Alright another wave of changes:
+2 Spellskite in the Mainboard
-2 Spellskite in the Sideboard
-2 Sword of War and Peace in the Mainboard
+1 Sword of War and Peace in the Sideboard
-2 Timely Reinforcements in the Mainboard
+1 Timely Reinforcements in the Sideboard
+1 Midnight Haunting in the Mainboard
+1 Negate in the Mainboard
Overall the Timely Reinforcements has been bad in the opposing control matches and even against some other sort of psudo agro decks that dont stack creatures everywhere. I have enough creature support in this deck that it has on occasion been sort of tough to utilize. It is into stricly sideboard now.
Sword of War and Peace has been feeling lacking with how many infect oriented decks are out there... even decks that just kill with nexus so I am pushing one into the SB in case I feel it is still necessary but I haven't been thrilled by it of late.
The Spellskites give me more blockers and a misdirect option which I want to try out mainboard for a bit and see how it goes. I like how it can redirect pump effects so we will see how that goes down. Worst case it is a decent wall. I also like keeping my creature curve decent so I can utilize Moorland Haunt
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Oct 20, 2011ISBPathfinder posted a message on U/W Sword Control (Standard)Posted in: ISBPathfinder Blog
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Oct 13, 2011ISBPathfinder posted a message on Need new ideas!If you want some help on a bant EDH deck I have a good primer for Jenara, Asura of War which can be found here.Posted in: Instereo3 Blog
It is hard to come up with a new spin on a commander as most of them out there have either been done to death or totally suck. As cool as Lim-Dûl the Necromancer is he costs tons of mana and at which point you might as well just run Maga, Traitor to Mortals as your wincon as once you get above 5 mana you have to have a lot of ramp to really try to utilize your commander.
If you wanted to do a jund deck you could also consider Karrthus, Tyrant of Jund as he is a bit of a different spin on a dragon legend. -
Oct 13, 2011ISBPathfinder posted a message on U/W Sword Control (Standard)I have a few changes to make to the list and I think you are right on the Think Twice. I am going to make the following changes:Posted in: ISBPathfinder Blog
-3 Forbidden Alchemy
+3 Think Twice
-4 Invisible Stalker sadly he wasnt doing as much as I had sort of wanted from him in this list. I am moving this to be a bit more control and token spawning.
+2 Midnight Haunting
+2 Day of Judgment
-1 Moorland Haunt the creature curve in the list has been going down plus having 2 in play isnt very productive.
+1 Inkmoth Nexus
SIDEBOARD CHANGES
-2 Divine Offering I feel like Revoke Existance is just going to be better going forward. The ability to strip O Rings and the fact that the rez decks cannot recur the target is good. Plus I still have plenty of occasional Wurmcoil Engines that wander past in my playgroup.
-1 Spellskite I dont see this card as highly neccesary in most cases. It is a nice wall vs agro but I already have a lot of agro hate.
+3 Surgical Extraction grave hate. I dont know how much I expect to run into Solar Flare in my own meta currently but we will see I suppose.
With these latest changes I guess the sword count and types are sort of on stand by. I might end up dropping the swords down to 3 as the creature curve has been going down of late and I might want to bump it to 3x feast and famine. - To post a comment, please login or register a new account.
.... I never thought of that combo. Am I correct in assuming that if you Tooth and Nail into Primeval Titan + Admonition Angel you are able to strip all of the land from your deck into play????
EDIT: Ohhhhh just read the card closer. Unable to target herself.
EDIT 2: Another one I like doing is tutoring up Crovax, Ascendant Hero into play and Kamahl, Fist of Krosa into hand. Next turn drop Kamahl and start poping lands for G apeace. If you really need a land pop you can drop him into play but you are probably going to be mostly tapped out from the tooth and nail. If you have Seedborn Muse in play as well its totaly nuts.
Spelljack
Desertion
Gather Specimins
Overwhelming Intellect
most of these counters are too expensive for most decks but as I am running teferi I can consider such cards as my mana is usually open at all times ready for the counter. Of course I run plenty of 0-3 mana counters as well but I like having a few big effect cards where I really get some good out of the countering of their stuff.
