First off thanks for the feedback, I like the brewing with TITI, have been testing with it myself, actually.
Just to be clear: you played the stock list in the tournament?
Anyways, how did you manage to 2-0 elves? Seems to me that it can be a pretty rough matchup, though not nearly as bad as humans etc.
Yep, the one from the primer. Elves was kind of miserable. G1 was interesting, I was on the play and had Days Undoing and Narset, Shoal + 1 Mana pitch and Remand. I Shoal his T1 play, Remand to slow him down T2 and land a Narset with one dork on his side. He deploys more stuff and Narset stays on 5, I get to Undo the Days and can Pitch counter a Dwynens Elite on his turn. I play Lore Broker 2x and Win from there. G2 was not an actual game, he mulled to 5.
Now about the new list you posted:
Have you thought about a few Teferi's Puzzle Box in place of Lore Broker?
Has TITI felt like enough in creature matchups to not have any wrath effects in the sideboard? Tolaria West has been pretty sweet in my games so far, and I like the inclusion here especially after cutting brokers.
I have seen some people play with Puzzlebox, but I haven't considered it yet. It's not blue, it's clunky and expensive.. Dunno if this version is the right one for Puzzlebox?
I definitely think you can easily get away with only TITI and no Wraths... You start closing the game quickly after the flip.
I'm not sure on the number of Tolaria West. I like it, but it can be clunky. Not sure if 1 or 2 is correct.
Also: you mentioned it briefly, but I would like to stress how important it is that Thing in the Ice is able to flip from casting Day's Undoing, doing the Engulf the Shore trick but for 3 mana instead of 7.
Nothing more amazing than pulling this off against creature decks.
I'm wondering which direction this deck is going. I like Gabe Nassifs approach of marrying it with Mono U. So far I'm not a fan of White versions yet, but I also didnt try it yet.
I'm pretty sure that going away from Lore Broker is correct. Come MH1 I think you can have a really reasonable control deck with Days Undoing as your top end. I'm not even sure if we still need the black splash at that point
One 2nd place list (control oriented build) played 4x Boomerang. Have people tried this out? Seems like it could be good against Tron and Valakut (and also just generally a solid card).
So far Teferi, Time Raveler has felt good against both creature decks and combo/control decks. Ticking down to deal with permanents and get an extra draw is awesome, but my favorite part about him is getting to Wrath/Day's at instant speed. So far the mana hasn't been too much of a problem running 3 colors, I went up 1 more land to have room for a few more fetches while still keeping the basic count high. I also cut one Geier Reach for a plains which has been nice against field of ruin/path, though I do miss the extra combo piece. Verdict being blue, (and also being 4 cmc) has been great in place of damnation, and obviously it deals with creatures better than Engulf. Haven't tested Dovin's Veto yet, mostly because I'm not sure where I can fit it in.
I'm actually running a VERY similar list to this. Major difference is I'm running snow covered basics because I want to run Dead of Winter and I'm running a single Teferi's Puzzle Box and a pair of Sphinx's Tutelage as an alternate wincon. I've had a pretty good showing so far against whir prison, and Humans (VERY surprisingly. Top decking a Verdict is good! Who knew?!?), and about 50/50 with a modified Ponza and a GW Value/Devoted Ballista deck. (Sorry, Ashiok blocks your Chord, and I'll commandeer your CoCo) Obviously, I need LOTS more testing for this.
So far Teferi, Time Raveler has felt good against both creature decks and combo/control decks. Ticking down to deal with permanents and get an extra draw is awesome, but my favorite part about him is getting to Wrath/Day's at instant speed. So far the mana hasn't been too much of a problem running 3 colors, I went up 1 more land to have room for a few more fetches while still keeping the basic count high. I also cut one Geier Reach for a plains which has been nice against field of ruin/path, though I do miss the extra combo piece. Verdict being blue, (and also being 4 cmc) has been great in place of damnation, and obviously it deals with creatures better than Engulf. Haven't tested Dovin's Veto yet, mostly because I'm not sure where I can fit it in.
