Anyway, your build is just different.. more controllish with Negates and Scullers MD. I may test the scullers, but I'm not entirely convinced.
You will be when they come into play and grab a DoJ and Path out of your enemies hand so they can't cast it on thier next turn. I can't tell you how many times grabbing DoJ away from U/W Chapin Control has saved me games that I would have lost. It has also saved my Open the Vaults from a Duress. You don't have to cast it on turn two for him to be good.
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Modern (I collect the format):
WURDelver
[/MANA]MANA]R[/MANA]GTron WDeath and Taxes WSoul Sisters RWG Pod Combo URSplinter Twin URStorm RBurn
Hello all.
I love the Esper Colors, and this deck is hella fun to play. I have all the pieces and it really runs very well for with a manabase similar to Cigarette's.
I would like to make a card suggestion and receive some input or opinions about it. Lodestone Golem .
The ability that is on a 5/3 body is pretty relevant I think. With an Everflowing Chalice set to 1 you can put this guy out T3. And with the several archetypes running around (Chapin Control, Jund, Vampires, Naya (to a lesser extent)) making your opponent have to pay an additional 1 for every spell they try to play is a huge tempo disruption. BBElf on T5? T4 Blightning? To myself, that seems really good tempo boost for your side of the field and if the Golem dies, damn. Open the Vaults to return 2+ of these guys to play? In some scenarios that is enough to lock your opponent out of the game. Particular instances that I think would be applicable:
U/W Control Theoretically on T3 they would counter it. Oh well. Isn't this particular deck made to resuscitate massive amounts of creatures in one turn? And if it does stick, having to force them to actually play a T4 Day is still crucial and disrupts their plan of counter wars and such.
Jund - T5 BBElf? That is essentially giving me a whole turn with the card advantage and life that you retain. They kill it? See Open the Vaults .
Vampires - Again, T5 Nocturnus? and more importantly, T6 Mind Sludge? That sounds really effective to me in winning that match.
Naya - the Golem doesn't really effect them too much with their mana dorks but a 5/3 body could be pretty critical for staying alive those precious turns until you can dredge your graveyard to play.
Overall, my conclusions about this particular card seem to be pretty optimistic. I would argue that it certainly has a place in this type of deck and that it can be used to effectively and significantly slow down an opponent. The dream play I have is Vaulting 4 of the golems to play. Hot damn. A Day of Judgment with 8CMC? A Maelstrom Pulse with 7CMC?
Think about it.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
Hello all.
I love the Esper Colors, and this deck is hella fun to play. I have all the pieces and it really runs very well for with a manabase similar to Cigarette's.
I would like to make a card suggestion and receive some input or opinions about it. Lodestone Golem .
The ability that is on a 5/3 body is pretty relevant I think. With an Everflowing Chalice set to 1 you can put this guy out T3. And with the several archetypes running around (Chapin Control, Jund, Vampires, Naya (to a lesser extent)) making your opponent have to pay an additional 1 for every spell they try to play is a huge tempo disruption. BBElf on T5? T4 Blightning? To myself, that seems really good tempo boost for your side of the field and if the Golem dies, damn. Open the Vaults to return 2+ of these guys to play? In some scenarios that is enough to lock your opponent out of the game. Particular instances that I think would be applicable:
U/W Control Theoretically on T3 they would counter it. Oh well. Isn't this particular deck made to resuscitate massive amounts of creatures in one turn? And if it does stick, having to force them to actually play a T4 Day is still crucial and disrupts their plan of counter wars and such.
Jund - T5 BBElf? That is essentially giving me a whole turn with the card advantage and life that you retain. They kill it? See Open the Vaults .
Vampires - Again, T5 Nocturnus? and more importantly, T6 Mind Sludge? That sounds really effective to me in winning that match.
Naya - the Golem doesn't really effect them too much with their mana dorks but a 5/3 body could be pretty critical for staying alive those precious turns until you can dredge your graveyard to play.
Overall, my conclusions about this particular card seem to be pretty optimistic. I would argue that it certainly has a place in this type of deck and that it can be used to effectively and significantly slow down an opponent. The dream play I have is Vaulting 4 of the golems to play. Hot damn. A Day of Judgment with 8CMC? A Maelstrom Pulse with 7CMC?
Think about it.
It's an interesting idea no doubt about it. However, I still think it's too situational and not consistent enough. First of all, you need to have that Chalice out to negate the Golem's affect on your side and then you need the Golem out to disrupt their side - that's approx 4-8 cards in the MD that I just can't find room for. Plus, what happens when you have the Golem in hand but can't find the Chalice? It's almost a "dead card" and if you cast it, sure, you've slowed down the temp of your oppon but you've also slowed yourself down too because there are several non-artifact spells that are important to this deck - Spreading Seas, DoJ, and of course, OtV, not to mention the SB consisting of Purges & Flashfreezes.
It's an interesting idea no doubt about it. However, I still think it's too situational and not consistent enough. First of all, you need to have that Chalice out to negate the Golem's affect on your side and then you need the Golem out to disrupt their side - that's approx 4-8 cards in the MD that I just can't find room for. Plus, what happens when you have the Golem in hand but can't find the Chalice? It's almost a "dead card" and if you cast it, sure, you've slowed down the temp of your oppon but you've also slowed yourself down too because there are several non-artifact spells that are important to this deck - Spreading Seas, DoJ, and of course, OtV, not to mention the SB consisting of Purges & Flashfreezes.
I agree. Sure the Golem does do some damage for the opposing player's tempo, but it destroys ours. Turn 4 Sphinx Turn 5 OtV, turns into Turn 6 Sphinx Turn 7 Otv. I don't think we can handle that too much, and with mulitples on the board, well, it just gets ugly. Not to mention, all of our Days, Journeys, O-Rings, Seas, plus everything from the SB.
In theory it seems like it may help us, but when you break it down, it would kill this deck.
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Currently Playing Standard UBU/B ControlBU EDH GAzusa, Lost but SeekingG
Additionally it dies to that bolt. If it had 4 toughness, and there was an artifact in RoE that discarded cards, then potentially. But it's vulnerability to burn/pte, tempo effect on our Sphinx and OtV, and lack of synergy with enchantments make it suboptimal.
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EDH Commander WUBSharuum the HegemonBUW UGRRiku of the Two ReflectionsRGU
So, in my gameday/mox or box tournament this weekend, I found Spreading Seas to be heinously lackluster. I have hence decided to put in merfolk looter in its place. Thoughts?
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By Hero of the Planes studio aka Darkknightcavalier
Knight of the Reliquary and Tarmogoyf just high five and start punching the city together.
Stealing from NightfallGemini.
So, in my gameday/mox or box tournament this weekend, I found Spreading Seas to be heinously lackluster. I have hence decided to put in merfolk looter in its place. Thoughts?
Lackluster? I am a huge fan of it in this deck. You can ditch it to sphinx for free card draw when you cast OtV, and it has enormous potential to mess up opponents mana in a meta where the most popular decks (Naya and Jund) are playing 3 colors.
It ALSO kills manlands. Its so awesome shutting down a colonnade that has been beating you down in UW control, or a raging ravine thats up to 5/5 or so, and then drawing a card to boot! and it ALSO lets you cycle through your deck so you can keep low mana hands. I think its a perfect card for this deck.
Looter will get hit with removal superfast, though I really wanted to play him too I found that when I included him, he just ate a bolt or something almost instantly. If he were an artifact I might consider it.
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T2: UWB Open the Vaults UWB UWG Milllies UWG RB Blightning Aggro RB
T1.5: RBU Underworld Dreams RBU
T1: U Mono-Blue Control U
This list is great, I'm really only on the fence about the manabase. I may go ahead and squeeze in the whatsit, creeping tarpits over some catacombs. Imagine - they turn 4 ruinblaster and you're like "Tap 3, activate pits!"
Lackluster? I am a huge fan of it in this deck. You can ditch it to sphinx for free card draw when you cast OtV, and it has enormous potential to mess up opponents mana in a meta where the most popular decks (Naya and Jund) are playing 3 colors.
It ALSO kills manlands. Its so awesome shutting down a colonnade that has been beating you down in UW control, or a raging ravine thats up to 5/5 or so, and then drawing a card to boot! and it ALSO lets you cycle through your deck so you can keep low mana hands. I think its a perfect card for this deck.
Looter will get hit with removal superfast, though I really wanted to play him too I found that when I included him, he just ate a bolt or something almost instantly. If he were an artifact I might consider it.
I dropped spreading seas from my list completely. I added more man-lands and went up to 4 Everflowing Chalice. Naya plays alot of mana dorks and it isn't the stoneblade against jund that it once was.
Thought Scour is terrible in BV. How many flashback spells are being run? Say roughly 15. This gives you a roughly 38% chance of milling one flashback spell. And even if you do, you paid one mana to cantrip and dump an overcosted spell. Alchemy, Geistflame, Devil's play, etc. all cost much more to flash back than your average card, so you're not getting full value out of it.
You'd much rather play Ponder. At least that generates a tangible advantage.
I dropped spreading seas from my list completely. I added more man-lands and went up to 4 Everflowing Chalice. Naya plays alot of mana dorks and it isn't the stoneblade against jund that it once was.
Do you have a list you can post? I'd be interested to see your removal suite.
This list is great, I'm really only on the fence about the manabase. I may go ahead and squeeze in the whatsit, creeping tarpits over some catacombs. Imagine - they turn 4 ruinblaster and you're like "Tap 3, activate pits!"
Haven't tested that, but it seems hot.
And by blowing that 3 mana, you still lose your manland. Even though you turn it into a creature, it remains a land.
I don't even think I'd try to drop the seas, they are just too good in so many matchups, and even in the worse matchups it is a 1U cantrip.
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Currently Playing Standard UBU/B ControlBU EDH GAzusa, Lost but SeekingG
My local meta keeps shifting so I am using this atm. Debating Tectonic Edges and Grim Discovery in the board. My locals have started putting Scattershot Archer in the board to combo with Basilisk Collar against this deck and Vampires so Pithing Needle is a must.
Thought Scour is terrible in BV. How many flashback spells are being run? Say roughly 15. This gives you a roughly 38% chance of milling one flashback spell. And even if you do, you paid one mana to cantrip and dump an overcosted spell. Alchemy, Geistflame, Devil's play, etc. all cost much more to flash back than your average card, so you're not getting full value out of it.
You'd much rather play Ponder. At least that generates a tangible advantage.
I have been reading the forum and various explanations of sanguine bonds* help vs UW counters. and its really fun to play to kill people with it the couple times i have OTV'd it. I understand that the MD is really really greedy (making this deck ultra fun). But if Sanguine Bond* is good against one of your harder matchups, why leave it in the board, after our opponents have the chance to bring in grave hate?
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STANDARD
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
My local meta keeps shifting so I am using this atm. Debating Tectonic Edges and Grim Discovery in the board. My locals have started putting Scattershot Archer in the board to combo with Basilisk Collar against this deck and Vampires so Pithing Needle is a must.
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STANDARD
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
Hello all.
I love the Esper Colors, and this deck is hella fun to play. I have all the pieces and it really runs very well for with a manabase similar to Cigarette's.
I would like to make a card suggestion and receive some input or opinions about it. Lodestone Golem .
The ability that is on a 5/3 body is pretty relevant I think. With an Everflowing Chalice set to 1 you can put this guy out T3. And with the several archetypes running around (Chapin Control, Jund, Vampires, Naya (to a lesser extent)) making your opponent have to pay an additional 1 for every spell they try to play is a huge tempo disruption. BBElf on T5? T4 Blightning? To myself, that seems really good tempo boost for your side of the field and if the Golem dies, damn. Open the Vaults to return 2+ of these guys to play? In some scenarios that is enough to lock your opponent out of the game. Particular instances that I think would be applicable:
U/W Control Theoretically on T3 they would counter it. Oh well. Isn't this particular deck made to resuscitate massive amounts of creatures in one turn? And if it does stick, having to force them to actually play a T4 Day is still crucial and disrupts their plan of counter wars and such.
Jund - T5 BBElf? That is essentially giving me a whole turn with the card advantage and life that you retain. They kill it? See Open the Vaults .
Vampires - Again, T5 Nocturnus? and more importantly, T6 Mind Sludge? That sounds really effective to me in winning that match.
