- Rowan
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Member for 13 years, 11 months, and 6 days
Last active Mon, Jun, 6 2016 18:19:20
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Jun 2, 2011Rowan posted a message on How to Build a Tasty Deck... NOM NOMSo after playtesting, guess what? This deck sucks :/ Mono black spirits are pretty darn weak... gonna try some adding more removal...Posted in: Rowan Blog
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Jun 2, 2011Rowan posted a message on Super Bad Luck.LOL, maybe you should quit while your ahead? ... I like the sensation of opening new packs too, but I learned long ago that I have bad luck with them... still haven't pulled anything really nice yet. SO, I just go to drafts where I can enter in for $10 and get 3 packs... I then get to choose which cards to keep... plus I can have the experience of battling it out for a chance to win more packs as prizes... It just seems like a better investment to me. :/ Just my 2cPosted in: Matt Blog
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May 29, 2011Rowan posted a message on [DECK] Mono-Blue Air ControlYeah, it seems pretty darn good. I like decks where you can easily tell what it's trying to do. I think those are the most effective and fun to play. Unfortunately, those kinds of decks are vulnerable to things like surgical extraction and memoricide taking out your key cards.Posted in: darkspellcards Blog
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May 29, 2011Volt Charge seems like a really good option for this deck, what do you think? Proliferating chalices and spheres at the same time as removing your opponent's early attackers seems really viable. I really don't like that's it's a phyrexian card though.Posted in: Rowan Blog
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May 29, 2011I really like your suggestion of Hellkite Charger. I think he might go in instead of the Phoenixes. As much as a I like them they feel a little awkward with the mana "curve" which is actually more of a boxy shape, lol. I'm not sure what else I would swap charger for. A good reason to swap Charger for Phoenix is that phoenix just doesn't have the damage potential that Charger does. We HAVE the mana for it, so it's probably best to use it. Plus he's got haste, which means he can attack on turn three for 5 dmg.Posted in: Rowan Blog
Bogardan Hellkite is awesome too, but not standard. Maybe they will reprint him. -
May 29, 2011You don't need pyretic ritual to attack with hellkite igniter on turn 3, just an iron myr or a sphere on turn two, then geosurge on turn three. You CAN use it INSTEAD of the iron myr or the sphere though, and actually it might better to have 4 Ritual and 4 Sphere, and ditch the iron myr all together - maybe a sideboard card? As much as they help with metalcraft and Igniter, the myr are too easily removed by contagion clasp, bolt, etc... HOWEVER, the lack of a permanent mana source is a little bit of a letdown for the dragons. That's what everflowing chalice is for though. The only other option is get land out more than once per turn, but I don't think that's doable in mono red.Posted in: Rowan Blog
The reason I opted for dragons over battleshperes is primarily for the flying, and also the ability to pump them. Steel Hellkite is just a beast, I love him immensely for his ability to board wipe and the fact that he gets around colored protection (swords).
Battleshperes are great especially if you are running any myr already. Probably a worthy addition to the arsenal. Not sure if I would rather have a battlesphere or an igniter though. Haste has allowed me to do damage when I would otherwise not have been able to.
Chimeric mass is definitely something to consider. I don't like the fact that it takes 1 to turn it into a creature though. It does have pseudo haste though, which I like, and you can pour as little or as much mana as you want into it. However, it works A LOT better in a proliferate deck. It's immunity to sorceries is very noteworthy though... ultimately I think I'd have to playtest it to determine if I really want to use it.
I don't have any koth or titans, so I'm not using them yet, but they are good for this deck without a doubt.
Red Sun's Zenith or Fireball is very necessary for this deck to work well. If your creatures get countered or locked down again and again, you still have the ability to do direct damage with all that mana you've ramped up to. NOT too mention that "shuffle back into your library" thing. Crystal ball helps to dig them out. It shouldn't be uncommon to do two RSZ in a row, later in the game when you have more than one ball out. Not to mention the exile thing is useful for MANY creatures.