I'm actually running a VERY similar list to this. Major difference is I'm running snow covered basics because I want to run Dead of Winter and I'm running a single Teferi's Puzzle Box and a pair of Sphinx's Tutelage as an alternate wincon. I've had a pretty good showing so far against whir prison, and Humans (VERY surprisingly. Top decking a Verdict is good! Who knew?!?), and about 50/50 with a modified Ponza and a GW Value/Devoted Ballista deck. (Sorry, Ashiok blocks your Chord, and I'll commandeer your CoCo) Obviously, I need LOTS more testing for this.
You're running Verdit and Dead of Winter? How many of each? Sphinx's Tutelage is cute, I hadn't thought of that. Would you mind posting the full decklist?
Notable New Toys From Modern Horizons: Note: These are just my opinions, (for the most part) I haven't actually done testing with many of the new cards yet.
Force of Negation: We will start with the most obvious. While not a direct replacement for Disrupting Shoal, it is extremely powerful. Maybe could be substituted for a few Commandeer? Either way, it definitely has a place in the 75 somewhere, though the deck is already so good against combo decks that Force of Negation was built to dismantle, we really want better ways to deal with aggro, and not hitting creature spells is a huge downside. Also can't stop our opponent's interaction from interacting with our combo during our turn. It does play nicely with Teferi, Time Raveler.
Prohibit: The deck is already full of conditional countermagic, why not add more! While I do like that it is 2 cmc, (replacing remand maybe?) and the kicker cost counters nearly every spell in the metagame. 2cmc is also relevant for Disrupting Shoal, just in case you can't pay to actually cast Prohibit I guess.
Flusterstorm: This one is interesting. On one hand, only hitting instants and sorceries for your Mana Tithe kinda sucks, but on the other, it has a pretty high ceiling for a 1 cmc spell. Probably best in the sideboard for control matchups, where casting it at the end of a counter-war gives it a ton of value.
Archmage's Charm: My favorite new card, it's baby Cryptic Command! Having a divination that also functions as a Cancel is already pretty sweet, and that's not even counting the 3rd mode. The most relevant target being Aether Vial for us, though being able to take a Death's Shadow is good too. Getting the 3 blue mana shouldn't be too difficult for us, being mostly mono blue afterall, but it does mean it is in a weird spot in our curve for Disrupting Shoal, because most of those are combo pieces, not interaction. Swapping out a few Vendilion Clique is the best option I think. I really like extra card draw for the deck because it can sometimes seem like it is a little hard to find our stuff pre-combo.
Twisted Reflection: A blue card that can actually kill creatures is nice, though it has competition with Tyrant's Scorn. Either way I think it is a nice addition.
Winter's Rest: Another more-permanent way to deal with creatures, where sending them to hand may not always be useful. We play a lot of basics so slotting in Snow Covered Island is pretty easy. Not as good vs creatures where you're more worried about their ability than their body in combat, Thalia, Guardian of Thraben etc, but still an interesting option.
Dead of Winter: Again, we can easily have snow permanent with our basics, so this may be a faster, and easier to cast, Damnation. Not being blue makes me sad as usual, but the deck sometimes really wants a Anger of the Gods effect.
Echo of Eons: Being 6 cmc for Disrupting Shoal makes it worse than Day's Undoing in most matchups. We also don't have a ton of discard to get the flashback cost going, besides the 4 Lore Brokers which have been getting cut recently, there's a few Geier Reach Sanitariums and then that's pretty much it. Also it opens our combo up to graveyard hate where it wasn't as vulnerable before. Not ending our turn when it resolves is nice, but not nice enough to discount all of the downsides when compared to Day's Undoing, and I don't think we really need to play this as additional copies of Day's Undoing.
So that's my take on the new additions from mh1, what are your thoughts? Any new cards that I missed?
