Quote from Roscoe »played a few games with my list. I actually modified to go -1 remand for +1 think twice to make sure I hit my land drops, but I can't say enough for remand so i'm keeping a 3/3 split with think twice. though I must say the standout is honestly logic knot such a good card. IMO way better than condescend, only because of how you can ensure a hard counter even if they have like 8 untapped lands. With a full hand, you can easily choose which cards to exile and not hurt your snapcaster mage.
If anything I would switch out a spell snare for cryptic command before remand for the 2/4 split. I know Guillaume plays 4 spell snare, but it really bothers me how dead 2 copies can be in your hand. That being said, the more I play this deck in particular, the more I see his original build being the best at what it does and for my own flavor would cut 2 spell snare for a remand and a snapcaster.
Quote from JaceTheWalletShredder
Ehrmagersh, a new deck is doing well. Breakz out de banhammerz!
Quote from Teysa_Karlov »Sure, there is a chance of spending $4 on a booster and getting the Mythic Rare $30 super card. There is also a chance of surviving putting your tongue in a light socket.
Quote from The_7ranshuman »We have to ask ourselves what we are using Logic Knot and Condescend for. Why aren't we considering Negate? This card is relevant in just about every match up. It may not Scry or draw, but it's a hard counter and definitely not narrow. Just think about how many cards this is good against. Now reconsider.
Quote from Jayman21 »Quote from The_7ranshuman »We have to ask ourselves what we are using Logic Knot and Condescend for. Why aren't we considering Negate? This card is relevant in just about every match up. It may not Scry or draw, but it's a hard counter and definitely not narrow. Just think about how many cards this is good against. Now reconsider.
Creatures are still too important to not have counters that do not deal with them in 5he main. We do not want to leanon our boardwipes too much.
Quote from Grisly_Bear »Remand's real value is the mana trades it forces without losing card advantage. It buys us extra turns in the early game and can halt an opponents final push during late game for cheap.
Condescend requires more resources to be dumped into it on average to achieve the same result. And on the topic of it's scry 2 vs Remand's draw a card: a bird in the hand is worth two in the bush. Knowing what is coming is nice but not worth as much as an actual card to play with.
Quote from TheNoob »Remand does not GAIN card advantage. Remand does NOT buy us (the draw-go control shell) extra turns. Remand does NOT do well late game. Remand is a tempo play, early game it can "time walk" an opponent if you have an early clock on them. Remand does not belong in the draw-go shell of this deck.
All Remand does in the draw-go shell is delay a card that you know is valuable (if it wasnt you wouldnt have countered it) for a random card off the top of your deck. With a deck that runs a ton of cantrips and 26 lands, the odds are NOT in your favour that the card is better than what you had. This deck does not have the space/desire to play mini/sometimes "time walks"; we do not have a quick clock, our average card is less powerful than most other decks average card (its why we run so many cantrips) and we do not want to be at card disadvantage.
Now Condescend does not draw a card but this deck has a ton of card draw, in that context card filtering is almost as good. Condescend is often accused of being recourse heavy, but X only needs to be 1 for it to control a spell. Early game condescend can be as cheap as 1U, late game, when the opponent is in top deck mode, its ok to spend all our mana to counter their spell, as they will only be playing 1 spell a turn.
Quote from GordonFreemanJr »Man I really like that setup for counterspells, I was feeling a bit light at 9 so this is helpful, only thing I can say is maybe switch one for logic knot
Quote from The_7ranshuman »Quote from GordonFreemanJr »Man I really like that setup for counterspells, I was feeling a bit light at 9 so this is helpful, only thing I can say is maybe switch one for logic knot
8-12 is good depending on whether you're running main deck disruption. Were you referring to my counter set up?
Quote from Picelli89 »Why is everyone persevering on the draw-go approach when a more black-based, sorcery-speed one would be more powerful to work with? Modern has historically showed that Thoughtseize and Inquisition of Kozilek followed by strong 2 and 3 drops are better than trying to play catch-all the whole game at the danger of constantly falling behind, and this is even more valid in a format where Pod and Affinity too often bypass Mana Leak and Spell Snare by a full turn.
Black > Blue when it comes to disruption-suites. I think that if you have a bit of knowledge about the format you probably have come to realize this.
Esper is known to be able to produce lots of card advantage thanks to Esper Charm--> Why not trying Pack Rats? Seize-->Rat makes every fair deck cringe as they have one-turn window before the Rat replicates himself. Reciprocally, Rat-->Seize is your way of capitalizing on late-game dead draws (you can count also removal spells against combo decks).
Esper has Lingering Souls which is a fantastic three drop which is THE card apt to fight Liliana of the Veil. Do you want to fight the metagame trying to top to Cryptic Command? That is pretty outdated and hardly working. This metagame is too fast.
Start from something like this:
4 Creeping Tar Pit (Liliana slayer, quick clock paired with Rats)
6 discard spells
4 Pack Rat
4 Esper Charm
4 Lingering Souls
2/3/4 Path to Exile
This "Esper counterpart" of a BGx framework is what you need to succeed now. Delta and Strand now make this possible. Forego Cryptic and Spell Snare because you are going to be less successful with those on average than simply trying to estabilish a window with your discard spells to let your haymakers go through. Junk and Jund teach this.