@Jivanmutka
I'm not particularly a fan of this interaction as it is a little more difficult to find a land based combo. But the fact that it is a land-based combo with another artifact that already has synergy in our deck is worth considering. I don't think I'm particularly fond of taking extra turns in this deck as I am so much concerned about making infinite mana. It's a fair win condition that I don't necessarily want to run.
What about Invoke Prejudice? This seems like a good way to be proactive about controlling the board. We don't run a heavy creature suite and Memnarch is colorless which is a plus. But it's expensive, CMC wise and could be considered kinda slow and draw undue attention to ourselves. What do you think?
I was dumb in my youth and never got a copy of Invoke Prejudice when it wasn't expensive so I've never actually played with it. I can imagine it is decent if played early.
As for the land combo that is a fair argument. Although it is tutorable via Tolaria West which is also runnable on it's own.
As for the original list. Tuck counterspells are fairly poor.
Invoke Prejudice seems expensive though, with the UUUU cost being prohibitive. I think I'll proxy it up and give it a few games to see if that makes a difference.
Tolaria West is an ETBT land that can find other lands. I used to have it in my first iteration of mono-Blue, which was the super-combo build I discarded in favor or what I have now, and there were enough times that I remember drawing it and thinking "I'd rather this were an Island". Generally, I need to build tempo and keep mana open when I could have the chance to Trasnmute Tolaria West and it's just never been something I've actively looked for. My foily Expedition Map has served that purpose with a little bit more utility in being able to tutor for it and recur it with Academy Ruins. I think this is simply a preference though, as I think Tolaria West is good. I just don't think the card is super applicable in the stages of the game where you would want to look for Cavern of Souls (the best and most important land in the deck, methinks). Too bad the Transmute ability isn't an instant...
I played another game last night with Memnarch. The life-loss from an early Nekusar proved too much to overcome! The details of the game report are on my thread.
I'm not particularly a fan of this interaction as it is a little more difficult to find a land based combo. But the fact that it is a land-based combo with another artifact that already has synergy in our deck is worth considering. I don't think I'm particularly fond of taking extra turns in this deck as I am so much concerned about making infinite mana. It's a fair win condition that I don't necessarily want to run.
What about Invoke Prejudice? This seems like a good way to be proactive about controlling the board. We don't run a heavy creature suite and Memnarch is colorless which is a plus. But it's expensive, CMC wise and could be considered kinda slow and draw undue attention to ourselves. What do you think?
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
As for the land combo that is a fair argument. Although it is tutorable via Tolaria West which is also runnable on it's own.
As for the original list. Tuck counterspells are fairly poor.
Tolaria West is an ETBT land that can find other lands. I used to have it in my first iteration of mono-Blue, which was the super-combo build I discarded in favor or what I have now, and there were enough times that I remember drawing it and thinking "I'd rather this were an Island". Generally, I need to build tempo and keep mana open when I could have the chance to Trasnmute Tolaria West and it's just never been something I've actively looked for. My foily Expedition Map has served that purpose with a little bit more utility in being able to tutor for it and recur it with Academy Ruins. I think this is simply a preference though, as I think Tolaria West is good. I just don't think the card is super applicable in the stages of the game where you would want to look for Cavern of Souls (the best and most important land in the deck, methinks). Too bad the Transmute ability isn't an instant...
I played another game last night with Memnarch. The life-loss from an early Nekusar proved too much to overcome! The details of the game report are on my thread.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager