My game plan is basically get an empty to near empty board [Day of Judgement, or spot removal,] then playing propaganda and luminarch. If needed I can use Muddle the Mixture's transmute ability to fetch the other piece of the puzzle. I felt I needed more draw cards, so I figured I would choose Tezz's Gambit over Divination because with the life sacrifice they cost the same, but I also get the proliferate to add to my Luminarch's quest counters. Is there a better draw card, or is a draw card even necessary? The Sun Titan is there as an alternative damage source in case Luminarch Ascension does not get off. I figured with his ability I could go fetch propaganda or an oblivion ring to help stall and open up the board for him to do some damage.
I know I need better dual lands, but for budget reasons I will work on them later. Am I relying too much on Luminarch? I have a play set of Sphinx of Jwar Isle and Frost Titan in addition to Sun Titans, should I bring some of them in, in case of a Luminarch failure. Also, should I have more spells that avoid damage i.e. holy day. I appreciate the suggestions!
If you're going to use mediocre dual lands, I'd suggest Seijiri Refuge as a good one. The extra life can't hurt, now can it?
Tezzert's Gambit is great--you'll probably already have a very healthy life total, and spending two to speed up the clock on your opponent is a good way to go.
I would highly recommend more globalwratheffects--they are invaluable everywhere, and if you aren't going to run creatures, you might as well kill your opponent's as often as possible.
If you've got the money for it, Gideon Jura is absolutely a very big powerhouse. His +2, in the worst case scenario, ensures a counter on the Ascension. His 0 ability will provide a very resilient secondary win condition when backed up with countermagic. Cryptic Command is also a very cash-intensive option.
On the budget side, Sleep is utterly brutal--who doesn't like preemptive Fog?
You've got two slots up there as "Counter", and I'm going to say that since you're already running 8 counterspells, you shouldn't need any more. Holy Day is indeed a decent option, and Safe Passage is very nice against some burn/combo decks.
You will definitely need more lands--this is playing out a lot like control, and you might need mana to both cast a Luminarch and have mana up for a counterspell or something. Your 7 draw spells will get you far, but not as far as actually having more lands to play. Also, more lands = more eventual Angels!
As for actual changes, here's what I'd recommend:
-3 Sun Titan
As much as this man is a great card, you don't really have that many quality permanents to get back--your Ascensions shouldn't be hitting the graveyard, your O-Rings shouldn't be getting destroyed to the point where recurring one would matter, and getting back a Propaganda on turn 6 is subpar. -2 "Counter"
8 counterspells is good already. This isn't MUC, and we have a white splash to help anyway. -1 Propaganda
You really don't want to be drawing more than one of these per game--it's just there to help you stall until you've gotten to the point where you can drop Angels to protect you and win. That said, you might still want to draw at least one. -2 Peace Talks
It's a sorcery, meaning that you'd only get a turn of benefit. Also, if you had Holy Day here, you'd be able to cast an Ascension on turn 3, and be ready to protect it instead of waiting an extra turn.
+2 Frost Titan
OR +2 Gideon Jura
Built in protection, taps big creatures, provides a 4-turn clock...could be good. +4 Lands
22 lands could be a good start--as much as this plays like a control deck, it does have a rather low curve. +2 Day of Judgment
OR +2 Terminus
GLOBAL. WRATH. EFFECTS.
You play more white sources than blue sources, so I recommend swapping propaganda for ghostly prison brainstorm is bad without shuffle effects (fetches) you should play preordain
18 lands is too low, 22 minimun (you have a low curve)
1. I run Enlightened Tutor to almost guarantee an ascension by turn 2. In fact, I run it in three different decks. Besides, your packing plenty other enchants anyway
2. I also run 4 Wrath of God. Its easier than preventing damage. And if you nuke a couple of your own angels, who cares.
3. Sun Titan costs too much mana. After ascension is charged, you'll never want to spend 6 mana on the Titan, instead of making 3 new angel tokens. Plain and simple, nothing beats a 4/4 flying for 1W.
4. Do you really plan to hold off an agro deck with counterspells and propaganda? Easier said than done. In group games, ascension charges so fast it doesn't matter. In 1v1 its a lot harder. Wrath of God helps, but also consider stuff like Wall of Omens, Wall of Denial, Pride of the Clouds
3x Sun Titan
Enchantments
4x Oblivion Ring
4x Luminarch Ascension
4x Propaganda
Sorceries
2x Day of Judgements
4x Peace Talks
3x Tezzeret's Gambit
4x Counterspell
4x Muddle the Mixture
2x Counter
4x Brainstorm
Land
4x Boreal Shelf
4x Coastal Tower
8x Plains
2x Island
My game plan is basically get an empty to near empty board [Day of Judgement, or spot removal,] then playing propaganda and luminarch. If needed I can use Muddle the Mixture's transmute ability to fetch the other piece of the puzzle. I felt I needed more draw cards, so I figured I would choose Tezz's Gambit over Divination because with the life sacrifice they cost the same, but I also get the proliferate to add to my Luminarch's quest counters. Is there a better draw card, or is a draw card even necessary? The Sun Titan is there as an alternative damage source in case Luminarch Ascension does not get off. I figured with his ability I could go fetch propaganda or an oblivion ring to help stall and open up the board for him to do some damage.
I know I need better dual lands, but for budget reasons I will work on them later. Am I relying too much on Luminarch? I have a play set of Sphinx of Jwar Isle and Frost Titan in addition to Sun Titans, should I bring some of them in, in case of a Luminarch failure. Also, should I have more spells that avoid damage i.e. holy day. I appreciate the suggestions!
Tezzert's Gambit is great--you'll probably already have a very healthy life total, and spending two to speed up the clock on your opponent is a good way to go.
I would highly recommend more global wrath effects--they are invaluable everywhere, and if you aren't going to run creatures, you might as well kill your opponent's as often as possible.
If you've got the money for it, Gideon Jura is absolutely a very big powerhouse. His +2, in the worst case scenario, ensures a counter on the Ascension. His 0 ability will provide a very resilient secondary win condition when backed up with countermagic. Cryptic Command is also a very cash-intensive option.
On the budget side, Sleep is utterly brutal--who doesn't like preemptive Fog?
You've got two slots up there as "Counter", and I'm going to say that since you're already running 8 counterspells, you shouldn't need any more. Holy Day is indeed a decent option, and Safe Passage is very nice against some burn/combo decks.
You will definitely need more lands--this is playing out a lot like control, and you might need mana to both cast a Luminarch and have mana up for a counterspell or something. Your 7 draw spells will get you far, but not as far as actually having more lands to play. Also, more lands = more eventual Angels!
As for actual changes, here's what I'd recommend:
-3 Sun Titan
As much as this man is a great card, you don't really have that many quality permanents to get back--your Ascensions shouldn't be hitting the graveyard, your O-Rings shouldn't be getting destroyed to the point where recurring one would matter, and getting back a Propaganda on turn 6 is subpar.
-2 "Counter"
8 counterspells is good already. This isn't MUC, and we have a white splash to help anyway.
-1 Propaganda
You really don't want to be drawing more than one of these per game--it's just there to help you stall until you've gotten to the point where you can drop Angels to protect you and win. That said, you might still want to draw at least one.
-2 Peace Talks
It's a sorcery, meaning that you'd only get a turn of benefit. Also, if you had Holy Day here, you'd be able to cast an Ascension on turn 3, and be ready to protect it instead of waiting an extra turn.
+2 Frost Titan
OR
+2 Gideon Jura
Built in protection, taps big creatures, provides a 4-turn clock...could be good.
+4 Lands
22 lands could be a good start--as much as this plays like a control deck, it does have a rather low curve.
+2 Day of Judgment
OR
+2 Terminus
GLOBAL. WRATH. EFFECTS.
GW Tokens GW || UB UB Control UB || BRG Jund Aggro BRG || UR Wee Dragonauts Tempo UR || BG Fungus/Saproling BG || W Soldiers W ||
GWU Bant Flicker Gun GWU
Under Construction
U Wizards Tribal Control U || RG MLD Trolling RG
brainstorm is bad without shuffle effects (fetches) you should play preordain
18 lands is too low, 22 minimun (you have a low curve)
2. I also run 4 Wrath of God. Its easier than preventing damage. And if you nuke a couple of your own angels, who cares.
3. Sun Titan costs too much mana. After ascension is charged, you'll never want to spend 6 mana on the Titan, instead of making 3 new angel tokens. Plain and simple, nothing beats a 4/4 flying for 1W.
4. Do you really plan to hold off an agro deck with counterspells and propaganda? Easier said than done. In group games, ascension charges so fast it doesn't matter. In 1v1 its a lot harder. Wrath of God helps, but also consider stuff like Wall of Omens, Wall of Denial, Pride of the Clouds
5. Trade Oblivion Ring for Detention Sphere. Do it!
My Buying Thread