What Ym1r said. Geist is pretty useless if your opponent can go wide with blockers, and lingering souls is everywhere these days.
Monastery Mentor just keeps churning out the wannabe swiftspears while you advance your board yourself (hello Lingering Souls again).
Let's make a little comparison a turn 3 Geist on an empty board will deal:
6 damage by turn 4
12 damage by turn 5
18 damage by turn 6
A Mentor will do this, assuming you can cast 2 spells on turn 4 and then 1 every subsequent turn (which is not a stretch at all in this deck, you can often do even better):
4 damage by turn 4
11 damage by turn 5
20 damage by turn 6
A geist is better of course if your opponent is holding spot removal (mentors tend to get killed on sight, but we have more threats and discard and possibly permission), but it doesn't have as good synergy in this deck as mentor.
i've been checking this deck for a while, and as soon as i get myself some missing cards i would really like to test this deck. however there's one thing i can't figure out myself:
i mean geist is hard to remove, 4-6 damage guaranteed each turn, while mentor is just 3-4 damage next turn with 1-2 tokens, and you have to cast another 1-2 spells next turn to swing for some decent damage... or am i getting it wrong?
Because some guys did well in some tournaments with Monastery Mentor, and then everyone followed
If you're facing a Snapcaster deck (Twin, Delver, Control etc.), you want Geist over Mentor. Lightning Bolt, Electrolyze and Snapcaster>Bolt can be pretty ugly against Mentor. However, Geist, Tasigur, Snapcaster and Lingering souls are all excellent cards in such matchups. Against removal heavy decks you generally don't get much out of Mentor, although you might be lucky with your discard and counters. Another thing - Monastery Mentor turns on their Abrupt Decays. With a creature package of Geist, Tasigur/Gurmag, Souls and snap that is a pretty dead card.
Geist or Mentor is meta dependant. I prefer Geist against many popular decks, like Burn, Twin, Delver, Tron, Scapeshift, UWR Control/Midrange. Against Abzan/Jund/ they're probably pretty even. Geist dodges Abrupt Decay, but Mentor can be good against Liliana if you manage to get the tokens online. I think I prefer Mentor against Wilt-Leaf Abzan, Affinity and Merfolk because they play so little removal that Mentor often gets out of hand. But it's not black and white. Mentor can be good against removal-heavy decks if you draw the right sequence of discard, counters etc., and Geist often wins games against creature heavy decks if you draw the right removal spells for the situation, be it point removal like path/Murderous Cut/Slaughter Pact, or Zealous Persecution to sweep away their Spirit tokens or trick their blocking.
The only real thing I can think of is a mix between lump sum life gain vs incremental. My feeling is an early dragon's claw, forcing their skullcrack, followed by a rest for the weary can be the time we need to get a monastery mentor online. Plus that they are both noncrearure spells to trigger him! I have not found kor firewalker or timely reinforcements particularly good. The former is a creature with a horrendous casting cost that gets wrecked by blood moon and the latter is really just an overcosted gain life when we have so many souls running around...
I've been playing this deck for a little while and it's felt good, I like the Esper Charm and the Sphinx's Revelation. If anything I want more Esper Charms. Any suggestions?
There are lands among the spells list. Esper charm seems too cute to me in a midrange deck, it fits more of a pure control strategy. I think that with the rise of Junk Liege you don't really want them to choose what to discard, it can put you in an unwinable game stste.
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In Lorwyn's brief evenings, the sun pauses at the horizon long enough for a certain species of violet to bloom with the fragrance of mischief.
Electrolyze is not good against a creature and tokens which can dodge with a single cantrip.
If they don't know what cards you have in hand, they'll just play it when you're tapped out, in response to prowess triggers, or they'll appoint one extra damage if you have open mana and they suspect you have an instant at hand.
Electrolyze is not good against a creature and tokens which can dodge with a single cantrip.
If they don't know what cards you have in hand, they'll just play it when you're tapped out, in response to prowess triggers, or they'll appoint one extra damage if you have open mana and they suspect you have an instant at hand.
Yeah but it is easy for us to play around it as well. If they appoint 2 damage on a single token then I would be fine. The same things which apply for the caster of Electrolyze apply for us. If they play Electrolyze on our open mana they run the risk of getting exploited.
Woops haha, fixed. In any case, Esper Charm doesn't have to be a Mind Rot, if I suspect the opponent is on Abzan Liege I'll just draw cards. I see it as an instant speed divination with some powerful options.
Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy:UR Sneak and Show IUBG Team America IX Metalworker MUD Modern:UBR Blue Jund IWBX Eldrazi Processors IX Affinity IWRG Nacatl Burn IGR Tron IUBR Grishoalbrand
I've been trying to make this deck work all morning on cockatrice and I'm like 1-12.... I just don't see how this deck ever wins. It does not have the permission suite to push fast decks into the mid/late game. It does not want a topdeck war anyways. And if it does get to the end our lategame is just much worse than any other real late game deck's. We're going for 1/1 tokens as our end game where twin is comboing out, tron is dropping 15/15s, real control decks are flashing angels while keeping cryptic open, and have access to bolt-snap-bolt etc etc.
The games where my mentor survived for more than 1 spells it was like "yes!" except then my opponent just does something 10x better. and/or I have nothing left to chain prowess with.
I'm so sad because I just got my 4th mentor assuming this deck would be awesome. I'm fine with needing time to perfect the finer points, but shouldn't I feel occasionally like I'm in the game? Instead of pretty much always feeling like a passenger on the highway to my own demise?
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
I've been trying to make this deck work all morning on cockatrice and I'm like 1-12.... I just don't see how this deck ever wins. It does not have the permission suite to push fast decks into the mid/late game. It does not want a topdeck war anyways. And if it does get to the end our lategame is just much worse than any other real late game deck's. We're going for 1/1 tokens as our end game where twin is comboing out, tron is dropping 15/15s, real control decks are flashing angels while keeping cryptic open, and have access to bolt-snap-bolt etc etc.
The games where my mentor survived for more than 1 spells it was like "yes!" except then my opponent just does something 10x better. and/or I have nothing left to chain prowess with.
I'm so sad because I just got my 4th mentor assuming this deck would be awesome. I'm fine with needing time to perfect the finer points, but shouldn't I feel occasionally like I'm in the game? Instead of pretty much always feeling like a passenger on the highway to my own demise?
Please dont take this as an attack on you, but maybe this deck just doesnt suit your playstyle?
I have played 50+ matches with the deck and my feelings are completely different. I feel like landing a Mentor is game over. We run so much removal that the board is always fairly clear and we run enough dig/sources of card advantage that our top decks are usually better.
Twin shouldnt be much of a problem, you are running enough removal that comboing off shouldnt be possible until they have enough mana to cast twin with counters up.
I can see Tron being an issue but RG Tron isnt popular anymore and U Tron is super rare in RL.
The deck has the ability to go wide (Monk tokens, Spirits, Sorin) as well as big (Prowess and Tasigur).
Try to save your permission for boardwipes or to protect mentor/tasigur.
It is hard to say the deck is bad, given the flood of results its had lately (a ton of top finishes and Mentor has only been out of a few months).
a) abrupt decayed
b) path to exiled
c) murderous cut
d) supreme verdict
e) bolted (yeah yeah, you always have the instant speed cantrip and not a hand of inquisition+spell snare right?)
You can also just not draw a mentor. Now your win conditions are snapcaster mage, 1/1 spirit tokens, and 2x tasigurs. PS you have 2 hard counters and they only stop 2 mana spells :/
This really feels like a hybrid of abzan midrange, jeskai control, and BW tokens except the smashing together doesn't create any synergy worthy of the name.
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
a) abrupt decayed
b) path to exiled
c) murderous cut
d) supreme verdict
e) bolted (yeah yeah, you always have the instant speed cantrip and not a hand of inquisition+spell snare right?)
You can also just not draw a mentor. Now your win conditions are snapcaster mage, 1/1 spirit tokens, and 2x tasigurs. PS you have 2 hard counters and they only stop 2 mana spells :/
This really feels like a hybrid of abzan midrange, jeskai control, and BW tokens except the smashing together doesn't create any synergy worthy of the name.
Always cast a Mentor assuming it will die on the spot (unless you die next turn if you don't stick Mentor). Keep that instant up or cast a sorcery-speed noncreature spell right after you resolve a Mentor. A 1/1 Prowess token after Mentor dies is better than nothing.
I tend to keep controlling opening hands with this deck, and it still tends to drag games out long enough to stick a threat or two. It probably helps that I play 4 Myth Realized in my version...although late-game MRs sort of suck.
If Mentor just won't come, add Creeping Tar Pit to the win con list. Besides, Tasigur can win games on his own, and Tiago + 2 Souls tokens can often get there.
Referring to your earlier post, it might be just that you ran into bad match-ups. UR Storm is actually pretty abysmal pre-board with my build--you'd be surprised what this deck's good and bad match-ups are.