Pact of Negation is very nice as well. Sure it sucks to pay for it later but its worth another 0 mana counter.
Ahhh you have so many good points in here.
As for the equipment, not all of the equipment is just to power her up. Some of them provide card advantage and protections. The light and shadow provides 2 of the best spot removal protections out there as well as rezing into other targets for card advantage. I see soooooo much spot removal in black and white I want to hold onto this one.
I could possibly see cutting the Jitte, Sword of Fire and Ice, and Sword of Feast and Famine out but I think the Lightning Greaves, Sword of Light and Shadow, and Sword of Vengeance might still be needed.
Ya I agree now looking back at it. I think they would both make better cards. I suppose Priviledged over Asceticism? or do you think both is a decent call?
I could see all of those making it in. I am not quite as fond of the archmage as I dont run much for countering but its good and it can be recurred several ways.
Ya that was at the top of my cut list. Do you think Skyshroud as I plan on having the rav dual lands in or should I just go with Explosive Vegitation? Or I suppose both if I can find room.
Ya I figured that would probably get cut as well. its very narrow in use and very inconvenient.
Wow... totally overlooked it.
EDIT: ok I got most of that updated. What do you think of the signets / rampant growth / Farseek / wayfarer's bauble? It could help me try landing that turn 3 commander for sure as getting a combination of all 3 mana by turn 3 could be rough.
EDIT 2: Looking at the list I notice a few things. 1) I have a lack of kill / counter. That might be just fine as I plan on possibly comboing quickly. 2) I dont have a whole lot of mana ramping / mana stones. 3) I dont have a whole lot of ways to tutor into a artifact / enchant. One of my better lockdowns requires me to have a lot of specific creatures ready to go.
EDIT 3: any chance you can link me to your decklist Telekinesis as I wouldnt mind seeing how you set yours up.
I guess I will start throwing some card ideas down on a decklist. We can talk about cuts and additions from there.
1 Jenara, Asura of War
CREATURES (24)
1 Saffi Eriksdotter
1 Sakura-Tribe Elder
1 Gilded Drake
1 Coiling Oracle
1 Knight of the Reliquary
1 Eternal Witness
1 Mirror Entity
1 Trygon Predator
1 Oracle of Mul Daya
1 Mystic Snake
1 Glen Elendra Archmage
1 Karmic Guide
1 Reveillark
1 Acidic Slime
1 Body Double
1 Archon of justice
1 Primeval Titan
1 Sun Titan
1 Sunblast Angel
1 Rampaging Baloths
1 Duplicant
1 Consecrated Sphinx
1 Avenger of Zendikar
1 Woodfall Primus
ARTIFACTS (8)
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Scroll Rack
1 Lightning Greaves
1 Mimic Vat
1 Rings of Brighthearth
1 Cauldron of Souls
1 Sylvan Library
1 Night Soil
1 Survival of the Fittest
1 Equilibrium
1 Faith's Fetters
INSTANT (11)
1 Pact of Negation
1 Mystical Tutor
1 Swords to Plowshares
1 Path to Exile
1 Eladamri's Call
1 Chord of Calling
1 Oblation
1 Bant Charm
1 Hinder
1 Fact or Fiction
1 Desertion
SORCERY (12)
1 Farseek
1 Cultivate
1 Kodama's Reach
1 Wargate
1 Genisis Wave
1 Rite of Replication
1 Skyshroud Claim
1 Bribery
1 Hallowed Burial
1 Austere Command
1 Tooth and Nail
1 Time Stretch
PLAINSWALKERS (2)
1 Elspeth, Knight-Errant
1 Venser, the Sojourner
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Mosswort Bridge
1 Wooded Bastion
1 Mystic Gate
1 Sunpetal Grove
1 Glacial Fortress
1 Seaside Citadel
1 City of Brass
1 Grand Coliseum
1 Krosan Verge
1 Arid Mesa
1 Marsh Flats
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Flooded Strand
1 Strip Mine
1 Kor Haven
1 Vesuva
6 Forest
5 Plains
3 Island
Ok some of the wishlist is reasonable. The old school duals are realistically never gona happen but I will put them there anyways.
