Aside from Monastery Siege, the things that have most captured my imagination in the new primer have been the lists posted by Infallible and LordGrimpow with light B and full W splashes, respectively. I've been mulling this over in my head and I really do think a microsplash could do wonders for this deck.
Stronger against the decks we're currently struggling against.
This is still a rough draft. It's barely beyond a first draft. Still, when I look at this, it makes sense. Then again, I'm a big fan of the light splash.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
The big problem with Ancestral Visions is that it's banned in Modern
Also, Sun Droplet is a neat card in mono-blue to help deal with aggressive decks, and synergizes nicely with warp effects. Really though, there's simply no reason to not run two colors. Such a manabase is extremely easy and the gains you get are very real. All the colors have very interesting options.
Green: Fog and Rites of Flourishing. (Rites seems bad at first, but it actually accelerates you out a lot if you run an all-in warp list. This was the splash color I was testing originally in a pure combo-version of this deck, but it's been awhile.)
Red/White/Black: Mostly for removal and some SB options.
By mid-game I shouldn't need AV. By then I should have Dictate/Mine and Jace going. Normally the build I run starts looping time warps turns 5 or 6. At that point I'm seeing 3 or 4 cards per turn already. It's part of the reason DTT hasn't really been stellar to me. By the time I can cast it I've already got cards flowing in.
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Legacy RB Goblins
By mid-game I shouldn't need AV. By then I should have Dictate/Mine and Jace going. Normally the build I run starts looping time warps turns 5 or 6. At that point I'm seeing 3 or 4 cards per turn already. It's part of the reason DTT hasn't really been stellar to me. By the time I can cast it I've already got cards flowing in.
I was talking about the Time Attack
Gotcha, I forget we're often talking about different builds. You're right then, I wouldn't want to see any suspend card on a draw midgame when I'm trying to out tempo someone.
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Legacy RB Goblins
The big problem with Ancestral Visions is that it's banned in Modern
The current discussion about the viability of Ancestral Vision came up because we've already talked our way through the new options the Fate Reforged spoiler brought to the table and, with the strong belief out there that AV will be unbanned in the next round of bannings and unbannings, it's very relevant to where this deck is going to be in two weeks.
Really though, there's simply no reason to not run two colors. Such a manabase is extremely easy and the gains you get are very real. All the colors have very interesting options.
No one disagrees that the potential is there, but it has to be optimal for the environment.
Green: Fog and Rites of Flourishing. (Rites seems bad at first, but it actually accelerates you out a lot if you run an all-in warp list. This was the splash color I was testing originally in a pure combo-version of this deck, but it's been awhile.)
Read over the old thread if you want an in-depth discussion on Rites. Equal advantage, especially if it benefits our opponents first, is lethal in an environment where Burn and Delver are rampant.
By mid-game I shouldn't need AV. By then I should have Dictate/Mine and Jace going. Normally the build I run starts looping time warps turns 5 or 6. At that point I'm seeing 3 or 4 cards per turn already. It's part of the reason DTT hasn't really been stellar to me. By the time I can cast it I've already got cards flowing in.
Makes sense. Dig isn't as much about drawing cards as it is about drawing a certain essential card or two. In the combo deck, where you're often running eleven or twelve Time Warp effects, this isn't as important. It is worth noting, however, that even if you ramp up and don't need Ancestral Vision, if you're playing four of them, it's still going to pop up. The nice thing about the one or two Digs is that they occur rarely.
Gotcha, I forget we're often talking about different builds. You're right then, I wouldn't want to see any suspend card on a draw midgame when I'm trying to out tempo someone.
Even in the combo deck, with all the concern expressed lately about Burn and Delver, can you afford pulling potential control/tempo to slot in four more draw spells? I'm not saying it doesn't fit, it's a great card, but does it give the deck what it needs right now?
I guess what I'm asking here is, "How would you revise your list?"
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
I wouldn't pull combo pieces for draw, just change draw spells. The pure drawing power of dictate is often enough if I mix in a serum vision here and there. Frankly burn is a match that's as much about stalling as anything, so exhaustion and gigadrowse is what I'm casting. Then I side out remand for sun droplet, try to crack elixir early, find spellskite, and weather the storm.
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Legacy RB Goblins
I know the last bit went up after your post, so if you wouldn't mind posting your current list and the list you'd play with Ancestral Vision, that'd be greatly appreciated. It helps both Taking Turns players and players of other Time Walk styles to see potential routes for building their own decks.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Just a small fix. It says "Three life..." under the Boseiju, Who Shelters All section, but it's only two.
*laughs*
Yeah, I caught that almost immediately, but every time I go in to fix things I always forget to fix it. I'll go take care of that right now.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Does anyone have an updated list for the combo version? I'm currently in the process of puting the deck together and i'm on the fence as to whether i should go mono blue or blue green. Any help would be greatly appreciated.
Does anyone have an updated list for the combo version? I'm currently in the process of puting the deck together and i'm on the fence as to whether i should go mono blue or blue green. Any help would be greatly appreciated.
Honestly, I have no experience with the green/blue version but have heard that it is pretty good. My best advise would be to proxy both versions and test them a fair amount of times to see what you prefer. The styles are different enough that they would play quite different. Your play style is different from ours so the ultimate decision is up to you.
Thanks! I'm interested in updated lists. So far i can only find lists from months or even years ago. I've been checking daily results and so far i can't find much.
Thanks! I'm interested in updated lists. So far i can only find lists from months or even years ago. I've been checking daily results and so far i can't find much.
I know a lot of the players on here play paper, so our decks aren't going to show up in dailies. My current list is in my sig, but it's the same as the Time Attack list in the primer. All three of the mono blue styles are at least represented there, as are a couple of splash variants.
This is what I'm running currently (sorry about the horrible formating, first time posting a deck). I rarely ever use Jace, so I think I might cut him. It's just a turn 3 howling mine to me, honestly. The list has been performing quite well though.
If you put something in without a number in front of it inside the deck tags, it'll bold it and not try to link it. This can be used to mark sections. For example:
The Basic Lands
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
Generally, putting similar cards together and marking them makes it easier to read, but that's the basics. You can also edit the title on the decklist by changing the initial tag from "deck" to "deck=your_deck_title", using whatever you want the title to be in place of "your_deck_title". For example, if we wanted to change the title from the generic "poster name's deck" to something like "Classic Cards", we can use this method to change the decklist from:
That aside, it's a great list; thank you for sharing!
On another note, had some downtime earlier, so I proxied and tested Ancestral Vision. I have to admit, even in Time Attack, it's impressive. It's so good I might use it over Dig, which is high praise. Now we just have to wait and see if the speculation is accurate and they lift the ban on it!
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
OK. For those that asked here is the current list I'm running of the combo version. I didn't realize it but I have a juke move altwincon in the form of proteus staff main deck, I think I must be testing that. It's just two cards, I'd normally run spire golem and thassa, god of the sea in their place.
The main plan is to stall until I can get dictate on line and start finding time warps. Then find Jace and start the draw/mill plan, or proteus staff to turn a manland into flying spaghetti monster. The staff>emrakul plan also works if they tap out and I want a quick win, provided they don't have something like shriekmaw or oblivion ring, since I'm not casting emrakul I don't get the extra turn. I considered polymorph instead of the staff, and I haven't decided 100% yet.
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On another note, had some downtime earlier, so I proxied and tested Ancestral Vision. I have to admit, even in Time Attack, it's impressive. It's so good I might use it over Dig, which is high praise. Now we just have to wait and see if the speculation is accurate and they lift the ban on it!
Just out of curiosity, what did you sub out for AV? How many were you running? I'm assuming 4 due to power level. We can only cross our fingers at this point though. It's no use planning for a card we can't play! Haha 😑
I think someone asked me what I'd take out of my list for Ancestral Vision. Probably for 2 Temporal Mastery (though I love hitting that miracle) then remove exhaustion and add one gigadrowse. That's room for 4 AV. And I'd want 4 to try and get one early. At least that's how I'd start.
I like it. How often does it miracle? Maybe in one of 3 or 4 games for me. Sometimes on turn 3 and it's essentially just an explore. Sometimes it happens just right and I can get a couple warps on one turn. Sometimes it happens at a time that is useless like, on the draw. That's probably why I would cut it down for AV, and might test temporal trespass in it's place. If I do that I might switch up thing and test something like taigam's scheming as a way to filter cards and fuel delve.
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Legacy RB Goblins
Early game it's fantastic, but if you draw into it mid or late game, it's pointless.
It has the same problem all draw and filter effects do: they aren't solutions. They help you get to solutions, yes, but ultimately they do nothing to rectify problems on their own. Often playing more tempo/control cards is more effective than playing more ways of drawing them. Unlike Burn, our other cards aren't effectively interchangeable, so just reloading our hand won't necessarily lead us to victory.
For the combo players you ultimately need to decide if you're focused on chasing your combo or interacting with your opponent, but take into consideration the fact that you cannot find and execute your combo faster than Burn and Delver can count to twenty. You need to find some way to lock them out for four to five turns or interact with them.
yeah, acceleration vs intetraction is something i need to balance in my combo version
yesterday i tried switching 3 mines, 4 serum visions for 4 shadow of doubt and spell snare main deck, focusing basically on disrupting our enemies manabase and drop 2s, which is troublesome for us, like eidolon, sadly i couldn't test it well because i got only 1 mathup that shadow is relevant, but i learned that 11 mines is overkill, i had reduced it to 8 and had no problem in going off, i'll stick to 9(i like having a temple bell as win con vs infinite life gain if my laboratory maniac is exiled) and add 2 early frosts, which i think is awesome in my combo version, after i started using gigadrowses i realized that it's the strongest card in my strategy, so i would love to use 8 copies haha, sadly i can only add 2 early frosts
guys, what about 1 copy of shadow of doubt in the combo version to be more deceptive and make our enemies play face-up versus us when they lose their fetch? it's more for a psychological reason, getting shadow of doubt on t2 and breaking a fetch is an absurdely strong play that can mess with our enemies pretty hard
3 Creeping Tar Pit
13 Island
3 Mutavault
4 Sunken Ruins
Creatures (6):
4 Snapcaster Mage
2 Vendilion Clique
Artifacts (2):
2 Batterskull
Enchantments (6):
3 Dictate of Kruphix
3 Monastery Siege
3 Spell Snare
2 Mana Leak
3 Remand
3 Dismember
4 Cryptic Command
1 Dig Through Time
Sorceries (7):
4 Time Warp
3 Walk the Aeons
3 Chalice of the Void
2 Gigadrowse
2 Illness in the Ranks
2 Surgical Extraction
2 Hurkyl's Recall
2 Redirect
2 Spellskite
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Also, Sun Droplet is a neat card in mono-blue to help deal with aggressive decks, and synergizes nicely with warp effects. Really though, there's simply no reason to not run two colors. Such a manabase is extremely easy and the gains you get are very real. All the colors have very interesting options.
Green: Fog and Rites of Flourishing. (Rites seems bad at first, but it actually accelerates you out a lot if you run an all-in warp list. This was the splash color I was testing originally in a pure combo-version of this deck, but it's been awhile.)
Red/White/Black: Mostly for removal and some SB options.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Gotcha, I forget we're often talking about different builds. You're right then, I wouldn't want to see any suspend card on a draw midgame when I'm trying to out tempo someone.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
I guess what I'm asking here is, "How would you revise your list?"