I'm actually running a VERY similar list to this. Major difference is I'm running snow covered basics because I want to run Dead of Winter and I'm running a single Teferi's Puzzle Box and a pair of Sphinx's Tutelage as an alternate wincon. I've had a pretty good showing so far against whir prison, and Humans (VERY surprisingly. Top decking a Verdict is good! Who knew?!?), and about 50/50 with a modified Ponza and a GW Value/Devoted Ballista deck. (Sorry, Ashiok blocks your Chord, and I'll commandeer your CoCo) Obviously, I need LOTS more testing for this.
You're running Verdit and Dead of Winter? How many of each? Sphinx's Tutelage is cute, I hadn't thought of that. Would you mind posting the full decklist?
The Sphinx's Tutelage is an alternate wincon, but man...when you hit a Day's Undoing with a Notion Thief out, it's fun to watch the graveyard melt. Granted, Day's Undoing shuffles the graveyard in, so that's why there's only 2 of those. Sometimes, it is still worth it. Mono-colored decks, it's over. 14 triggers on tutelage, and the deck is just gone. There's so many repeat triggers it's almost not even funny.
Dead of Winter is still being tested. It's nice to have a wipe on turn 3, but the reliance on my basic lands is rough with a 3 color deck. It's something I was running originally when this was just Black and Blue, and it worked out wonderfully there, since I had like 9 SC Islands, and 5 SC Swamps. Here, I'm unsure. It's really nice against indestructible creatures, but I don't see many of those anymore in my local meta. (They used to be a problem. Either them, or Selfless Spirit)
So far Teferi, Time Raveler has felt good against both creature decks and combo/control decks. Ticking down to deal with permanents and get an extra draw is awesome, but my favorite part about him is getting to Wrath/Day's at instant speed. So far the mana hasn't been too much of a problem running 3 colors, I went up 1 more land to have room for a few more fetches while still keeping the basic count high. I also cut one Geier Reach for a plains which has been nice against field of ruin/path, though I do miss the extra combo piece. Verdict being blue, (and also being 4 cmc) has been great in place of damnation, and obviously it deals with creatures better than Engulf. Haven't tested Dovin's Veto yet, mostly because I'm not sure where I can fit it in.
Burn is a difficult matchup, but not unwinnable, and far from our worst matchup.
Commandeering a lightning helix targeting goblin guide is usually how I end up winning against burn.
The results:
1-0 UB Control. Combo.
2-0 Mill. Combo.
1-0 Traverse Jund (with Souls). Teferi, Time Raveler and Counterspell to protect my Myth Realized, in my turn Supreme Verdict + Attack is to good.
1-2 vs Goblin. A lot of "drawing" for him with the new addiction, no verdict, no combo in G1-G3, G2 locked by Wrath, Combo and locked with Geier.
2-1 Abzan Tower. The most fun games, Myth, verdict, teferi are really sinergic. A lot of problem to play vs Gaddock Teek + spellskite in game 2 and 3. G3 win thanks to double bounce. MVP Myth.
Strange Card to testing: Azorius Charm Special blu removal, 2 mana spell for Shoal. 1 game save the situation thanks Lifelink Myth. Ad worst Cycling 2. Myth Realized MVP. A lot of synergies. Good attacker and eventually defender my walkers. Beast in this list with a lot of draw-spell.
Problems:
Mana base not good
Sideboard needs a lot of work
To poor 2mana spells
If you guys haven't seen the news, mtgsalvation is no longer closing! The old staff is also working on a new site, mtgnexus.com, so that's something to keep an eye on. Who knows maybe that will be another good place to hold the pitch blue discussion.
Well I for one am fascinated by this idea, which would have never occurred to me had I not stumbled upon this topic by complete accident. It also appears to be cheaper than most things you see in Modern today, which is a plus. I'll be giving a try and contribute a bit in the upcoming weeks
It also appears to be cheaper than most things you see in Modern today, which is a plus
Definitely. It helps that most of the cards aren't played really at all outside of our deck or other fringe control strategies. If the deck ever becomes more popular I could see certain cards that haven't had a lot of printings, Commandeer for example, getting quite expensive, especially since it is a unique effect.
