curious how often your game 2's went vs game 1's or 3's...sounded like you boarded out/in a bunch on 2's and then corrected game 3's....just something to consider but what do you think about a card such as faith's shield keeping the combo in tact for the most part?
Round 1 vs Angel Pod 1-2
G1: Win with my combo on turn 5. Opponent doesn't know what I'm playing until I cast ascendancy, then am able to discard fatestitcher and unearth him all in the same turn.
G2: I board out the whole combo and try to go full aggro and outlevel his hate. This turns out to be a massive mistake as I'm just not able to pressure him when he goes full value.
G3: Board in some combo and some value dues to hopefully win. I ended up miss playing massively which lets him win despite when I could have gone down a road that would have given me lethal.
Round 2 vs 8 Rack 2-0
G1: My hand gets shredded, but I'm able to land an ascendancy and there's no ensnaring bridge. I topdeck a treasure cruise and am able to unearth a few fatestitchers and go to town. I fizzle and am only able to take her to 2 life, but the next turn I get a Faerie Conclave and win out.
G2: My opponent is obviously really upset I beat her. Something about how my deck is unfun to play against. I side out a pieces of the combo and add a few creatures to pressure her early. She ends up needing to blow a Surgical Extraction on my Delver of Secrets, but I land a Geist of Saint Traft and she can't deal with it.
Round 3 vs RG Tron 2-1
G1: Find no Ascendancy despite going through at least 24 cards in the deck. At some point I hardcast a Fatestitcher and my opponent panics a bit because it lets me live through Emrakul, but he finds a pyroclasm and clears up that.
G2: I get two early delvers going and my opponent is dead before he finds enough tron pieces.
G3: I manage to combo on turn 4 after my opponent casts a Karn Liberated and decides to eat my Faerie Conclave instead of my Jeskai Ascendancy. Part of why I beat him is he didnt realize Spellskite can mess with Fatestitcher until partway through the combo. I still have enough Gitaxian Probes to be strong enough to swing for lethal.
Round 4 vs UR Twin 2-0
G1: Early probe from my opponent shows him what I'm on. He ends up playing Vendilion Clique on turn 3, but I have 3 Jeskai Ascendancy in my hand, that leaves me clear to resolve an Ascendancy and from there I'm able to go through my deck too quickly and he can't keep up.
G2: Didn't board in any beaters, just some wear tears and extra counter magic. Opponent and I play chicken for a while, but he ends up overthinking and punts on a few mistakes. He didn't play around Izzet Charm once by not making a land drop. I removed any pressure he had and was able ride an Ascendancy until I was in a position to win.
Thoughts from the night:
Full on Delver plan isnt strong. It's almost never worth completely leaving out the combo, because sometimes you need that out. I attribute losing my round 1 to still being unsure how to really use the sideboard plan.
Jeskai Ascendancy is insane. The looting effect it adds to all of your spells alone lets you quickly cycle through your deck to find exactly what you need and its so hard for most decks to keep up with. Any deck trying to "control" you is just going to be left in the dust if you are able to land Ascendancy.
People don't know what the **** to do against the deck. People overthink it a lot, or their eyes kind of "glaze over" while you combo. Things will be harder as people adjust and finally figure out how to interact with you.
Also I'm convinced that Pod is a bad matchup if your opponent knows what the **** they are doing. My best friend and regular testing partner plays pod and I have so much trouble agaisnt him. The disruption and toolbox they can bring in is rough.
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
Has anyone tested with deprive in the main or SB? it can help against spot removal during combo giving a good card to pitch to loot. I never know how to feel 100% on Remand as sometimes you need a hard counter. But it is likely too much of a tempo loss early game. Thoughts?
Yes, I like deprive; as I am too poor for remands, I run 1x main and two 2x mana leak over them in the maindeck. Ive been contemplating running more, but being constrained on color/mana is a real thing, so I have not upped the count.
Also I'm convinced that Pod is a bad matchup if your opponent knows what the **** they are doing. My best friend and regular testing partner plays pod and I have so much trouble agaisnt him. The disruption and toolbox they can bring in is rough.
There is a testing video on channelfireball.com that makes me think otherwise. I would also be inclined to think the playes knew what they were doing
Also I'm convinced that Pod is a bad matchup if your opponent knows what the **** they are doing. My best friend and regular testing partner plays pod and I have so much trouble agaisnt him. The disruption and toolbox they can bring in is rough.
There is a testing video on channelfireball.com that makes me think otherwise. I would also be inclined to think the playes knew what they were doing
Old versions of Pod that werent aware ascendancy was a thing.
There are many hatebears and relevant cards Pod has in the matchup which makes it very difficult.