Naya - the Golem doesn't really effect them too much with their mana dorks but a 5/3 body could be pretty critical for staying alive those precious turns until you can dredge your graveyard to play.
Overall, my conclusions about this particular card seem to be pretty optimistic. I would argue that it certainly has a place in this type of deck and that it can be used to effectively and significantly slow down an opponent. The dream play I have is Vaulting 4 of the golems to play. Hot damn. A Day of Judgment with 8CMC? A Maelstrom Pulse with 7CMC?
Think about it.
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STANDARD
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
My local meta keeps shifting so I am using this atm. Debating Tectonic Edges and Grim Discovery in the board. My locals have started putting Scattershot Archer in the board to combo with Basilisk Collar against this deck and Vampires so Pithing Needle is a must.
Your deck is up to 65 cards, not sure if you forgot to cut something or what. The counts for your creatures, lands, and artifacts are off. I'd like to see your list once its trimmed, looks pretty good, except for the lack of spreading seas
also, i played against UB discard/mill/haunting echoes/bog
dont see any way out of that match up.
I feel like against this kind of deck I would just board in all my counters and try to go midrange, ie hardcast architects and hulks. They will dump enough in your GY that eventually you will get a semi-decent OtV off, bogs or no.
I have no problem with one bond , I've won counteless games striaght up by otv ing it with a filligree
Your gonna laugh at me, but I totally forgot that sanguine bond is an enchantment! It makes a lot more sense to me now that people play this card. This actually makes me want to swap out Sphinx of the Steel Wind and just play filigree angel with sanguine bond. I feel like 2-3 sanguine bond maindeck, and 4 angels, could pretty much guarantee a win once you get an OtV off. I don't like including anything as a 1 of as a rule, unless I have tutor effects a la Boss Naya, so I think I would run at least 2 if I were going to use them. I'm gonna playtest this once I get out of work today:
Still not sold on Pithing Needle but I might give it a shot, I feel like it would really only be relevant against UW control, against either Jace or Elspeth.
ok so what about mind control in the sb and a couple executioner's capsule in the main? i'm thinking cutting 4x spreading seas, and adding 2 executioner's capsule, a 4th courier's capsule, and a 25th land to the main. then in the sb cut 2x hindering light for 2x mind control
Concerning Lodestone Golem :
It is true that it would slow down tempo for our side of the board quite a bit. I have thought about it and that is a relatively huge detriment, I agree. But when it gets killed with terminate, pulse, lightning bolt, etc. the golem ends up exactly where I would want it to be in the first place: one's graveyard. And if they decide to use Path, O-Ring, or a Day to kill the Golem, That is one less spot/mass removal spell that can be used when you dredge everything out. And as Cigarette said, the sequence of turns that we could want to execute (T4 Sphinx, T5 Vaults) would be pushed back a whole turn, so would their plays.
Perhaps an alternative way of looking at it is bait. If they waste a counter or any card to deal with the golem, that is card advantage to me. I never really want it to stick around long and prefer if it goes to the graveyard in some manner because that is the theme and driving force to this deck. Rarely is one actually casting spells; you are cycling them away and discarding them to the Sphinx of Truths and then play your graveyard for 6CMC.
I haven't quite tested him thoroughly enough yet, but I have high hopes for the disruption it could create on the other side of the field.
Jumping into discussion, I agree that Spreading Seas is an all star card. It is built-in disruption that has excellent synergy with this deck, can-tripping and throwing your opponents off color. The reasons spoons has listed are very accurate, and close to what my testing has indicated.
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In love with Black since I first began playing Avatar of Woe.
In love with Blue since Cryptic Command was printed.
Anyone have any good ideas about how to deal with Malakir Bloodwitch other than DoJ? Sphinx of Lost Truths can keep it at bay, but only without an active Nocturnus.
Anyone have any good ideas about how to deal with Malakir Bloodwitch other than DoJ? Sphinx of Lost Truths can keep it at bay, but only without an active Nocturnus.
It's quite tough to deal with really. Other than DoJ, the only other spell I would consider running is Into the Roil - the cantrip works well w/ this deck - although it just buys you 1 turn is all.