I'm curious why you chose bolts instead of galvanic blast, or actually why you're using them at all. I swapped my blasts for RSZ because of the scalability. Whipflare should deal with rush type decks quite nicely.
I wish we could do simulations with these decks... like battle it out to see which build works the best consistently. -
May 29, 2011Hey do you mind posting your deck list, I'd be curious to see how it differs. Originally, I did use Iron Myr, but I switched them for Sphere of the Suns. Creature ramp wasn't working out for me because they always got pinged.Posted in: Rowan Blog
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May 29, 2011Rowan posted a message on As Many First Blogs Go, This Won't.*applause*Posted in: Lantern Blog
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May 29, 2011Rowan posted a message on [DECK] Mono-Blue Air ControlI might sideboard the bounce cards in favor for Guard Gomazoa Another great flying creature that can be buffed by gravitational shift.Posted in: darkspellcards Blog
I know it doesn't have flying, but Æther Adept might be useful in place of your 1 for 1 bounce. Combo with Æther Tradewinds.
Wind Zendikon Is also a good card to play on that first turn. It's in keeping with your air theme, and might help swing the game in your favor earlier. A 4/2 flyer for U aint bad (after you get gravitational shift onto the battlefield).
I might trade the Gitaxian probe for Preordain. I don't think you want to be paying life with this deck, although knowing what's in your opponents hand can be useful... I haven't played with it, so I can't speak from experience.
Dissipation Field might help you against aggro.
Redirect? Useful against burn decks.
Have you considered Sphinx of Magosi? Amazing card draw, gets ridiculous with training grounds, but I can see you aren't going the activated ability route.
How about something like Volition Reins or Mind Control?
Twisted Image might be an interesting card alongside your Gravitational Shift, protecting your own creatures and possibly killing your opponent's? Also, kills anything with 0 attack like ornithopter, wall of omens, spellskite, etc... possible sideboard?
That's about all I got for ya. I hope at least some of that is useful.
Oh, and btw, here are a few cards I made that I thought you might like:
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May 29, 2011Rowan posted a message on ANGELFIRE - Boros CasualHey, thanks for the comment. I hadn't seen either of those before now either. Wojek Embermage hoses token decks, but that's about all. Brightflame does a better job I think. Leave no trace is interesting, but obviously only good against enchantress decks, which I HAVE played against. So, I'll side board it when I play against him again. Mwahahaha!Posted in: Rowan Blog
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May 28, 2011Rowan posted a message on TUMBLEBLASTActually I hadn't even though about it. That's pretty epic though, and I will definitely see if I can procure one or two of him. It fits the theme quite nicely. Thanks for the suggestion!!Posted in: Rowan Blog
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May 28, 2011Rowan posted a message on UW Venser ControlHey! This is another deck that I've been mulling over for a while.Posted in: yarpus Blog
Æther Tradewinds might also be good. Gives you a second chance to counter whatever it is you target.
Mine is a lot different than yours and is mono white, but here ya go, Tumbleblast:
http://forums.mtgsalvation.com/blog.php?b=5445
It uses Glimmerpoint stag instead of Venser, and focuses a lot more on wiping out their side of the battlefield with sunblast angel, utilizing white's tap capabilities. From the looks of your deck, glimmerpoint might not be a bad addition to back up venser. -
May 28, 2011Rowan posted a message on G/B Rock-ggroWhat about something like Reassembling Skeleton?Posted in: Decks
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May 28, 2011Rowan posted a message on Price of Progress: Mono U InfectFirst off, I'm totally with you on the flavor - my aim is to build decks that sit well with me "aesthetically" while still being pretty competitive. This means no mirran phyrexian mingling! I'm leery about multicolored decks too unless they have an overarching theme flavor-wise.Posted in: yarpus Blog
That said, I've been trying to come up with a mono blue infect for a while now... mine's a little different though and focuses a little more on card draw for psychosis crawler which is a card I like a lot.
My fear though is that it just doesn't fit into a deck that's also trying to do infect. I'm thinking about taking out cards that only do infect in favor of ones that help out psychosis crawler also. I just feel like using proliferate without infect would be a waste.