Game 1 you are fine. Games 2 and 3 are very difficult to win. If you would rather watch people play instead of actually going out and playing it yourself be my guest
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
If you are using the gifts sb package for Elesh Norn the pod matchup becomes much much easier post board. I feel game one is usually the harder game if they get a quick spellskite or linvala out.
I'm not a fan of going full delver plan either post board in any matchup. I've been running 4 pyromancer main and they help immensely against the agro/midrange decks as a chump blocker engine until I'm able to get the combo going or a must answer clock vs the combo decks. Even vs the control decks he eats removal that would otherwise be used against the fatestitchers so I'm more than happy when he eats a bolt vs them.
About the Pod vs UWR Jeskai matchup, i actually play both decks and had play the match a lot of times from both perspectives.
Jeskai is favored g1, but far from being unbeatable.
But Pod is clearly favored on any post sb games, most of pod sb is great against Jeskai (thoughtseizes, paths, spellskite, choke, 2nd reclamation sage, sin collector and linvala). Im actually sideing 9 cards against Jeskai.
If Pod manages to win g1, it is quite likely to win the math, if not, it is still posible to win next 2 games with all the sb hate.
Most people still missplay a lot when playing against Jeskai btw, and lots of the loses comes by missplays.
That LSV (Pod) vs PV (Jeskai) testing video on channelfireball is not representative at all of the matchup. Most of the games were pre sb (where Jeskai is favored), they played few post sb games and LSV did not even sb correctly (left spellskite out) because he had no experience on the matchup.
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"Of course you should fight fire with fire. You should fight everything with fire."
-Jaya Ballard, task mage
So i saw a article where Sam Black talks about this deck in Legacy. Its alitter different because they have ascess to FoW wich makes protection just so much easier. He runs 2 Wind Zelkion, which im seriously am thinking about so you arent reliant on Conclaves. The etb tapped and 2 mana to animate is costly plus maybe we can add more basics or shocks to be more consistent or even less harsh on our life. Also, adding the Wind Zelkion makes is easier to grab another "combo creature" instead of relying on only 4 fate stichers.
Secondly, he's maining a lot mroe coutner spells, and even some pacts. now, i know its legacy a nd a lot different, but i feel like this is just something interesting to note. Whats your guys thoughts?
Also, is Cerulean Wisps just not good anymore?
Link to article, scroll down. Theres a premium article where i guess he talkes directly about the deck in legacy but i dont ahve premium
As you can see I cut the remands and lowered the amount of paths. Remand was the easiest cut for young pyro as its the weakest card that isnt part of the combo and was the card I sided out the most to fit in sb cards. Path got trimmed a bit, but at two I can still find one when I need one most of the time. The mistys are there solely due to a lack of scalding tarns.
The burn players at my shop havnt been showing up lately but as soon as they do I have Timely Reinforcements to swap back into the sb as that matchup is atrocious.
So i saw a article where Sam Black talks about this deck in Legacy. Its alitter different because they have ascess to FoW wich makes protection just so much easier. He runs 2 Wind Zelkion, which im seriously am thinking about so you arent reliant on Conclaves. The etb tapped and 2 mana to animate is costly plus maybe we can add more basics or shocks to be more consistent or even less harsh on our life. Also, adding the Wind Zelkion makes is easier to grab another "combo creature" instead of relying on only 4 fate stichers.
Secondly, he's maining a lot mroe coutner spells, and even some pacts. now, i know its legacy a nd a lot different, but i feel like this is just something interesting to note. Whats your guys thoughts?
Also, is Cerulean Wisps just not good anymore?
Link to article, scroll down. Theres a premium article where i guess he talkes directly about the deck in legacy but i dont ahve premium
I tried goldfishing Sam Black's Legacy UWR Ascendancy list, and it seems even more inconsistent than the Modern version. My combos fizzled more often, and the combo turn wasn't that much faster. (The combo turn might feel even slower in Legacy, since Legacy has more Turns 1-3 kills.)
Legacy versions tend to drop Faerie Conclave because it's extremely Wasteland-weak (especially when it's nuked in response to animating it). I'm skeptical about this deck's ability to resist Wasteland (although the one basic Island is a good start), but there is an interesting conflict between burning Wasteland up early to keep Ascendancy from landing or the deck from cantripping as fast and timing Wasteland to hose Fatestitcher/Wind Zendikon.
I'll see whether the Sam Black version puts up more results or Young Pyromancer versions keep being more popular than it.
Since this version tends to play like a nearly creature-free control deck early-game, Cerulean Wisps isn't good in it. It's still an option in Glitter Storm, though.
So i saw a article where Sam Black talks about this deck in Legacy. Its alitter different because they have ascess to FoW wich makes protection just so much easier. He runs 2 Wind Zelkion, which im seriously am thinking about so you arent reliant on Conclaves. The etb tapped and 2 mana to animate is costly plus maybe we can add more basics or shocks to be more consistent or even less harsh on our life. Also, adding the Wind Zelkion makes is easier to grab another "combo creature" instead of relying on only 4 fate stichers.
Secondly, he's maining a lot mroe coutner spells, and even some pacts. now, i know its legacy a nd a lot different, but i feel like this is just something interesting to note. Whats your guys thoughts?
Also, is Cerulean Wisps just not good anymore?
Link to article, scroll down. Theres a premium article where i guess he talkes directly about the deck in legacy but i dont ahve premium
I tried goldfishing Sam Black's Legacy UWR Ascendancy list, and it seems even more inconsistent than the Modern version. My combos fizzled more often, and the combo turn wasn't that much faster. (The combo turn might feel even slower in Legacy, since Legacy has more Turns 1-3 kills.)
Legacy versions tend to drop Faerie Conclave because it's extremely Wasteland-weak (especially when it's nuked in response to animating it). I'm skeptical about this deck's ability to resist Wasteland (although the one basic Island is a good start), but there is an interesting conflict between burning Wasteland up early to keep Ascendancy from landing or the deck from cantripping as fast and timing Wasteland to hose Fatestitcher/Wind Zendikon.
I'll see whether the Sam Black version puts up more results or Young Pyromancer versions keep being more popular than it.
Since this version tends to play like a nearly creature-free control deck early-game, Cerulean Wisps isn't good in it. It's still an option in Glitter Storm, though.
Whats your thoughts on phrexian mana spells for us, like gut shot or even Noxious Revival
Whats your thoughts on phrexian mana spells for us, like gut shot or even Noxious Revival
Phrexian mana spells are only good for generating mana. The number one reason the deck fizzles is because you dont hit enough cantrips in a row. Loading up on phrexian mana cards will only destroy your hand, which I'm sure you've noticed is one of your most precious resources as every dead card can still be looted into something good. When you are comboing mana is only ever an issue when you start so I'd stay away from them.
Do you think you could lower the fatestitcher count and add some counter spells in the pyromancer version for a more controlling take? Fatestitcher doesn't seem as important with yp. Maybe -2 for something like 1 cryptic and subverting else?
Do you think you could lower the fatestitcher count and add some counter spells in the pyromancer version for a more controlling take? Fatestitcher doesn't seem as important with yp. Maybe -2 for something like 1 cryptic and subverting else?
I wouldn't as I'm very happy with my current list. Hitting a second fatestitcher when I go off has been invaluable to me and I can't imagine going under four. More often than I'd like, I attempt to go off turn three or turn 4 with counter backup and I end up in a situation where I'm tappped out with only fatestitcher as my mana source. Being able to only use single mana captrips sucks as only treasure cruse can give you card advantage, and dig though time is more prevalent in my deck as it is in most lists. Finding a second or third fatestitcher to loot away and then unearth makes it so you dont need to chain the combo as long as well as allowing you to actually generate mana which is sometimes necessary when your only dig spell in hand is a izzet charm or dig. The deck self mills hard just by scouring or looting and the number of games I have won with less than 10 cards in my library is low but significant enough to keep the stitchers at a playset as those games would have been unwinable without the additional bodies.
Do you think you could lower the fatestitcher count and add some counter spells in the pyromancer version for a more controlling take? Fatestitcher doesn't seem as important with yp. Maybe -2 for something like 1 cryptic and subverting else?
I wouldn't as I'm very happy with my current list. Hitting a second fatestitcher when I go off has been invaluable to me and I can't imagine going under four. More often than I'd like, I attempt to go off turn three or turn 4 with counter backup and I end up in a situation where I'm tappped out with only fatestitcher as my mana source. Being able to only use single mana captrips sucks as only treasure cruse can give you card advantage, and dig though time is more prevalent in my deck as it is in most lists. Finding a second or third fatestitcher to loot away and then unearth makes it so you dont need to chain the combo as long as well as allowing you to actually generate mana which is sometimes necessary when your only dig spell in hand is a izzet charm or dig. The deck self mills hard just by scouring or looting and the number of games I have won with less than 10 cards in my library is low but significant enough to keep the stitchers at a playset as those games would have been unwinable without the additional bodies.
What about cutting Conclaves? There are many times I never want to draw more than 1. I have one opening hand, play it on turn one, then draw it next turn, i feel bad. Also, 2 mana to activate is kind of a lot when you are under pressure
There are many times I never want to draw more than 1. I have one opening hand, play it on turn one, then draw it next turn, i feel bad. Also, 2 mana to activate is kind of a lot when you are under pressure
Hitting multiple conclaves does suck, but I really like my land count at 22 and if I could, I would always like one in my opening hand. Its like the situation of playing 4 of a legendary because its so good that you always want to see it but rarely want to draw the 2nd, but you're going to just because you play 4 to always have one. Maybe its a necessary evil, maybe not since it is the backup plan after all to fatestitcher. I honestly haven't tested it but I could see a case for it being made, but assuming you don't want to drop your land count what would you replace it with? More basics or shocks? Maybe some utility like desolate lighthouse to pitch fatestitchers and fuel dig/cruise? Although I really want every land I play to produce a color since the goal is to always hit the turn 3 ascendancy. At the moment I cant see what would be better in the slot and I think running into the occasional conclave into conclave is just something you have to deal with.
2 Island
1 Mountain
1 Plains
1 Arid Mesa
4 Faerie Conclave
4 Flooded Strand
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
1 Seachrome Coast
2 Steam Vents
3 Dig Through Time
3 Izzet Charm
4 Lightning Bolt
3 Path to Exile
3 Remand
4 Thought Scour
4 Gitaxian Probe
4 Serum Visions
2 Treasure Cruise
2 Young Pyromancer
2 Snapcaster Mage
1 Dispel
1 Swan Song
2 Wear
3 Geist of Saint Traft
Round 1 vs Angel Pod 1-2
G1: Win with my combo on turn 5. Opponent doesn't know what I'm playing until I cast ascendancy, then am able to discard fatestitcher and unearth him all in the same turn.
G2: I board out the whole combo and try to go full aggro and outlevel his hate. This turns out to be a massive mistake as I'm just not able to pressure him when he goes full value.
G3: Board in some combo and some value dues to hopefully win. I ended up miss playing massively which lets him win despite when I could have gone down a road that would have given me lethal.
Round 2 vs 8 Rack 2-0
G1: My hand gets shredded, but I'm able to land an ascendancy and there's no ensnaring bridge. I topdeck a treasure cruise and am able to unearth a few fatestitchers and go to town. I fizzle and am only able to take her to 2 life, but the next turn I get a Faerie Conclave and win out.
G2: My opponent is obviously really upset I beat her. Something about how my deck is unfun to play against. I side out a pieces of the combo and add a few creatures to pressure her early. She ends up needing to blow a Surgical Extraction on my Delver of Secrets, but I land a Geist of Saint Traft and she can't deal with it.
Round 3 vs RG Tron 2-1
G1: Find no Ascendancy despite going through at least 24 cards in the deck. At some point I hardcast a Fatestitcher and my opponent panics a bit because it lets me live through Emrakul, but he finds a pyroclasm and clears up that.
G2: I get two early delvers going and my opponent is dead before he finds enough tron pieces.
G3: I manage to combo on turn 4 after my opponent casts a Karn Liberated and decides to eat my Faerie Conclave instead of my Jeskai Ascendancy. Part of why I beat him is he didnt realize Spellskite can mess with Fatestitcher until partway through the combo. I still have enough Gitaxian Probes to be strong enough to swing for lethal.
Round 4 vs UR Twin 2-0
G1: Early probe from my opponent shows him what I'm on. He ends up playing Vendilion Clique on turn 3, but I have 3 Jeskai Ascendancy in my hand, that leaves me clear to resolve an Ascendancy and from there I'm able to go through my deck too quickly and he can't keep up.
G2: Didn't board in any beaters, just some wear tears and extra counter magic. Opponent and I play chicken for a while, but he ends up overthinking and punts on a few mistakes. He didn't play around Izzet Charm once by not making a land drop. I removed any pressure he had and was able ride an Ascendancy until I was in a position to win.
Thoughts from the night:
Full on Delver plan isnt strong. It's almost never worth completely leaving out the combo, because sometimes you need that out. I attribute losing my round 1 to still being unsure how to really use the sideboard plan.
Jeskai Ascendancy is insane. The looting effect it adds to all of your spells alone lets you quickly cycle through your deck to find exactly what you need and its so hard for most decks to keep up with. Any deck trying to "control" you is just going to be left in the dust if you are able to land Ascendancy.
People don't know what the **** to do against the deck. People overthink it a lot, or their eyes kind of "glaze over" while you combo. Things will be harder as people adjust and finally figure out how to interact with you.