Anyone have any good ideas about how to deal with Malakir Bloodwitch other than DoJ? Sphinx of Lost Truths can keep it at bay, but only without an active Nocturnus.
There aren't many decks, or standard legal cards that see competitive play, that can deal with a Bloodwitch backed up by a Nocturnus. I feel like our deck, running 4 Sphinx and 3 DoJ, is better equipped than most decks running white. I usually just sit on a path to exile or celestial purge (for the nocturnus) and let my Sphinx chump block it all day. I haven't found the vamps matchup particularly difficult. They have so many BB early drops that spreading seas basically time walks them if you play first. I just dont feel like it comes out fast enough without nocturnus, and I'm typically holding an answer by the time he comes out.
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T2: UWB Open the Vaults UWB UWG Milllies UWG RB Blightning Aggro RB
T1.5: RBU Underworld Dreams RBU
T1: U Mono-Blue Control U
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
I love the Esper Colors, and this deck is hella fun to play. I have all the pieces and it really runs very well for with a manabase similar to Cigarette's.
I would like to make a card suggestion and receive some input or opinions about it.
Lodestone Golem .
The ability that is on a 5/3 body is pretty relevant I think. With an Everflowing Chalice set to 1 you can put this guy out T3. And with the several archetypes running around (Chapin Control, Jund, Vampires, Naya (to a lesser extent)) making your opponent have to pay an additional 1 for every spell they try to play is a huge tempo disruption. BBElf on T5? T4 Blightning? To myself, that seems really good tempo boost for your side of the field and if the Golem dies, damn. Open the Vaults to return 2+ of these guys to play? In some scenarios that is enough to lock your opponent out of the game. Particular instances that I think would be applicable:
U/W Control Theoretically on T3 they would counter it. Oh well. Isn't this particular deck made to resuscitate massive amounts of creatures in one turn? And if it does stick, having to force them to actually play a T4 Day is still crucial and disrupts their plan of counter wars and such.
Jund - T5 BBElf? That is essentially giving me a whole turn with the card advantage and life that you retain. They kill it? See Open the Vaults .
Vampires - Again, T5 Nocturnus? and more importantly, T6 Mind Sludge? That sounds really effective to me in winning that match.
Naya - the Golem doesn't really effect them too much with their mana dorks but a 5/3 body could be pretty critical for staying alive those precious turns until you can dredge your graveyard to play.
Overall, my conclusions about this particular card seem to be pretty optimistic. I would argue that it certainly has a place in this type of deck and that it can be used to effectively and significantly slow down an opponent. The dream play I have is Vaulting 4 of the golems to play. Hot damn. A Day of Judgment with 8CMC? A Maelstrom Pulse with 7CMC?
Think about it.
In love with Blue since Cryptic Command was printed.
-----------------------------
Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
It's an interesting idea no doubt about it. However, I still think it's too situational and not consistent enough. First of all, you need to have that Chalice out to negate the Golem's affect on your side and then you need the Golem out to disrupt their side - that's approx 4-8 cards in the MD that I just can't find room for. Plus, what happens when you have the Golem in hand but can't find the Chalice? It's almost a "dead card" and if you cast it, sure, you've slowed down the temp of your oppon but you've also slowed yourself down too because there are several non-artifact spells that are important to this deck - Spreading Seas, DoJ, and of course, OtV, not to mention the SB consisting of Purges & Flashfreezes.
I agree. Sure the Golem does do some damage for the opposing player's tempo, but it destroys ours. Turn 4 Sphinx Turn 5 OtV, turns into Turn 6 Sphinx Turn 7 Otv. I don't think we can handle that too much, and with mulitples on the board, well, it just gets ugly. Not to mention, all of our Days, Journeys, O-Rings, Seas, plus everything from the SB.
In theory it seems like it may help us, but when you break it down, it would kill this deck.
Currently Playing
Standard
UBU/B ControlBU
EDH
GAzusa, Lost but SeekingG
EDHCommanderWUBSharuum the HegemonBUW
UGRRiku of the Two ReflectionsRGU
Clan Limited
By Hero of the Planes studio aka Darkknightcavalier
Knight of the Reliquary and Tarmogoyf just high five and start punching the city together.
Stealing from NightfallGemini.
Lackluster? I am a huge fan of it in this deck. You can ditch it to sphinx for free card draw when you cast OtV, and it has enormous potential to mess up opponents mana in a meta where the most popular decks (Naya and Jund) are playing 3 colors.
It ALSO kills manlands. Its so awesome shutting down a colonnade that has been beating you down in UW control, or a raging ravine thats up to 5/5 or so, and then drawing a card to boot! and it ALSO lets you cycle through your deck so you can keep low mana hands. I think its a perfect card for this deck.
Looter will get hit with removal superfast, though I really wanted to play him too I found that when I included him, he just ate a bolt or something almost instantly. If he were an artifact I might consider it.
UWB Open the Vaults UWB
UWG Milllies UWG
RB Blightning Aggro RB
T1.5:
RBU Underworld Dreams RBU
T1:
U Mono-Blue Control U
This list is great, I'm really only on the fence about the manabase. I may go ahead and squeeze in the whatsit, creeping tarpits over some catacombs. Imagine - they turn 4 ruinblaster and you're like "Tap 3, activate pits!"
Haven't tested that, but it seems hot.
I dropped spreading seas from my list completely. I added more man-lands and went up to 4 Everflowing Chalice. Naya plays alot of mana dorks and it isn't the stoneblade against jund that it once was.
Do you have a list you can post? I'd be interested to see your removal suite.
And by blowing that 3 mana, you still lose your manland. Even though you turn it into a creature, it remains a land.
I don't even think I'd try to drop the seas, they are just too good in so many matchups, and even in the worse matchups it is a 1U cantrip.
Currently Playing
Standard
UBU/B ControlBU
EDH
GAzusa, Lost but SeekingG
Oh, for some reason I was thinking shroud instead of unblockable. Yeah, they're not going in anymore.
also, i played against UB discard/mill/haunting echoes/bog
dont see any way out of that match up.
4 Sphinx of Lost Truths
4 Glassdusk Hulk
4 Architects of Will
1 Sharuum the Hegemon
3 Filigree Angel
2 Sphinx of the Steel Wind
Enchantments: 3
3 Oblivion Ring
Instants: 4
3 Agony Warp
1 Path to Exile
Sorceries: 7
4 Open the Vaults
3 Day of Judgment
4 Everflowing Chalice
3 Courier's Capsule
Lands: 23
4 Arcane Sanctum
3 Marsh Flats
4 Glacial Fortress
2 Celestial Colonnade
2 Drowned Catacomb
1 Creeping Tar Pit
4 Island
3 Plains
3 Swamp
4 Negate
4 Flashfreeze
1 Sanguine Bond
1 Day of Judgment
2 Pithing Needle
1 Path to Exile
2 Jace, the Mind Sculptor
My local meta keeps shifting so I am using this atm. Debating Tectonic Edges and Grim Discovery in the board. My locals have started putting Scattershot Archer in the board to combo with Basilisk Collar against this deck and Vampires so Pithing Needle is a must.
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
LEGACY
Reanimator
My name on Lackeyccg is MtgCzarno
TRADE WITH ME!! http://forums.mtgsalvation.com/showthread.php?t=304531
Props to KrakkShot http://forums.mtgsalvation.com/showthread.php?t=198744
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
LEGACY
Reanimator
My name on Lackeyccg is MtgCzarno
TRADE WITH ME!! http://forums.mtgsalvation.com/showthread.php?t=304531
Props to KrakkShot http://forums.mtgsalvation.com/showthread.php?t=198744
U/B kontroll
U/W Kontroll
:symb::symu::symg: In A :symr::symu::symg:
EXTENDED
Jund's second rampage! :symb::symr::symg:
LEGACY
Reanimator
My name on Lackeyccg is MtgCzarno
TRADE WITH ME!! http://forums.mtgsalvation.com/showthread.php?t=304531
Props to KrakkShot http://forums.mtgsalvation.com/showthread.php?t=198744
Your deck is up to 65 cards, not sure if you forgot to cut something or what. The counts for your creatures, lands, and artifacts are off. I'd like to see your list once its trimmed, looks pretty good, except for the lack of spreading seas
I feel like against this kind of deck I would just board in all my counters and try to go midrange, ie hardcast architects and hulks. They will dump enough in your GY that eventually you will get a semi-decent OtV off, bogs or no.
Your gonna laugh at me, but I totally forgot that sanguine bond is an enchantment! It makes a lot more sense to me now that people play this card. This actually makes me want to swap out Sphinx of the Steel Wind and just play filigree angel with sanguine bond. I feel like 2-3 sanguine bond maindeck, and 4 angels, could pretty much guarantee a win once you get an OtV off. I don't like including anything as a 1 of as a rule, unless I have tutor effects a la Boss Naya, so I think I would run at least 2 if I were going to use them. I'm gonna playtest this once I get out of work today:
4 Architects of Will
4 Glassdust Hulk
4 Sphinx of Lost Truths
3 Filigree Angel
1 Sharuum the Hegemon
Spells (24):
3 Oblivion Ring
4 Couriers Capsule
3 Spreading Seas
2 Executioner's Capsule
3 Day of Judgment
2 Sanguine Bond
3 Everflowing Chalice
4 Open the Vaults
3 Arcane Sanctum
3 Drowning Catacomb
4 Glacial Fortress
4 Islands
2 Swamps
4 Plains
4 Celestial Purge
3 Flashfreeze
2 Negate
3 Spell Pierce
3 Rest for the Weary
Still not sold on Pithing Needle but I might give it a shot, I feel like it would really only be relevant against UW control, against either Jace or Elspeth.
UWB Open the Vaults UWB
UWG Milllies UWG
RB Blightning Aggro RB
T1.5:
RBU Underworld Dreams RBU
T1:
U Mono-Blue Control U
EDHCommanderWUBSharuum the HegemonBUW
UGRRiku of the Two ReflectionsRGU
Clan Limited
It is true that it would slow down tempo for our side of the board quite a bit. I have thought about it and that is a relatively huge detriment, I agree. But when it gets killed with terminate, pulse, lightning bolt, etc. the golem ends up exactly where I would want it to be in the first place: one's graveyard. And if they decide to use Path, O-Ring, or a Day to kill the Golem, That is one less spot/mass removal spell that can be used when you dredge everything out. And as Cigarette said, the sequence of turns that we could want to execute (T4 Sphinx, T5 Vaults) would be pushed back a whole turn, so would their plays.
Perhaps an alternative way of looking at it is bait. If they waste a counter or any card to deal with the golem, that is card advantage to me. I never really want it to stick around long and prefer if it goes to the graveyard in some manner because that is the theme and driving force to this deck. Rarely is one actually casting spells; you are cycling them away and discarding them to the Sphinx of Truths and then play your graveyard for 6CMC.
I haven't quite tested him thoroughly enough yet, but I have high hopes for the disruption it could create on the other side of the field.
Jumping into discussion, I agree that Spreading Seas is an all star card. It is built-in disruption that has excellent synergy with this deck, can-tripping and throwing your opponents off color. The reasons spoons has listed are very accurate, and close to what my testing has indicated.
In love with Blue since Cryptic Command was printed.
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Standard: Bahahaha. What a waste.
Modern: 4CC
Legacy: Dredge, UB Control
EDH:
UB Dralnu, Lord of Griefer Turns
UErtai, Wizard Adept
It's quite tough to deal with really. Other than DoJ, the only other spell I would consider running is Into the Roil - the cantrip works well w/ this deck - although it just buys you 1 turn is all.
There aren't many decks, or standard legal cards that see competitive play, that can deal with a Bloodwitch backed up by a Nocturnus. I feel like our deck, running 4 Sphinx and 3 DoJ, is better equipped than most decks running white. I usually just sit on a path to exile or celestial purge (for the nocturnus) and let my Sphinx chump block it all day. I haven't found the vamps matchup particularly difficult. They have so many BB early drops that spreading seas basically time walks them if you play first. I just dont feel like it comes out fast enough without nocturnus, and I'm typically holding an answer by the time he comes out.
UWB Open the Vaults UWB
UWG Milllies UWG
RB Blightning Aggro RB
T1.5:
RBU Underworld Dreams RBU
T1:
U Mono-Blue Control U