 turns (realistically)
3. Curious Hormunculus will only be cast mid-late game to cheapen PtW + Rise / Chain Parts, this is to avoid turning on opponent's removal.
4. Days undoing would be removed as I found it mostly used to desperately dig for an Engulf to survive (this may be negated by Chilling Grasp, which would perhaps be better used to survive early turns and 'timewalk' our opponent, only use hydrolash when absolutely necessary) Perhaps I may restore days undoing if the list doesn't work out right.
Do let me know your feedback on this.
i'm thinking on building a Uwb build, to insert:-
- 2x declaration in stone
- 2x silumgar's command
- 2x prairie stream (qualifies as island for engulf)
- 2x sunken hollow (qualifies as island for engulf)
wincon would be 3x part the waterveil & 3x rise from the tides with a singleton geistblast in graveyard (discarded from nagging thoughts / pore over the pages) to copy PTW.
i'll upload a final list once i'm done tinkering with it.