Cards that I thought might fit in somehow with this are
Mitotic Manipulation - to help with ramp, maybe get a second chalice out earlier or a proliferate engine.
Culling Dais - proliferated card draw
Corrupted Conscience - helpful infect + removal
Oculus - sack to culling dais
Vivisection - awesomely evil flavor - but in practice not as useful as I'd like.
Darkslick Drake - sack to the dais, also decent body for defense and attack
Plague Myr - ramp and possible early infect?
Thrummingbird - great little beast. that is all.
Grafted Exoskeleton - goes onto thrummingbird or other big threats
Mana Leak - very decent counter - when are they going to have 3 extra mana left to counter your counter?
Phyrexian Metamorph - Copy your biggies for only three?
Viral Drake - pretty neat card, probably will include him eventually
Gitaxian Probe - perfect for the deck flavor wise but idk if it's worth a card slot.
Phyrexian Ingester - NOM NOM
I'm curious though how you fared with so few land. Did it work out alright?
My hope is that the two of us can spread the enlightenment that is phyrexia! mwahahaha! - To post a comment, please login or register a new account.
Sky God, thanks for answering questions in my absence. I agree with what you've said I will consider making a video for the deck.
I feel you are too heavy on the stax cards. In my experience stax actually isn't a very viable strategy in multiplayer for the simple reason that you'll get hated out in subsequent games. People don't like not being able to play their decks. Aurelia can't handle the heat that a blue deck might be able to. I would downsize the stax theme considerably keeping things like Cataclysm, Winter Orb, Armageddon, and Stranglehold that are efficiently costed and/or tutorable. You'll also discover over time that having too many stax cards is less than ideal because they are very situational. You'll often find yourself in a spot where they aren't the best thing to put down, being dead weight in your hand.
The second issue I'm seeing is your lack of a draw engine. Mind's Eye and Wheel of Fortune aren't enough. Lack of card advantage is the biggest weakness of Boros IMO. The only real answer here is Skullclamp and maybe Mask of Memory. In more competitive circles you'll quickly notice your lack of card draw. Once your board is wiped you're pretty much done, forced to top deck for the rest of the game. You'll be looking for answers. I largely built Warclamp around Skullclamp for this reason, hence the token subtheme. Token armies are also a pretty good way to re-establish your board position after a wrath. With things like Purphoros, God of the Forge, and Sublime Archangel, things can get pretty crazy.
Additionally, Breath of Fury has become a reliable win condition with this strategy. It's tutorable, and able to kill people without even going infinite. Along this same vein, Splinter Twin does similar things.
The best token makers in Boros are: Hero of Bladehold, Monastery Mentor, Krenko, Mob Boss, Goblin Rabblemaster, Brimaz, King of Oreskos, and Emeria Angel. What do these all have in common? They are aggressively costed creatures that produce creature tokens for free. Preference is given to creatures that combo with Breath of Fury for infinite damage/tokens/combat phases.
A card that I'm giving a a good run is Shivan Harvest. Works well with tokens. It's less hated than some of the more iconic stax cards but still gives you the ability to keep your opponents under control.
You are relying pretty heavily on Aurelia. After she get's knocked out a few times, 10 or 12 mana is a lot to recast her. Boros has a pretty hard time getting those kind of numbers. Since a lot of your mana makers are creatures, they are likely be nuked by a wrath along with Aurelia which is why I've avoided them. I don't think this glass cannon approach is the most ideal strategy with her. I find she is best cast when you already have a solid board, putting things like Sword of the Animist and Krenko, Mob Boss into overdrive.
It's pretty much impossible to do Boros without an equipment theme. You are well on your way but you are missing Stoneforge Mystic, Puresteel Paladin, Sword of the Animist, and Umezawa's Jitte all of which I think are well worth the slots. I also like Blade of Selves and the new Open the Armory (also tutors Grasp of Fate, Breath of Fury, and Splinter Twin). Maybe the best thing about equipment is that they are harder to get rid of than creatures. Almost every deck packs creature wipes, but there are fewer artifact wipes out there. You can put down a new creature, suit up and still be a potent threat at the table.