I'd love to see your 4 Myth Realized list Lectrys. I am still running 3, sometimes they are great sometimes not. I cut the permission for them which sometimes bites you pretty badly (especially vs the all-in combo decks).
@BadMcFadden: the power level is definately in the deck. I often close out long, grindy games with snappies, tokens or tar pits (especially with vault of the archangel in play). Some general pointers: don't always use your discard T1. Use it the turn before you want to drop a Mentor to see whether you can play the mentor or have to wait. If you have a mentor in hand hold on to your thought scours unless you need to cantrip for an answer or need the delve fuel. Once the mentor sticks and you have 1 or 2 monks you can close out the game quickly. I often even path my own summoning sick tokens to boost those prowess attackers and close the game out if the opponent tapped out (or has no cards). Vs wrath decks obviously deploy your threats one by one.
Monastery Mentor just keeps churning out the wannabe swiftspears while you advance your board yourself (hello Lingering Souls again).
Let's make a little comparison a turn 3 Geist on an empty board will deal:
6 damage by turn 4
12 damage by turn 5
18 damage by turn 6
A Mentor will do this, assuming you can cast 2 spells on turn 4 and then 1 every subsequent turn (which is not a stretch at all in this deck, you can often do even better):
4 damage by turn 4
11 damage by turn 5
20 damage by turn 6
A geist is better of course if your opponent is holding spot removal (mentors tend to get killed on sight, but we have more threats and discard and possibly permission), but it doesn't have as good synergy in this deck as mentor.
If you're facing a Snapcaster deck (Twin, Delver, Control etc.), you want Geist over Mentor. Lightning Bolt, Electrolyze and Snapcaster>Bolt can be pretty ugly against Mentor. However, Geist, Tasigur, Snapcaster and Lingering souls are all excellent cards in such matchups. Against removal heavy decks you generally don't get much out of Mentor, although you might be lucky with your discard and counters. Another thing - Monastery Mentor turns on their Abrupt Decays. With a creature package of Geist, Tasigur/Gurmag, Souls and snap that is a pretty dead card.
Geist or Mentor is meta dependant. I prefer Geist against many popular decks, like Burn, Twin, Delver, Tron, Scapeshift, UWR Control/Midrange. Against Abzan/Jund/ they're probably pretty even. Geist dodges Abrupt Decay, but Mentor can be good against Liliana if you manage to get the tokens online. I think I prefer Mentor against Wilt-Leaf Abzan, Affinity and Merfolk because they play so little removal that Mentor often gets out of hand. But it's not black and white. Mentor can be good against removal-heavy decks if you draw the right sequence of discard, counters etc., and Geist often wins games against creature heavy decks if you draw the right removal spells for the situation, be it point removal like path/Murderous Cut/Slaughter Pact, or Zealous Persecution to sweep away their Spirit tokens or trick their blocking.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
If you can make room for a colorless land, it should probably be Vault of the Archangel, to alleviate our bad burn-matchup.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
The only real thing I can think of is a mix between lump sum life gain vs incremental. My feeling is an early dragon's claw, forcing their skullcrack, followed by a rest for the weary can be the time we need to get a monastery mentor online. Plus that they are both noncrearure spells to trigger him! I have not found kor firewalker or timely reinforcements particularly good. The former is a creature with a horrendous casting cost that gets wrecked by blood moon and the latter is really just an overcosted gain life when we have so many souls running around...
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (28)
4 Lingering Souls
4 Path to Exile
4 Thought Scour
3 Inquisition of Kozilek
3 Thoughtseize
2 Murderous Cut
2 Remand
2 Slaughter Pact
2 Spell Snare
1 Sorin, Solemn Visitor
1 Disfigure
4 Flooded Strand
4 Polluted Delta
2 Creeping Tar Pit
2 Godless Shrine
2 Hallowed Fountain
2 Island
2 Watery Grave
1 Bloodstained Mire
1 Plains
1 Swamp
1 Vault of the Archangel
2 Celestial Purge
2 Kitchen Finks
2 Kor Firewalker
2 Leyline of Sanctity
2 Negate
2 Timely Reinforcements
2 Zealous Persecution
1 Flashfreeze
4 Gurmag Angler
3 Tasigur, the Golden Fang
1 Tombstalker
Spells (35)
4 Gitaxian Probe
4 Lingering Souls
4 Serum Visions
4 Path to Exile
4 Thought Scour
4 Mishra's Bauble
2 Inquisition of Kozilek
2 Thoughtseize
2 Deprive
2 Spell Snare
2 Stubborn Denial
1 Dismember
4 Polluted Delta
3 Flooded Strand
2 Darkslick Shores
2 Island
2 Marsh Flats
1 Godless Shrine
1 Hallowed Fountain
1 Swamp
1 Watery Grave
4 Stony Silence
2 Phyrexian Unlife
2 Rest for the Weary
2 Zealous Persecution
1 Stubborn Denial
1 Thoughtseize
1 Disenchant
1 Disfigure
1 Plains
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (28)
4 Path to Exile
4 Thought Scour
4 Inquisition of Kozilek
4 Lingering Souls
2 Murderous Cut
2 Remand
2 Slaughter Pact
2 Spell Snare
2 Thoughtseize
1 Sorin, Solemn Visitor
1 Disfigure
4 Polluted Delta
3 Flooded Strand
2 Island
2 Creeping Tar Pit
2 Godless Shrine
2 Hallowed Fountain
2 Marsh Flats
2 Watery Grave
1 Plains
1 Swamp
1 Vault of the Archangel
3 Timely Reinforcements
2 Kitchen Finks
2 Kor Firewalker
2 Celestial Purge
2 Negate
2 Zealous Persecution
1 Curse of Death's Hold
1 Flashfreeze
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (28)
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
4 Thought Scour
2 Thoughtseize
2 Murderous Cut
2 Remand
2 Slaughter Pact
2 Spell Snare
1 Sorin, Solemn Visitor
1 Disfigure
4 Creeping Tar Pit
4 Flooded Strand
4 Polluted Delta
2 Island
2 Watery Grave
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Plains
1 Swamp
1 Vault of the Archangel
3 Timely Reinforcements
2 Celestial Purge
2 Disenchant
2 Negate
2 Zealous Persecution
1 Thoughtseize
1 Darkblast
1 Flashfreeze
1 Stony Silence
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (28)
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
4 Thought Scour
2 Thoughtseize
2 Murderous Cut
2 Remand
2 Slaughter Pact
2 Spell Snare
1 Sorin, Solemn Visitor
1 Disfigure
4 Creeping Tar Pit
4 Flooded Strand
4 Polluted Delta
2 Island
2 Watery Grave
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Plains
1 Swamp
1 Vault of the Archangel
3 Timely Reinforcements
2 Celestial Purge
2 Disenchant
2 Negate
2 Zealous Persecution
1 Thoughtseize
1 Darkblast
1 Flashfreeze
1 Stony Silence
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (28)
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
4 Thought Scour
2 Thoughtseize
2 Murderous Cut
2 Remand
2 Slaughter Pact
2 Spell Snare
1 Sorin, Lord of Innistrad
1 Disfigure
4 Creeping Tar Pit
4 Flooded Strand
4 Polluted Delta
2 Island
2 Watery Grave
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Plains
1 Swamp
1 Vault of the Archangel
4 Timely Reinforcements
2 Celestial Purge
2 Disenchant
2 Negate
2 Stony Silence
1 Thoughtseize
1 Curse of Death's Hold
1 Nihil Spellbomb
For the SCQ IQ Providence, here's the full Top8.
3 Creeping Tar Pit
4 Polluted Delta
4 Flooded Strand
2 Island
2 Watery Grave
1 Plains
1 Swamp
1 Godless Shrine
1 Hallowed Fountain
1 Marsh Flats
1 Vault of the Archangel
1 Seachrome Coast
1 Darkslick Shores
4 Monastery Mentor
4 Snapcaster Mage
2 Tasigur, the Golden Fang
4 Thought Scour
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
1 Spell Snare
2 Murderous Cut
2 Mana Leak
2 Remand
1 Esper Charm
1 Sphinx's Revelation
1 Slaughter Pact
1 Sorin, Solemn Visitor
1 Flashfreeze
2 Stony Silence
1 Dispel
2 Celestial Purge
3 Timely Reinforcements
1 Jace, Architect of Thought
1 Duress
1 Kor Firewalker
2 Sundering Growth
1 Countersquall
I've been playing this deck for a little while and it's felt good, I like the Esper Charm and the Sphinx's Revelation. If anything I want more Esper Charms. Any suggestions?
If they don't know what cards you have in hand, they'll just play it when you're tapped out, in response to prowess triggers, or they'll appoint one extra damage if you have open mana and they suspect you have an instant at hand.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
http://www.starcitygames.com/article/30718_Todd-VS-BBD-Esper-Tokens-VS-Abzan.html
Esper vs Abzan. Haven't watched it yet, but nice to see it featured.
