Probably you're right about that you need to play discard on turn 1. As you mentioned turn 2 discard is a lot worse than turn 1 discard. It gives you an early information on your opponents hand which helps you to choose your next line of play as well as protect your hand from opponent's discard and hide information.
I don't agree with playing Serum Visions/Opt on turn 1 though. If you have only Thought Scour and Serum Visions/Opt without discard I'm pretty sure that playing Thought Scour on your first turn instead of Serums Visions/opt is correct line for the reasons I stated in my previous post. The only exception for this is when you're looking for a land; this is the case if you keep one lander. In this case maximizing your chances of drawing second land is more important than milling yourself or playing discard.
One thing to also consider is whether you are on the play or draw, how to most efficiently use your mana, and whether you already know what deck your opponent is on. On the play I would Scour, then TS, SV. The opponent would have drawn another card, and it is relatively low chance for an opposing explosive turn 1 play on the draw (with some obvious exceptions, e.g., affinity, turn 1 Thoughtseize, etc). In this case you can maximize the info that you are working with to optimize your plan.
I find it important to understand which decks certain leading lands will be a cue for as well when facing unknown opponents on the draw. Sometimes taking 5 right away is a liability or it may be best to wait a turn so that they are likier to have their pay off spell (e.g., TitanShift).
Is this a primer or what is it? Because viewing other primers, the intro of this seems a little outdated compared to others. Just curious that is all, no need to start an argument.
It would help if you pointed out exactly what is "outdated".
Opt let's you dig two cards deep at instant speed, Serum will draw you a card and set up your next couple of turns (or at least help you avoid two turns of trash).
Ya it is a different play style. Probably not better at all lol. I just feel like the deck is missing something . and i hate losing life to never hit a shadow. I took out 4 Street wraith for the 4 delver (3 snappy) . And ran 2 dismember to help with the life loss.
I think an important part of playing the deck is recognizing when being conservative with your life is necessary. I avoid life loss when I have delve hands as much as possible until I have access to DS, and instead play as if I'm Blue Jund until I can then the corner. Some games against aggressive strategies this is irrelevant, but it at least buys you a couple turns to draw into what you need.
Hey thanks to everyone who answered my question. Could you give me some feedback on this list?
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That singleton Opt looks out of place. I'd consider swapping a Kom for a second. It'll help with the consistency of your deck. You could also just keep the Kom and swap the land back in for Opt. The SB looks pretty good.
If it makes you feel any better, a lot of us feel what you're saying Kodie.
On another note, is it appropriate to main deck bolt if we don't have our own Lilly to deal with attrition (complemented by the fact that it will be relevant elsewhere of course). Two bolts have felt fine but I don't know if there's better things I could be doing.
I've been running 3 Push, 2 Terminate and 1 Dismember for about 6 weeks and have found it to be just the right numbers for me. Dismember is a great card, and helps mess up the opponent's combat math in situations where it the opposing creature has toughness greater than 5.
I think having two in the deck is a liability though.
That is a great point, and I agree completely. It becomes an issue of understanding your role with respect to your hand, the board state, and what the opponent may represent according to gained info, hand size and how they're using their mana.
I think Kodie is just trying to make people aware of this general approach that storm takes. Ive played both decks since before they "caught on" as a result of banning (i.e. twin and probe), and this is def something storm does. On paper, I shuffle my sideboard into my deck and then remove 15 cards every match. If the opponent realizes I've removed my medallions in game 2, sometimes I will add 3 Baral and a Goblin back in. Our overall strategy is to transform into some weird grindy tempo deck that hits mini combos.
The most important thing a GDS player can do is be intelligent about your life total (don't get greedy on the size of your DS), and try to out-patience the storm player. Temur BR puts in work against storm as well.
There are two types of storm players. Those who try to go all in on the combo as aggressively as they can, and those who play storm like it's chess.
I'd swap that watery grave for a second blood crypt (it feels really bad to scour your only one away), since you usually want watery grave into blood crypt.
One thing to also consider is whether you are on the play or draw, how to most efficiently use your mana, and whether you already know what deck your opponent is on. On the play I would Scour, then TS, SV. The opponent would have drawn another card, and it is relatively low chance for an opposing explosive turn 1 play on the draw (with some obvious exceptions, e.g., affinity, turn 1 Thoughtseize, etc). In this case you can maximize the info that you are working with to optimize your plan.
I find it important to understand which decks certain leading lands will be a cue for as well when facing unknown opponents on the draw. Sometimes taking 5 right away is a liability or it may be best to wait a turn so that they are likier to have their pay off spell (e.g., TitanShift).
It would help if you pointed out exactly what is "outdated".
I think an important part of playing the deck is recognizing when being conservative with your life is necessary. I avoid life loss when I have delve hands as much as possible until I have access to DS, and instead play as if I'm Blue Jund until I can then the corner. Some games against aggressive strategies this is irrelevant, but it at least buys you a couple turns to draw into what you need.
That singleton Opt looks out of place. I'd consider swapping a Kom for a second. It'll help with the consistency of your deck. You could also just keep the Kom and swap the land back in for Opt. The SB looks pretty good.
On another note, is it appropriate to main deck bolt if we don't have our own Lilly to deal with attrition (complemented by the fact that it will be relevant elsewhere of course). Two bolts have felt fine but I don't know if there's better things I could be doing.
I think having two in the deck is a liability though.
Here are some great articles describing this:
http://www.starcitygames.com/magic/fundamentals/23775_Eight_CorePrinciples_Of_Whos_The_Beatdown.html
http://www.starcitygames.com/article/36014_The-Modern-Plays-Youre-Not-Making-And-Should-Be.html
The most important thing a GDS player can do is be intelligent about your life total (don't get greedy on the size of your DS), and try to out-patience the storm player. Temur BR puts in work against storm as well.
There are two types of storm players. Those who try to go all in on the combo as aggressively as they can, and those who play storm like it's chess.