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Yeah, I caught that almost immediately, but every time I go in to fix things I always forget to fix it. I'll go take care of that right now.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
UB Tezzerator
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Honestly, I have no experience with the green/blue version but have heard that it is pretty good. My best advise would be to proxy both versions and test them a fair amount of times to see what you prefer. The styles are different enough that they would play quite different. Your play style is different from ours so the ultimate decision is up to you.
The Basic Lands
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
inside deck tags will look like this:
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
You can also add up to one line between each section, for example:
The Basic Lands
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
The Five Boons
1 Ancestral Recall
1 Dark Ritual
1 Giant Growth
1 Healing Salve
1 Lightning Bolt
becomes:
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
1 Ancestral Recall
1 Dark Ritual
1 Giant Growth
1 Healing Salve
1 Lightning Bolt
Generally, putting similar cards together and marking them makes it easier to read, but that's the basics. You can also edit the title on the decklist by changing the initial tag from "deck" to "deck=your_deck_title", using whatever you want the title to be in place of "your_deck_title". For example, if we wanted to change the title from the generic "poster name's deck" to something like "Classic Cards", we can use this method to change the decklist from:
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
1 Ancestral Recall
1 Dark Ritual
1 Giant Growth
1 Healing Salve
1 Lightning Bolt
to:
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
1 Ancestral Recall
1 Dark Ritual
1 Giant Growth
1 Healing Salve
1 Lightning Bolt
I hope that helps!
On another note, had some downtime earlier, so I proxied and tested Ancestral Vision. I have to admit, even in Time Attack, it's impressive. It's so good I might use it over Dig, which is high praise. Now we just have to wait and see if the speculation is accurate and they lift the ban on it!
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
2 faerie conclave
1 inkmoth nexus
19 island
2 mutavault
Warps
4 Temporal Mastery
4 Time Warp
4 Walk the Aeons
Enchantments
4 Dictate of Kruphix
2 boomerang
2 cryptic command
3 exhaustion
3 gigadrowse
2 redirect
3 serum visions
Win Conditions
2 Jace Beleren
1 Proteus Staff
1 Emrakul, the Aeons Torn
2 spellskite
1 sun droplet
2 hurkyl's recall
1 redirect
2 vedalken shackles
2 hibernation
1 laboratory maniac
2 Ætherize
2 chalice of the void
The main plan is to stall until I can get dictate on line and start finding time warps. Then find Jace and start the draw/mill plan, or proteus staff to turn a manland into flying spaghetti monster. The staff>emrakul plan also works if they tap out and I want a quick win, provided they don't have something like shriekmaw or oblivion ring, since I'm not casting emrakul I don't get the extra turn. I considered polymorph instead of the staff, and I haven't decided 100% yet.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Just out of curiosity, what did you sub out for AV? How many were you running? I'm assuming 4 due to power level. We can only cross our fingers at this point though. It's no use planning for a card we can't play! Haha 😑
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
yeah, acceleration vs intetraction is something i need to balance in my combo version
yesterday i tried switching 3 mines, 4 serum visions for 4 shadow of doubt and spell snare main deck, focusing basically on disrupting our enemies manabase and drop 2s, which is troublesome for us, like eidolon, sadly i couldn't test it well because i got only 1 mathup that shadow is relevant, but i learned that 11 mines is overkill, i had reduced it to 8 and had no problem in going off, i'll stick to 9(i like having a temple bell as win con vs infinite life gain if my laboratory maniac is exiled) and add 2 early frosts, which i think is awesome in my combo version, after i started using gigadrowses i realized that it's the strongest card in my strategy, so i would love to use 8 copies haha, sadly i can only add 2 early frosts
guys, what about 1 copy of shadow of doubt in the combo version to be more deceptive and make our enemies play face-up versus us when they lose their fetch? it's more for a psychological reason, getting shadow of doubt on t2 and breaking a fetch is an absurdely strong play that can mess with our enemies pretty hard
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins