- Do you aggressively mulligan toward "unfair" start with a hierarch/temple and TKS? It appeared by my test that the drop 3 on turn 3 is a bit slow for the format, but i don't know if mulliganing more is the way to go
-did you like both dismember in the main? I run 1 explosive main in this spot and it appeared to be quite good!
-I play 2 eldrazi skyspawner instead of 1 reshaper and the second dismember and it was often relevant! Accelerating, double blocker, blood moon fighter, etc. Did you try it before putting it aside? Or did you just go with reshaper without questioning it?
-now sideboard questions. I have troubles leaving my rest in peace for grafdigger cages. Cages can be found on stirrings, but RIP come in against lots of deck (jund/abzan, delver, snapcaster.deck, storm). So what's the reason that pushed you toward cages only? Do you think a mix is doable or do i have to chose and dedicate all 3 spots to the same card?
-Finally, the mirror. Don't you miss world breaker? You have a big 0 ways to deal with worship. do the blessed alliances come in? I tried them and the opponents were saccing lots of spawns in the end.
Here are my thoughts:
- I always try to mull to either a mana dork, Temple, or an Ancient Stirrings to find a Temple in my opening hand. That's 12 cards you are looking for in your opener, which are pretty good odds. You can easily win on 5 or 6 cards with this deck, so mull aggressively, yes. The exception comes when you are playing against BGx decks and side out your mana dorks.
- I like one dismember main. I think the extra removal spell is worth it, but you cant take 8 damage in this format to remove creatures. Every other deck in the format is aggressive, i think 2 Dismembers is too much.
- I also run 2 SkySpawners and i love then. A Spawner with a Hierarch out is a reasonable clock during board stalls. Some people dont use them because of the mana. There are definitely awkward times where you need to fetch and play a Hierarch on turn one, do you get a Temple Garden or a Breeding Pool if you dont have a Diplacer or Spawner in hand? I've definitely chose wrong before and drew into the opposite of what i needed. But, i think the risk is worth it, Spawner is great, i almost want to go up to 3 and down to 2 Reshapers...
- I do a 2/2 split on Cage/RiP. I'm with you that RiP is useful in other matchups, like my local meta has a few Living End players. I've lost to Dredge through Cage before, they can remove it pretty easily, but they have no enchantment removal. You just need to get lucky that you draw it, but thats like any other deck.
- Opposing Worships are just game, i suppose. You just hope you dont see the mirror and they dont draw their one of Worhip. You cant have answers to everything in your board with such a wide meta. You pick and choose your battles. If you want a more well rounded sideboard, go for it, but then you are just less likely to draw the cards you need when you need them against basically all matchups.
Currently I'm looking at dropping Blue entirely and going with G/W with Endbringer
(which is doing well in Eldrazi-Tron decks) at the top of the curve.
I dont like Endbringer in this deck because it is too fragile for 6 mana. Drowner puts dudes on the table, even if it is immediately Terminated. TKS also does work, even when instantly killed, and Smasher is a 2 for 1 when killed. Endbringer costs 6 and you risk the chance of gaining nothing if it is Path'd or even Dismembered. If it was a 5/6, i might consider it more, but the die'ing to Dismember for no ETB trigger is brutal.
World Breaker is good in the mirror, since he is bigger than anything else. Besides that, it probably actually just comes down to who gets the sickest and fastest curve, unfortunately. Or, whoever can find their Worship first.
My last thought on Deep Fiend before i officially play zero copies going forward.... You have to look at what you want this deck wants to do, which i feel like is two things:
1) Busted Starts. This plan usually involves a turn 1 Hierarch, into a turn 2 Temple into Thought-knot. Then turn 3 if you have another Thought-Knot or a Smasher, thats awesome. A start like this is very hard for any opposing deck to stop. Sometimes, a just as good start is turn 2 Reshaper into turn 3 Thought-Knot into turn 4 Smasher, with perhaps a Cavern making sure nothing gets countered. Also very hard for opposing decks to stop.
2) Long Game Inevitability. The second thing this deck does involves a Displacer doing its thing in the mid to late game. Tapping down your opponents threats, killing their tokens, and blinking Thought-Knot, Drowner, or Skyspawner. If you get stuck in a long game against Jund and other midrange decks, this is how you usually eventually trump them.
I dont see how Deep Fiend fits in to help any of the two things this deck does. Its a great ambush blocker, i guess. I'm over this card, its not right for this deck, always feels terrible.
I feel like Deep Fiend needs to be compared to Drowner because we are treating Deep Fiend like a late game bomb. Unless i am playing the card totally wrong and it is better as a 4 drop, but i never feel comfortable playing one of our 3 drops on turn 2, only to immediately sac it the next turn and replace it with a Fiend on turn 3. I usually have other stuff to do, a board to build, and i hold onto the Fiend for a later game win. Once i get to that late game, i have the resources to drop a Drowner if i had one, but instead im stuck with this Deep Fiend that i dont really want to play, wishing it was a Drowner instead.
In most scenarios, it feels like a win more, because if i have extra creatures to sac and enough other creatures to attack hard, then i am obviously far ahead on the board as it is. I cant say i've had Fiend pull me out of sticky situations and steal games quite like a Drowner has.
I've tested one Elder Deep Fiend in the main for quite some time now and I am not convinced at all. I've drawn it enough to conclude that everytime i get it i wished it was a Drowner. The double blue is relevant, and i dont want to have to force myself to play towards getting that mana. Since the tap ability is on cast, it isnt a good blink target for Displacer. As opposed to holding Deep Fiend in my hand all game until i can flash it in at the end of their turn and alpha strike, i'd much rather just drop a Drowner and blink the hell out of it. Deep Fiend has won me a few games, but i feel like a Drowner would have done the job just as well if not better. I've never just played Deep Fiend on turn 4, its usually the card you hold until the time is right to close out a game.
I also dont like sacc'ing anything to cast it. The best sac guy is of course Reshaper, but then all you are doing is gaining +2 power and the chance that Reshaper might hit something good, which he usually does not considering the deck is half lands/mana dorks. Usually, if you are Deep Fiending into an alphs strike, you already have what you need on the board or in hand, so the extra card off Reshaper is irrelevant.
Think of these two scenarions, if its late enough in a game where you could cast Drowner or Deep Fiend, would you rather have Matter Reshaper, Drowner, and 2 Scions on the board, or One Deep Fiend and a land (because you sacced the Reshaper and hit a land). Its especially frstrating is they just have a Terminate for your Deep Fiend afterwards. The first scenario is simply so much more powerful. This isnt a tempo deck, i'd rather get the board big, then bink and tap myself to victory. Grinding it out is what this deck does if you dont already win on a busted fast start. But i'd argue that Deep Fiend is not part of a busted start.