COMBOS
1) I purposly put in the cards for a yosei lock as I like the cards in the combo. I can also substitute yosei for mass land destruction using the Acidic Slime or ramp using one of several land ramp creatures.
The combo is fetched using Survival of the Fittest to draw and discard Saffi Eriksdotter, Karmic Guide, Mirror Entity, Yosei, the Morning Star, and finally putting Reveillark in hand. The rest starting in the graveyard is how it works so just throw out one creature to start the cycle and have Reveillark left in hand after you got the others in the yard.
Start out by evoking Reveillark into play. He dies rezing Karmic Guide and Mirror Entity into play. The guide rezes Reveillark back to play. Activate Mirror Entity say 100 times at 0 mana on the stack. They all die and lark rezes Karmic Guide and Saffi Eriksdotter. Guide rezes lark. Saffi sacs targeting lark before the second Mirror Entity trigger goes off. Second trigger goes off and lark rezes off saffi. Lark's trigger rezes guide and saffi. Guide rezes Yosei into play. Saffi sacs to rez lark before the 3rd Mirror entity trigger executes. Creatures wipe and yosei taps down one player. This continues until you have taped down everyone. You can then do other things like rez all of your land into play with this using any land fetcher in place of yosei at the end of this cycle.
End this cycle by rezing Reveillark with Mirror Entity, and Saffi Eriksdotter in play and you can execute it as needed at instant speed. If someone has a swords or path to exile they can still catch you in the middle of this fun little combo even after you tap them down unfortunately but its a solid combo.
2) This one isnt an infinite combo but Tooth and Nail can get very silly in this deck. Out of my options I like doing one of the following
a) Eternal Witness + Any appropriate fatty, recur tooth and nail back to hand ready to be used again.
b) Regal Force + Avenger of Zendikar trigger it so avenger executes first then your hand explodes into goodness. (Sadly regal force was cut from the list as he was a bad draw into. He was only good off tooth and nail and boy was he good there, however as he was bad otherwise he has been removed from the list)
3) Even if I dont feel like locking everyone down with Lark combo I could always go for infinite turns using infinite recursion of eternal witness along with Time Stretch. Its so close to the lark lock though and a lot harder to attain as I have to get Time Stretch which I dont have much to tutor into. Figured I would list it though.
My question being how would you play from here? Should I have gone ahead and taped out to pop the standstill? Or should I have gone ahead and passed on to my opponent which is what I did. My opponents were in a loose loose situation. It went through 3 other players before someone played something as everyone wanted the card draw off it but I was making bank during the stall and when it poped my hand literally exploded.
Was this a mean play for me to try comboing into?
Sooo opponent drops Jace's Ingenuity do I draw 6 or 2 off my Consecrated Sphinx?
Voltaic Key is underwhelming. I used to run it. My opponents realized they got to shut down two artifact stones just by blowing up the one I was untapping with the key. I would change this to Sculpting Steel or another mana stone.
I would consider adding more 2 or less mana instants or removing Isochron Scepter from the deck as you only have 5 spells currently to put on it. I think this card could be dead in your hand more often then not.
Once again add Consecrated Sphinx if you have not already. He is so amazingly good.
Also Time Stretch has been totaly amazing in my deck. I like Time Warp as well but 2 turns is totaly busted good. When I drop time stretch it is usually I win sort of situation as I will wait until I drop a decent beater then swing in 3 times which just destroys enemies.
Vote goes out to Sharuum
Situation A) One of my opponents has Geth, Lord of the Vault in play and has rezed my Izzet Chronarch back into play. That player then dies while my creature is in play under his control. What happens to my creature???
Situation B) I have stolen a creature out of my opponents deck using some sort of Bribery effect. Lets say Archon of Justice. When that opponent dies if the creature I had stolen had a leaves the battlefield effect it would obviously trigger as their creature is going away, but will a goes to graveyard effect trigger or are their permenants essentially exiled???
It could be nice as you can save one of your creatures to any of their kill one turn, then push through their birds with a creature that cannot be condemned the second turn.
Ok a few things here.
