@guineapirate - fair enough, it is an understandable 2for1 yes, and if you need to use it to fuel you're in a bad situation already. In testing it seems fine so far though, as a one of I mean. Was really nice against my opponents leon arbiter which got pathed right after I ghost quartered. Set him back into the dark ages, SUPER RARE OCCURRENCE. Anyway I think the deck could support 2 non basic, non colour slots in the 22. Im still not sold on Ghost Quarter, as after the first fetch, I'm often fetching for basics anyway. Maybe a Tectonic Edge is just better here, maybe I just expect to see more tron, or that I despise that deck hahaha. Mabye Tolaria West to search for Slaughter Pact.
I've been testing more cantrips (3 Gitaxian Probe, 1 Shadow of Doubt) over the permission (2 Remand, 2 Spell Snare), honestly cant even tell that the permission is gone. Rarely do I want to play on my opponents turn with monk out, as the tempo loss from prowess hurts. I think I'd rather just maximize my value and swing. I've seen people playing Fulminator Mages, what about Spreading Seas in the board?
@guineapirate - wow, turn down the fire there pal. It is tech, your thinking is too narrow. I'm wondering if the deck at 22 land can support it, period. Helps, fix mana sure (bloodmoon on the stack etc), it also helps vs RG Tron match up which is terrible. Destroys manlands, yada yada yada. An original thought, no... never said it was, I was merely asking for feedback. It also adds 2 cards to the GY for delve if you target your own land etc. I listed an example, no need to set it a blaze... not everyone is as smart as the almighty, or clearly as witty. Keep slugging away champ.
@Lueseto - I can't see Moorland Haunt helping out too much with only the ten main deck creatures. Also Im skeptical of raising the creature count, as it makes mentor less powerful.
It's not a reliable counter until you have board presence.
Obviously it does nothing until something hits the board, but with Snapcaster, spirit and monk tokens the cost seems small... remand is a tempo play, and well this deck needs something more I feel like. 2 Remand is not often going to find your hand early in the game. That being said and with a bit more thought I considered t4, 1cmc spell, remand that spell play it again.... thats 3 monks and 3 prowess triggers plus a draw... that seems strong. I'll test it again, maybe its weakest as a timewalk in the deck.
@Guineapirate - you're right. Still feels like more of an answer late game than Remand. There's also Deprive.
I also agree that remand feels terrible in the deck, but I do like spell snare as I feel keeping a clean board state is optimal until t3.
Few cards I have and am Testing Gixatian Probe: this is basically just draw 1.... with all the disruption in your deck you already have a ton of ways to get information... I've considered Mutagenic Growth instead as a bolt protection / source of damage etc. Myth Realized: I like the card when I look at it, but every time I had it in play it just seemed like a win more. I don't need to win more... I just need to win. Shadow of Doubt: I replaced Remand with this. On the play, stifling your opponents mana and drawing feels really strong in the deck. Also has come in handy against all the big wigs (RG Tron, U Tron, Amulet Bloom, etc). At worst its a cantrip to fuel Mentor. At best its land destruction + draw. Surge of Righteousness: Straight replaced Celestial Purge, in the board. Not sure if its right or wrong. Great in the burn match up.
Moving forward. Im not a fan of Disfigure as a one of. Might push it up to 2 by removing a Thought Scour. Or potentially adding 2 geist or just upping the spell snare count to 3. I like the look of bauble.
Nothing feels better than casting Lingering Souls and getting free monk tokens.... 5 mana for 6 power is broken.
Private Mod Note
():
Rollback Post to RevisionRollBack
"I know just the right person for that job."
To post a comment, please login or register a new account.
I've been testing more cantrips (3 Gitaxian Probe, 1 Shadow of Doubt) over the permission (2 Remand, 2 Spell Snare), honestly cant even tell that the permission is gone. Rarely do I want to play on my opponents turn with monk out, as the tempo loss from prowess hurts. I think I'd rather just maximize my value and swing. I've seen people playing Fulminator Mages, what about Spreading Seas in the board?
@Lueseto - I can't see Moorland Haunt helping out too much with only the ten main deck creatures. Also Im skeptical of raising the creature count, as it makes mentor less powerful.
Tap land Ghost Quarter said land, fetch swamp, play Tasigur?
Or Spreading Seas?
Obviously it does nothing until something hits the board, but with Snapcaster, spirit and monk tokens the cost seems small... remand is a tempo play, and well this deck needs something more I feel like. 2 Remand is not often going to find your hand early in the game. That being said and with a bit more thought I considered t4, 1cmc spell, remand that spell play it again.... thats 3 monks and 3 prowess triggers plus a draw... that seems strong. I'll test it again, maybe its weakest as a timewalk in the deck.
@Guineapirate - you're right. Still feels like more of an answer late game than Remand. There's also Deprive.
is Familiar's Ruse just better? Cast, Make monk, sac monk?!
a list of cards I'll be testing:
Hindering Light
Imp's Mischief
Piracy Charm
Merchant Scroll
Castigate
Squelch
Sunlance
Surgical Extraction
Tragic Slip
Trickbind
Triton Tactics
Warped Physique
2 Tasigur, the Golden Fang
4 Monastery Mentor
4 Snapcaster Mage
SPELLS
2 Murderous Cut
4 Path to Exile
4 Thought Scour
3 Thoughtseize
4 Inquisition of Kozilek
4 Lingering Souls
2 Spell Snare
1 Slaughter Pact
2 Shadow of Doubt
1 Disfigure
1 Sorin, Solemn Visitor
LAND
1 Plains
1 Swamp
2 Island
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
2 Watery Grave
4 Creeping Tar Pit
4 Flooded Strand
4 Polluted Delta
1 Vault of the Archangel
3 Timely Reinforcements
2 Stony Silence
2 Disenchant
1 Flashfreeze
1 Zealous Persecution
2 Countersquall
2 Surge of Righteousness
2 Deathmark
I also agree that remand feels terrible in the deck, but I do like spell snare as I feel keeping a clean board state is optimal until t3.
Few cards I have and am Testing
Gixatian Probe: this is basically just draw 1.... with all the disruption in your deck you already have a ton of ways to get information... I've considered Mutagenic Growth instead as a bolt protection / source of damage etc.
Myth Realized: I like the card when I look at it, but every time I had it in play it just seemed like a win more. I don't need to win more... I just need to win.
Shadow of Doubt: I replaced Remand with this. On the play, stifling your opponents mana and drawing feels really strong in the deck. Also has come in handy against all the big wigs (RG Tron, U Tron, Amulet Bloom, etc). At worst its a cantrip to fuel Mentor. At best its land destruction + draw.
Surge of Righteousness: Straight replaced Celestial Purge, in the board. Not sure if its right or wrong. Great in the burn match up.
Moving forward. Im not a fan of Disfigure as a one of. Might push it up to 2 by removing a Thought Scour. Or potentially adding 2 geist or just upping the spell snare count to 3. I like the look of bauble.
Nothing feels better than casting Lingering Souls and getting free monk tokens.... 5 mana for 6 power is broken.