So, my initial impression upon testing the deck is that we REALLY need Narset out by turn 3 or 4. She single-handedly defines what this deck is. So yeah, I'm currently trying to include as much draw power as possible (full set of Remand, Serum Visions, even considering Opt) in order to dig as deep as possible for her. Perhaps Supreme Will instead of Commit/Memory? And then there's the new Force of Negation: definitely not a budget option, but given how cheap the rest of the game is, investing in one big money card might be worthwhile. The new Force really looks like it could do a lot of work for this deck.
So, my initial impression upon testing the deck is that we REALLY need Narset out by turn 3 or 4. She single-handedly defines what this deck is. So yeah, I'm currently trying to include as much draw power as possible (full set of Remand, Serum Visions, even considering Opt) in order to dig as deep as possible for her. Perhaps Supreme Will instead of Commit/Memory? And then there's the new Force of Negation: definitely not a budget option, but given how cheap the rest of the game is, investing in one big money card might be worthwhile. The new Force really looks like it could do a lot of work for this deck.
I agree that more draw power is good for the deck. I'm playing with 4 serum visions 2 opt right now. Force of Negation is a good card, but it doesn't protect our Narset/Thief from instant speed removal/countermagic. Shoal and Commandeer both can do that. For this reason I think Force is better as a sideboard card against combo decks or control where you want the extra interaction, but I could see 1-2 main being fine.
I see your point concerning Force, I'll be trying more carefully to find the perfect balance in quantities of each card.
For now, it seems to me the bnb of this deck is turn 1 land Visions, turn 2 land pass, in enemy turn counter/bounce something, turn 3 drop Narset, turn 4 resolve Day's Undoing and then people quit. I find that the most dangerous decks are those capable of putting out so many creatures we cannot reliably bounce/counter them all, thus preventing us from creating safe conditions for Narset to come in. Burn and Affinity seem particularly bad from this point of view, while Jund, Dredge/Bridgevine and other such midrange decks with lots of hand control are actually pretty easy to deal with, because Day's Undoing completely murders them. Combo decks like Storm or Urza also seem easy, because we have so much counter-magic we can easily stop them if they luck into their wincon before we luck into ours.
So yeah, my verdict so far is that Burn is this deck's boogeyman, fast aggros are hard match-ups, anything else is actually quite easy.
My previous experience (at least with the build in the OP with Notion Thief) is that Jund is actually quite a tough match-up. Day's Undoing without an anti-draw effect gives Jund too much gas, and even Day's Undoing with Narset, Parter of Veils still lets Jund recover too quickly because they often get to keep 1 card from an Undoing. The latter is why I quickly switched to Teferi's Puzzle Box, and preserving that lock actually does finally murder them. Thing is, preserving an anti-draw effect long enough to Puzzle Box them is often tough. Their Bloodbraid Elf has a tendency to have something break through our counter wall. I've found that it's generally worth dropping the first Narset P to 3 loyalty immediately against Jund, even though they run Bolt, because they also have too many ways to kill a 5-loyalty Narset P.
Someone is testing Archmage's Charm? Seems like a very powerfull card in mono U and is seeing play even in UR decks.
Archmage's Charm is an incredibly powerful spell, but our 3 drop slot is pretty full so it's only like a 2-of max in my testing.
Recently I've been playing with Jace's Archivist in place of Lore Broker. Reasoning being that Archivist has way more of an impact on the game both before we have the combo and afterwards that the 1 mana difference is worth it. Too often I would get Broker running with Narset only for my opponent to still just kill me or one of the combo pieces. Archivist has felt pretty strong so far, would recommend trying it.
Hey everyone! Just wanted to let you all know that I've made the primer over on mtgnexus.com Click here to go to the thread!
I will be working on updating the Primer in the next couple days(for both sites) to include discussions about some of the newer cards as well as more/updated deck lists etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Yep, the one from the primer. Elves was kind of miserable. G1 was interesting, I was on the play and had Days Undoing and Narset, Shoal + 1 Mana pitch and Remand. I Shoal his T1 play, Remand to slow him down T2 and land a Narset with one dork on his side. He deploys more stuff and Narset stays on 5, I get to Undo the Days and can Pitch counter a Dwynens Elite on his turn. I play Lore Broker 2x and Win from there. G2 was not an actual game, he mulled to 5.
I have seen some people play with Puzzlebox, but I haven't considered it yet. It's not blue, it's clunky and expensive.. Dunno if this version is the right one for Puzzlebox?
I definitely think you can easily get away with only TITI and no Wraths... You start closing the game quickly after the flip.
I'm not sure on the number of Tolaria West. I like it, but it can be clunky. Not sure if 1 or 2 is correct.
Nothing more amazing than pulling this off against creature decks.
I'm wondering which direction this deck is going. I like Gabe Nassifs approach of marrying it with Mono U. So far I'm not a fan of White versions yet, but I also didnt try it yet.
I'm pretty sure that going away from Lore Broker is correct. Come MH1 I think you can have a really reasonable control deck with Days Undoing as your top end. I'm not even sure if we still need the black splash at that point
I'm actually running a VERY similar list to this. Major difference is I'm running snow covered basics because I want to run Dead of Winter and I'm running a single Teferi's Puzzle Box and a pair of Sphinx's Tutelage as an alternate wincon. I've had a pretty good showing so far against whir prison, and Humans (VERY surprisingly. Top decking a Verdict is good! Who knew?!?), and about 50/50 with a modified Ponza and a GW Value/Devoted Ballista deck. (Sorry, Ashiok blocks your Chord, and I'll commandeer your CoCo) Obviously, I need LOTS more testing for this.
You're running Verdit and Dead of Winter? How many of each?
Sphinx's Tutelage is cute, I hadn't thought of that. Would you mind posting the full decklist?
Note: These are just my opinions, (for the most part) I haven't actually done testing with many of the new cards yet.
Force of Negation: We will start with the most obvious. While not a direct replacement for Disrupting Shoal, it is extremely powerful. Maybe could be substituted for a few Commandeer? Either way, it definitely has a place in the 75 somewhere, though the deck is already so good against combo decks that Force of Negation was built to dismantle, we really want better ways to deal with aggro, and not hitting creature spells is a huge downside. Also can't stop our opponent's interaction from interacting with our combo during our turn. It does play nicely with Teferi, Time Raveler.
Prohibit: The deck is already full of conditional countermagic, why not add more! While I do like that it is 2 cmc, (replacing remand maybe?) and the kicker cost counters nearly every spell in the metagame. 2cmc is also relevant for Disrupting Shoal, just in case you can't pay to actually cast Prohibit I guess.
Flusterstorm: This one is interesting. On one hand, only hitting instants and sorceries for your Mana Tithe kinda sucks, but on the other, it has a pretty high ceiling for a 1 cmc spell. Probably best in the sideboard for control matchups, where casting it at the end of a counter-war gives it a ton of value.
Archmage's Charm: My favorite new card, it's baby Cryptic Command! Having a divination that also functions as a Cancel is already pretty sweet, and that's not even counting the 3rd mode. The most relevant target being Aether Vial for us, though being able to take a Death's Shadow is good too. Getting the 3 blue mana shouldn't be too difficult for us, being mostly mono blue afterall, but it does mean it is in a weird spot in our curve for Disrupting Shoal, because most of those are combo pieces, not interaction. Swapping out a few Vendilion Clique is the best option I think. I really like extra card draw for the deck because it can sometimes seem like it is a little hard to find our stuff pre-combo.
String of Disappearances: Additional copies of Vapor Snag that no one asked for. At least it has cool art.
Twisted Reflection: A blue card that can actually kill creatures is nice, though it has competition with Tyrant's Scorn. Either way I think it is a nice addition.
Winter's Rest: Another more-permanent way to deal with creatures, where sending them to hand may not always be useful. We play a lot of basics so slotting in Snow Covered Island is pretty easy. Not as good vs creatures where you're more worried about their ability than their body in combat, Thalia, Guardian of Thraben etc, but still an interesting option.
Dead of Winter: Again, we can easily have snow permanent with our basics, so this may be a faster, and easier to cast, Damnation. Not being blue makes me sad as usual, but the deck sometimes really wants a Anger of the Gods effect.
Echo of Eons: Being 6 cmc for Disrupting Shoal makes it worse than Day's Undoing in most matchups. We also don't have a ton of discard to get the flashback cost going, besides the 4 Lore Brokers which have been getting cut recently, there's a few Geier Reach Sanitariums and then that's pretty much it. Also it opens our combo up to graveyard hate where it wasn't as vulnerable before. Not ending our turn when it resolves is nice, but not nice enough to discount all of the downsides when compared to Day's Undoing, and I don't think we really need to play this as additional copies of Day's Undoing.
Sure!
4x Narset, Parter of Veils
Enchantments-2
2x Sphinx's Tutelage
Creatures-8
4x Lore Broker
4x Notion Thief
Instants-19
1x Commandeer
1x Cryptic Command
4x Disrupting Shoal
2x Remand
1x Settle the Wreckage
2x Snapback
2x Spell Pierce
3x Spell Snare
1x Tyrant's Scorn
2x Unsubstantiate
Artifacts-4
2x Fieldmist Borderpost
1x Mistvein Borderpost
1x Teferi's Puzzle Box
2x Day's Undoing
1x Supreme Verdict
1x Dead of Winter
Lands- 19
2x Flooded Strand
1x Mikokoro, Center of the Sea
1x Blast Zone
1x Geier Reach Sanitarium
2x Hallowed Fountain
3x Snow-Covered Island
2x Snow-Covered Plains
1x Snow-Covered Swamp
4x Polluted Delta
2x Watery Grave
1x Ashiok, Dream Render
2x Blast Zone
2x Commandeer
1x Dead of Winter
1x Echoing Truth
2x Ravenous Trap
1x Settle the Wreckage
1x Slaughter Pact
2x Supreme Verdict
2x Unmoored Ego
The Sphinx's Tutelage is an alternate wincon, but man...when you hit a Day's Undoing with a Notion Thief out, it's fun to watch the graveyard melt. Granted, Day's Undoing shuffles the graveyard in, so that's why there's only 2 of those. Sometimes, it is still worth it. Mono-colored decks, it's over. 14 triggers on tutelage, and the deck is just gone. There's so many repeat triggers it's almost not even funny.
Dead of Winter is still being tested. It's nice to have a wipe on turn 3, but the reliance on my basic lands is rough with a 3 color deck. It's something I was running originally when this was just Black and Blue, and it worked out wonderfully there, since I had like 9 SC Islands, and 5 SC Swamps. Here, I'm unsure. It's really nice against indestructible creatures, but I don't see many of those anymore in my local meta. (They used to be a problem. Either them, or Selfless Spirit)
I have an half idea: Try Myth Realized with the protection of Teferi, Time Raveler and the sinergy with Supreme Verdict for a better Matchup VS Aggro.
Burn is a big problem?
A few people have been building with Teferi, so I don't think you can say "no one":
Myth Realzied is just a worse Thing in the Ice for the most part.
Burn is a difficult matchup, but not unwinnable, and far from our worst matchup.
Commandeering a lightning helix targeting goblin guide is usually how I end up winning against burn.
4 Narset, Parter of Veils
3 Teferi, Time Raveler
1 Dovin, Hand of Control
Entchantment 4
4 Myth Realized
Instant 14
4 Disrupting Shoal
3 Opt
2 Snapback
1 Spell Snare
1 Spell Pierce
1 Remand
1 Azorius Charm
1 Commandeer
4 Day's Undoing
4 Serum Visions
3 Supreme Verdict
1 Void Snare
Lands 22
4 Flooded Strand
2 Polluted Delta
3 Hallowed Fountain
3 Seachrome Coast
5 Island
2 Plains
2 Geier Reach Sanitarium
1 Hall of Heliod's Generosity
2 Relic of Progenitus
1 Ashiok, Dream Render
3 Path to Exile
1 Supreme Verdict
1 Runed Halo
2 Celestial Purge
3 Commandeer
1 Snapback
1 Spell Pierce
The results:
1-0 UB Control. Combo.
2-0 Mill. Combo.
1-0 Traverse Jund (with Souls). Teferi, Time Raveler and Counterspell to protect my Myth Realized, in my turn Supreme Verdict + Attack is to good.
1-2 vs Goblin. A lot of "drawing" for him with the new addiction, no verdict, no combo in G1-G3, G2 locked by Wrath, Combo and locked with Geier.
2-1 Abzan Tower. The most fun games, Myth, verdict, teferi are really sinergic. A lot of problem to play vs Gaddock Teek + spellskite in game 2 and 3. G3 win thanks to double bounce. MVP Myth.
Worst card, in the first impression:
Dovin, Hand of Control
Void Snare
Strange Card to testing:
Azorius Charm Special blu removal, 2 mana spell for Shoal. 1 game save the situation thanks Lifelink Myth. Ad worst Cycling 2.
Myth Realized MVP. A lot of synergies. Good attacker and eventually defender my walkers. Beast in this list with a lot of draw-spell.
Problems:
Mana base not good
Sideboard needs a lot of work
To poor 2mana spells
Any Advice?
Definitely. It helps that most of the cards aren't played really at all outside of our deck or other fringe control strategies. If the deck ever becomes more popular I could see certain cards that haven't had a lot of printings, Commandeer for example, getting quite expensive, especially since it is a unique effect.
I agree that more draw power is good for the deck. I'm playing with 4 serum visions 2 opt right now. Force of Negation is a good card, but it doesn't protect our Narset/Thief from instant speed removal/countermagic. Shoal and Commandeer both can do that. For this reason I think Force is better as a sideboard card against combo decks or control where you want the extra interaction, but I could see 1-2 main being fine.
For now, it seems to me the bnb of this deck is turn 1 land Visions, turn 2 land pass, in enemy turn counter/bounce something, turn 3 drop Narset, turn 4 resolve Day's Undoing and then people quit. I find that the most dangerous decks are those capable of putting out so many creatures we cannot reliably bounce/counter them all, thus preventing us from creating safe conditions for Narset to come in. Burn and Affinity seem particularly bad from this point of view, while Jund, Dredge/Bridgevine and other such midrange decks with lots of hand control are actually pretty easy to deal with, because Day's Undoing completely murders them. Combo decks like Storm or Urza also seem easy, because we have so much counter-magic we can easily stop them if they luck into their wincon before we luck into ours.
So yeah, my verdict so far is that Burn is this deck's boogeyman, fast aggros are hard match-ups, anything else is actually quite easy.
Archmage's Charm is an incredibly powerful spell, but our 3 drop slot is pretty full so it's only like a 2-of max in my testing.
Recently I've been playing with Jace's Archivist in place of Lore Broker. Reasoning being that Archivist has way more of an impact on the game both before we have the combo and afterwards that the 1 mana difference is worth it. Too often I would get Broker running with Narset only for my opponent to still just kill me or one of the combo pieces. Archivist has felt pretty strong so far, would recommend trying it.
I will be working on updating the Primer in the next couple days(for both sites) to include discussions about some of the newer cards as well as more/updated deck lists etc.