1) Assume everyone in your playgroup has at least one Eldrazi in their deck. This is why I dont bother with tunnel vision. Not every player in my playgroup does have an eldrazi, but a good 80% do. I would hate to include a card that might only work on 1 deck a game and I would have to keep track of my opponents decklists to see if it might work or not.
I use hinder over a simple counterspell as I have a lot of generals that beat in for damage to kill opponents in 2-3 turns such as Uril, the Miststalker and Scion of the Ur-Dragon. Tucking a general such as these is very efficient as they have to use another card to tutor it back out before they can come back online. You can always counterspell the future tutor to hold them down even longer
2) Power Artifact is a nice combo but currently I am only running one artifacts to combo it with for infinite mana. I could also use it on Memnarch for some decent use. I like infinite mana but its infinite colorless mana which cant really solve much of my issues. I run very little that infinite colorless would do anything for.
If I had more cards that had X in them or possibly more cards that the power artifact would work with I would use them. But as of right now I just use the Grim Monolith as a decent size mana stone that I like as I can untap it at any time instead of mana vault which has to be at the beginning of my turn.
3) I run Knowledge Pool as my primary combo as in this format I only have one attacker to worry about, I run things like Blatant Thievery, and or Memnarch which easily seal the game for me the following turn.
I suppose I could probably add more tutoring for the Pool to the deck but currently I have Treasure Mage, Fabricate, and possibly Long-Term Plans once I add it to the deck. Off of those 3 cards I can tutor into those using cards like Vedalken Aethermage, and Mystical Tutor to tutor into my tutors. I am trying not to make this deck so the only plan of action is to drop Knowledge Pool but to make it a good play that the deck can do without relying on it as a crutch.
Plus I have god knows how much card draw in the deck to draw into answers, tutors, and combo pieces.
EDIT: Swaped out the island that was going to come in for Tolaria West for Reliquary Tower
I tried several of my decks in the style of format, long story short I think Teferi, Mage of Zhalfir will probably be my best bet.
One of the upsides to my Teferi deck is that it has gone under a large facelift since my group last saw it. I have the Knowledge Pool combo that very few players in my playgroup are aware of as well as only needing to control a few players at a time as only one person can attack me at a time. This allows me to hold back the 1-2 people behind me and profit from only one peron allowed to attack me at a time while I might have Knowledge Pool in play. The problem being I have a lot of cards that probably need to be cut for this specific event and I was hoping for some input on what to cut. Here is my list.
-1 Steel Hellkite being forced to only attack one person really strips this card of all utility.
-1 Wurmcoil Engine one of the bigest advantages of the wurmcoil is that it discourages people from attacking me but when only one person can even attack me I dont know if it would do much for me. It is still a good card but I was thinking of swapping it out for a chump blocking creature that draws me cards perhaps.
-1 Dominate This card has sort of always pissed me off. It costs wayyy too much to steal anything good. This should really go.
-1 Tolaria West I never really want this as a land but it sucks as a tutor as it can only hit lands or Pact of Negation. It is somewhat useful but as transmute must be used as a sorcery there is no surprise factor behind this. I think it might just turn it into another land.
-1 Draining Whelk I find I have too many big things I want to execute. I still want a counter in this spot but it needs to get smaller in size to allow me to do more things in a turn.
+1 Mulldrifter more card drawing with chump blocks. I just need to dig to an answer.
+1 Counterspell replace Draining Whelk as I just needed a few more cheap casting cost counters. I like the card advantage on the Whelk but god it just eats my turn up to drop.
+1 Long-Term Plans set up a gamebreaker
+1 Neurok Stealthsuit I have had a lot of people target me with hate just to eat up counterspells this should help alleviate that.
+1 Tawnos's Coffin I have made rediculous good use out of this card recently in my Thraximundar deck. I have a lot more creatures in this deck and I think it could be a good call. It can be used both offensively for recurring enter battlefield abilities, or used to lock out creatures you dont want to see your opponents beat your face in with.
+1 Reliquary Tower to replace Tolaria West
+1 Standstill hilarious card that encourages my opponents to pass through turns. It has been amazing on the tail end of any bomb creature and or Consecrated Sphinx
Well it could be something like that. Problem being that I have more cards I want to go in than out. Sorry that turned into a bit of a wall of text.