I'm not hot on Mana Vault and friends because we have no cheaty way to untap them. They only produce colorless so their usefulness is a bit limited. They are basically a Dark Ritual in artifact form. Multiplayer is more about sustainability rather than those burst wins for the simple reason that those kind of wins are easy to shut down with cheap spot removal and counterspells. With 3 opponents your chances aren't so great of pulling that kind of thing off.
For ramp, I'm finding that things like Ashnod's Altar (there's nothing like saccing 10 tokens and killing someone with Aurelia's Fury >:P), Explorer's Scope, Paradise Mantle, Sword of the Animist, and Oath of Lieges can be really synergistic.
This is the current iteration of Warclamp as of Shadows Over Innistrad, I'm pretty happy with it.
DAMAGE MULTIPLIER/INFINITE
1 Breath of Fury
Equipment
1 Argentum Armor
1 Lightning Greaves
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Sword of the Animist
1 Umezawa's Jitte
RAMP
1 Mana Crypt ($$$)
1 Sol Ring
1 Paradise Mantle
1 Oath of Lieges
1 Pearl Medallion
1 Boros Signet
1 Knight of the White Orchid
1 Ashnod's Altar
1 Worn Powerstone
1 Coalition Relic
1 Explorer's Scope
1 Thran Dynamo
LANDS
Basics
4 Mountain
5 Plains
Duals
1 Command Tower
1 Cavern of Souls ($)
1 Reflecting Pool
1 Clifftop Retreat
1 Sacred Foundry
1 Plateau ($$$)
1 Battlefield Forge
1 Rugged Prairie
1 Arid Mesa
1 Bloodstained Mire
1 Scalding Tarn
1 Wooded Foothills
1 Marsh Flats
1 Windswept Heath
Land Hate
1 Strip Mine
1 Dust Bowl
1 Wasteland ($$)
Other Nonbasics
1 Buried Ruin
1 Flagstones of Trokair
1 Ancient Tomb ($)
1 Sunhome, Fortress of the Legion
1 Hall of the Bandit Lord
Cycling
1 Secluded Steppe
1 Drifting Meadow
1 Forgotten Cave
1 Smoldering Crater
CREATURES
Token Makers
1 Goblin Rabblemaster
1 Hero of Bladehold
1 Monastery Mentor
1 Brimaz, King of Oreskos ($)
1 Krenko, Mob Boss
1 Emeria Angel
Face Smashers
1 Sublime Archangel
1 Purphoros, God of the Forge
TUTORS
1 Enlightened Tutor ($)
1 Quest for the Holy Relic
1 Land Tax ($)
1 Weathered Wayfarer
1 Stoneforge Mystic ($$)
1 Steelshaper's Gift
1 Goblin Matron
1 Imperial Recruiter ($$$$)
1 Open the Armory
1 Idyllic Tutor
1 Stonehewer Giant
1 Goblin Welder
1 Crucible of Worlds
1 Sun Titan
REMOVAL/CONTROL
1 Swords to Plowshares
1 Path to Exile
1 Grand Abolisher
1 Wear // Tear
1 Grasp of Fate
1 Retribution of the Meek
1 Austere Command
1 Aurelia's Fury
1 Terminus
MANA DENIAL (AKA NUCLEAR WEAPONS)
1 Armageddon
1 Cataclysm ($)
1 Winter Orb
1 Shivan Harvest
EVASION
1 Legion Loyalist
1 Iroas, God of Victory
1 Mother of Runes
CARD ADVANTAGE
1 Skullclamp
1 Nahiri, the Harbinger
1 Mentor of the Meek
1 Puresteel Paladin
1 Mind's Eye
My aversion to planeswalkers in this deck remains. Flamecaller doesn't appeal to me because of the mana investment. I'm more inclined to swap in an additional counterspell or cheap draw spell.
I don't have an answer yet for the combo/control conundrum. I hope to attend some tournaments soon and have something a little more substantial to say based on experience. But what I'm gathering is "why run Firemind if you aren't running the associated combos?" Great question!
It sounds like running Firemind as our commander makes a non-combo build difficult due to excess hate which I totally understand, and there are definitely other less assuming izzet commanders out there now more suited to a late game control approachJori En, Ruin Diver being foremost in my mind for efficiency. Arjun, the Shifting Flame is also intriguing to me because he's spot on theme. I'll probably pick up a few of these cards and give em a run. Niv-Mizzet, Dracogenius is also pretty solid IMO if you want to stick with ole Nivvy.
There are a lot of options here, and I think the right one depends on your personal preferences. I have a lot of loyalty to Firemind for sentimental reasons and I just love the elegance of his ability. With a lot new cards out there now, I'm curious to see what happens next.
I find that with the mid range control build I'm casting Niv a bit more often and whittling away at people. And he's actually a pretty nice removal engine if you can get him to stick. If you want to commit to that route you could add Lightning Greaves and Basilisk Collar or even Clout of the Dominus. But my real answer is that I would still never use another commander for this deck. I love the way that Niv-Mizzet, the Firemind flawlessly represents what this deck does. And Mindmoil is honestly a pretty solid win con with Niv. If I can't get Niv to stick, there's always Inner Fire/Comet Storm.
Niv-Mizzet, Dracogenius is worth some consideration though because he's better in a vacuum, i.e. if you have an empty hand. I would likely keep Dracogenius in my "sideboard" to use if I felt like it. He "draws" less hate because he's harder to combo with.
Another card I'm overjoyed with is Sword of the Animist.
Blade of Selves is... interesting.
I've been playing the deck a lot lately and I'll be overhauling this list soon. Stay tuned.
Mindmoil will probably stay in because it gives me some resiliency to my opponents' combo-control strategies.
I'm on the fence with Jar and Eye. Eye is vastly inferior to Rhystic Study or Consecrated Sphinx but it still works. I don't think it's really much better than Reforge the Soul, and certainly not better than the Future Sight/Top combo.
I don't feel that Vedalken Shackles is optimal for the deck. As is, I've only got 6 islands. In mono blue, I'd absolutely use it but here I'm skeptical.
WumpaWolfy My paper deck is currently lacking Show and Tell, Snapcaster Mage, Intuition, Personal Tutor, Omniscience, Force of Will, Diamond Mox, Grim Monolith, all the fetchlands... basically everything over $20 a pop. I don't really believe in proxies. I typically buy maybe one high dollar card a month. I've got 2 other decks, so the upgrade process is slow due to budget concerns (a guy can't eat magic cards). I recently bought a Temporal Mastery and a Cryptic Command for Niv.
Glokks One of things I really don't like about Omniscience and Enter the Infinite is how terrible they are to have in my opening hand due to their cost and exclusively late game value. I'd rather have an answer.
Jester's Cap effects is something that the mid range control version of the deck could probably benefit from. Extract doesn't hit has hard as Jester's Cap but is much more efficient. Consider that Cap takes 6 to use. by the time I have that much mana available the game might already be over.
Not sure if I like Wash Out or Devastation Tide more. What do you think? I'm a huge fan of selective board wipes at efficient costs. Tide is more of a hard reset and therefore a bit more reliable in dire situations.
I'm still on the fence with Mindmoil. I like how it's just an old fashioned win condition with the possibility of going infinite. If Inner Fire/Comet Storm is not available, it's nice to know I have a solid backup. However, my previous arguments against it remain.
Helm of Awakening is most likely coming out. I honestly don't really need it for the Top/Future Sight combo. "1: Draw a card." is already really good. The benefit the helm gives to my opponents isn't worth it IMO. It's laughable alongside Rhystic Study. I think Gilded Lotus is going to come back in this spot.
I'm a bit undecided on whether to swap out Tolarian Winds or Reforge the Soul. I think I need to keep at least one so that I can reliably fill my graveyard with recursion options. (Imagine dumping 10+ cards into your yard only to overload Mizzix's Mastery a turn later!)
This next batch of swaps is going to require a complete overhaul of the primer. I'm a lazy dragon and that's a daunting task, but here's updated swaps list for starters. What do you think?
What I still want to find room for: Leyline of Anticipation, Day's Undoing, Memory Jar, Devastation Tide.
The more I play, the more I find myself favoring late game control than the early game win. I find casting the removal and control spells more enjoyable than the cheaty game winners like Show and Tell and Curiosity. This is largely due to the multiplayer environment where diplomacy often wins more games than your turn 2 or 3 infinite combo.
This is because 1. As much as I enjoy winning ultra early from time to time, other people do not enjoy losing to these kind of wins.
2. when people are aware that my library contains infinite combos and other very degenerate synergies they are much more likely to try to hate me out of the game early. The game becomes for me, "win super early or die horribly"
3. I get a kick out of stopping someone else's "unstoppable" deck A LOT. There's nothing like casting a turn 1 Mindbreak Trap or Force of Will to stop someone from comboing out. Some hyper competitive builds just don't recover from that.
4. The longer control oriented game seems to be the safer and more competitive route to take anyway because I often find myself scarce a counter or a removal spell when I need it most. As long as I control the board, I control the game - it doesn't matter how late I win. I actually enjoy watching other decks play out and do their thing a bit before destroying them
With that said the following cards are inching their way to the chopping block:
Curiosity - It's a dead card without Niv in play. I hate that. And let's face it, nobody likes to see this card. It feels like a hollow win when I can pull it off. Often, i find myself cycling it away. I would almost always rather have a counter in my hand.
Show and Tell - It's obvious that Omniscience is the best thing to put down with this, and I can tutor for it pretty early with Long-Term Plans but it's an ugly play. While Show and Tell can be fun for other players and occasionally backfires in interesting ways - it's ultimately very much a win-early kind of card that draws hate.
Enter the Infinite - This is a stupid card. I wish this had never been printed. It's bad to have in my opening hand but well worth it if I can cast it for free later on. I despise cards that say "I win" so blatantly without intelligence, planning, or synergy behind it. Bad card design.
Dream Halls or Omniscience - out of these two, Omniscience would likely come out first because 1. Its cost is horrendous and 2. It's just as stupid as Enter the Infinite, and by that I mean it takes no intelligence to play effectively. Dream Halls at least makes the game more interesting for everyone at the table.
Temporal Manipulation, Time Warp, Temporal Mastery - I'm actually considering swapping these for control. The extra turn cards fit in more with the win early strategy and they cost more than I'd like. I get tired of seeing people roll their eyes at these cards.
What would I slot in? Well, I've been thinking I need to maindeck some artifact hate. Once again blue offers us superior options in Hurkyl's Recall and Rebuild. Non-targeted and they ignore indestructibility. I can also tutor for them with Merchant Scroll. Each of these has significant perks. Hurkyl's Recall is much more flexible mainly in that I don't have to bounce my own stuff if I don't want to (sometimes I'd want to with stuff like Mana Vault and Sol Ring or even Alhammaret's Archive.) The cycling ability on Rebuild is just fantastic and sometimes the global effect is preferable.
I want to bring in at least 2 or 3 new counterspells. Flusterstorm is definitely on my radar. As is Swan Song, Forbid, Foil, Arcane Denial, Negate Misdirection, Counterflux, and Venser, Shaper Savant.
Pyroblast and Red Elemental Blast are hilarious and awesome and I'd like to see them maindecked.
Leyline of Anticipation of course is perpetually on my maybe list. Day's Undoing gave me a little more motivation to run it. I know it's not a 3 mana Time Stop but it's still an instant speed Timetwister. It fits in well with my new late game control strategy.
What do you think?