Legacy: UW RiP/Helm, UR Sneak and Show
Esper Mentor Midrange has made SCG Vs!
Special thanks to Hakai Studios and SushiOtter for the sig!
Legacy: UR Sneak and Show I UBG Team America I X Metalworker MUD
Modern: UBR Blue Jund I WBX Eldrazi Processors I X Affinity I WRG Nacatl Burn I GR Tron I UBR Grishoalbrand
The games where my mentor survived for more than 1 spells it was like "yes!" except then my opponent just does something 10x better. and/or I have nothing left to chain prowess with.
I'm so sad because I just got my 4th mentor assuming this deck would be awesome. I'm fine with needing time to perfect the finer points, but shouldn't I feel occasionally like I'm in the game? Instead of pretty much always feeling like a passenger on the highway to my own demise?
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Please dont take this as an attack on you, but maybe this deck just doesnt suit your playstyle?
I have played 50+ matches with the deck and my feelings are completely different. I feel like landing a Mentor is game over. We run so much removal that the board is always fairly clear and we run enough dig/sources of card advantage that our top decks are usually better.
Twin shouldnt be much of a problem, you are running enough removal that comboing off shouldnt be possible until they have enough mana to cast twin with counters up.
I can see Tron being an issue but RG Tron isnt popular anymore and U Tron is super rare in RL.
The deck has the ability to go wide (Monk tokens, Spirits, Sorin) as well as big (Prowess and Tasigur).
Try to save your permission for boardwipes or to protect mentor/tasigur.
It is hard to say the deck is bad, given the flood of results its had lately (a ton of top finishes and Mentor has only been out of a few months).
a) abrupt decayed
b) path to exiled
c) murderous cut
d) supreme verdict
e) bolted (yeah yeah, you always have the instant speed cantrip and not a hand of inquisition+spell snare right?)
You can also just not draw a mentor. Now your win conditions are snapcaster mage, 1/1 spirit tokens, and 2x tasigurs. PS you have 2 hard counters and they only stop 2 mana spells :/
This really feels like a hybrid of abzan midrange, jeskai control, and BW tokens except the smashing together doesn't create any synergy worthy of the name.
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Always cast a Mentor assuming it will die on the spot (unless you die next turn if you don't stick Mentor). Keep that instant up or cast a sorcery-speed noncreature spell right after you resolve a Mentor. A 1/1 Prowess token after Mentor dies is better than nothing.
I tend to keep controlling opening hands with this deck, and it still tends to drag games out long enough to stick a threat or two. It probably helps that I play 4 Myth Realized in my version...although late-game MRs sort of suck.
If Mentor just won't come, add Creeping Tar Pit to the win con list. Besides, Tasigur can win games on his own, and Tiago + 2 Souls tokens can often get there.
Referring to your earlier post, it might be just that you ran into bad match-ups. UR Storm is actually pretty abysmal pre-board with my build--you'd be surprised what this deck's good and bad match-ups are.
@BadMcFadden: the power level is definately in the deck. I often close out long, grindy games with snappies, tokens or tar pits (especially with vault of the archangel in play). Some general pointers: don't always use your discard T1. Use it the turn before you want to drop a Mentor to see whether you can play the mentor or have to wait. If you have a mentor in hand hold on to your thought scours unless you need to cantrip for an answer or need the delve fuel. Once the mentor sticks and you have 1 or 2 monks you can close out the game quickly. I often even path my own summoning sick tokens to boost those prowess attackers and close the game out if the opponent tapped out (or has no cards). Vs wrath decks obviously deploy your threats one by one.
3 Monastery Mentor
3 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (30)
4 Inquisition of Kozilek
4 Lingering Souls
3 Serum Visions
2 Thoughtseize
3 Anticipate
2 Mana Leak
2 Murderous Cut
4 Path to Exile
4 Remand
2 Sorin, Solemn Visitor
2 Creeping Tar Pit
4 Flooded Strand
1 Godless Shrine
2 Hallowed Fountain
2 Island
2 Marsh Flats
2 Plains
3 Polluted Delta
2 Swamp
1 Vault of the Archangel
1 Watery Grave
1 Batterskull
2 Blood Baron of Vizkopa
2 Celestial Purge
3 Negate
2 Stony Silence
3 Timely Reinforcements
2 Torpor Orb
He upped the overall spell count by going -1 Snapcaster Mage and -1 Monstery Mentor.
He also does play countermagic in the main and he doesn't play Thought Scour. Instead having 3 Serum Visions and 3 Anticipate