I'm reconsidering Archaeomancer and Venser, Shaper Savant. I still really like the interaction they have with Evacuation and Riptide Laboratory. Need to do more testing. I will be entering into some commander tourneys soon so I will get the opportunities I need to hone this deck.
Thanks again for all your support and suggestions!
I dig your logic with Alhammarret's Archive. I think that one's a done deal.
Vedalken Shackles - I really tend to lean toward instant and sorcery based removal since they work so well with my recursion cards. I also prefer sweepers since they are more efficient and non-targeted. Cyclonic Rift is the epitome of what I'm looking for in a removal spell, at least for this deck. It's so good I'm surprised it hasn't been banned yet. *knocks on wood* For those reasons Propaganda is probably not worth considering either.
I want to like Mizzium Mortars, but again, next to Cyclonic Rift it's lackluster at that mana cost. Blasphemous Act or Devastation Tide will almost always be better because of the efficiency - even though the reduced costs are not guaranteed.
Dack Fayden is worth a try. The artifact theft is actually worth 1UR. I have a prejudice against planeswalkers as you may have noticed, sometimes unfounded, other times absolutely justified. I don't like them for a lot of reasons. They don't work well with my tutor and recursion cards.
Ok, here's some tentative swaps:
Thought Vessel might be fine for a budget build but there are much better options available to us. Remember that for the Primer I've used the very best possible cards regardless of budget. When you compare Thought Vessel to something like Grim Monolith in terms of ramp value, there is no contest.
Mystic Confluence - I am a huge fan of flexible counterspells. This one might indeed find a spot. I was thinking of swapping out Chaos Warp finally now that commander tucking is no longer possible so that frees up a spot for some additional removal or counterspell.
My primary argument against Laboratory Maniac is that it cannot be easily tutored for since it's not an instant or a sorcery, nor does it work well with stuff like Snapcaster Mage or Call to Mind. High synergy is my goal. Also, the maniac dies to instant spot removal cast in response to the draw, which I don't really like.
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One card I'm on the fence about these days is Mindmoil. It's almost always a backup win con, rather than something that feels integral. For streamlining purposes I've considered swapping it for redundancy in other areas, most likely removal/control. Even though it doesn't trigger damage from Niv, Scroll Rack is just soooo much better and it's tutorable.
A card I'm really liking is Mind's Eye. This deck tends to do better with a hand fattening approach. A fat hand just means more options and more protection. I will likely swap this for Reforge the Soul.
Tezzeret the Seeker will likely be going back in as a tutor for some of the key artifacts. It's one of the few planeswalkers I can justify running because the tutor effect is worth the cost. (I'm assuming I'm only going to get one activation out any given planeswalker). I will likely be swapping Fabricate but one of the lesser handcycling cards such as Tolarian Winds is also a possibily as I'm leaning away from a heavy handcycling theme.
I'm considering the possibility of adding Ivory Tower or even Basilisk Collar for some life gain. So often, I get hated out early because of a little damage here and there. Before I know it, I'm down to 2 life and don't have much of a chance. Even +5 or +10 life might be enough to turn the tides in my favor. The nice thing about both of these artifacts is that they are easily tutorable. I'm definitely leaning toward Ivory Tower, however Collar works so nicely with Niv it's tempting - however it of course relies on him being in play.
Alhammarret's Archive seems to be a really solid inclusion. I'm wondering if I'll just run it in addition to Thought Reflection or do a clean swap. Archive works nicely with Ivory Tower.
Although it isn't tutorable, Propoganda is something I've considered to alleviate some hate. Blasphemous Act or Devastation Tide are also on my mind.
This is... omg... everything I wanted Past in Flames to be and more. Mystic Retrieval will be retired from the primer!! Can you imagine using this to cast Enter the Infinite? Just discard it early to Faithless Looting and you have yourself a disgustingly easy win. Of course hand cycling, tutors, and removal spells will be the most typical. "without paying its mana cost...." WHHAAAT??
Overloaded.... <3<3<3
This card alone is enough to get me excited about Magic again.
I've been gone so long I think I missed a few sets. Anything else worthy of note?