Also I'm convinced that Pod is a bad matchup if your opponent knows what the **** they are doing. My best friend and regular testing partner plays pod and I have so much trouble agaisnt him. The disruption and toolbox they can bring in is rough.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
There is a testing video on channelfireball.com that makes me think otherwise. I would also be inclined to think the playes knew what they were doing
Old versions of Pod that werent aware ascendancy was a thing.
There are many hatebears and relevant cards Pod has in the matchup which makes it very difficult.
Spirit of the Labrynth, Qasali Pridemage
Eidolon of Rhetoric, Reclemation Sage,
Linvala Keeper of Silence, Entomber Exarch,
Abrupt Decay, Thoughtsieze
Game 1 you are fine. Games 2 and 3 are very difficult to win. If you would rather watch people play instead of actually going out and playing it yourself be my guest
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
I'm not a fan of going full delver plan either post board in any matchup. I've been running 4 pyromancer main and they help immensely against the agro/midrange decks as a chump blocker engine until I'm able to get the combo going or a must answer clock vs the combo decks. Even vs the control decks he eats removal that would otherwise be used against the fatestitchers so I'm more than happy when he eats a bolt vs them.
That LSV (Pod) vs PV (Jeskai) testing video on channelfireball is not representative at all of the matchup. Most of the games were pre sb (where Jeskai is favored), they played few post sb games and LSV did not even sb correctly (left spellskite out) because he had no experience on the matchup.
-Jaya Ballard, task mage
Secondly, he's maining a lot mroe coutner spells, and even some pacts. now, i know its legacy a nd a lot different, but i feel like this is just something interesting to note. Whats your guys thoughts?
Also, is Cerulean Wisps just not good anymore?
Link to article, scroll down. Theres a premium article where i guess he talkes directly about the deck in legacy but i dont ahve premium
http://www.starcitygames.com/article/29938_The-Cruise-Blues.html
Here's the legacy version:
4 Fatestitcher
Lands
1 Island
1 Flooded Strand
4 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
3 Tundra
3 Volcanic Island
Spells
1 Chrome Mox
4 Lotus Petal
4 Jeskai Ascendancy
2 Wind Zendikon
4 Brainstorm
2 Dig Through Time
4 Force of Will
2 Gut Shot
4 Mental Note
3 Pact of Negation
4 Thought Scour
4 Gitaxian Probe
4 Treasure Cruise
2 Pithing Needle
1 Sulfur Elemental
1 Echoing Truth
1 Flusterstorm
1 Hydroblast
2 Lightning Bolt
3 Pyroblast
3 Swords to Plowshares
1 Forked Bolt
URStormRU
GRTitanshift[mana]RG/mana]
This is what i have been messing around with..
4 Young Pyromancer
4 Fatestitcher
4 Gitaxian Probe
4 Serum Visions
4 Thought Scour
4 Dig Through Time
3 Izzet Charm
3 Lightning Bolt
3 Path to Exile
4 Faerie Conclave
4 Flooded Strand
4 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
1 Island
1 Mountain
1 Plains
The list I've been running
4 fatestitcher
4 young pyromancer
4 Serum Visions
4 Gitaxian Probe
2 Treasure Cruise
3 Dig Through Time
4 Thought Scour
4 Izzet Charm
3 Lightning Bolt
2 Path to Exile
4 Faerie Conclave
4 Flooded Strand
2 Arid Mesa
2 Misty Rainforest
1 Scalding Tarn
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Plains
1 Mountain
3 Pact of Negation
3 Swan Song
1 Unburial Rites
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of emeria
4 Gifts Ungiven
As you can see I cut the remands and lowered the amount of paths. Remand was the easiest cut for young pyro as its the weakest card that isnt part of the combo and was the card I sided out the most to fit in sb cards. Path got trimmed a bit, but at two I can still find one when I need one most of the time. The mistys are there solely due to a lack of scalding tarns.
The burn players at my shop havnt been showing up lately but as soon as they do I have Timely Reinforcements to swap back into the sb as that matchup is atrocious.
I tried goldfishing Sam Black's Legacy UWR Ascendancy list, and it seems even more inconsistent than the Modern version. My combos fizzled more often, and the combo turn wasn't that much faster. (The combo turn might feel even slower in Legacy, since Legacy has more Turns 1-3 kills.)
Legacy versions tend to drop Faerie Conclave because it's extremely Wasteland-weak (especially when it's nuked in response to animating it). I'm skeptical about this deck's ability to resist Wasteland (although the one basic Island is a good start), but there is an interesting conflict between burning Wasteland up early to keep Ascendancy from landing or the deck from cantripping as fast and timing Wasteland to hose Fatestitcher/Wind Zendikon.
I'll see whether the Sam Black version puts up more results or Young Pyromancer versions keep being more popular than it.
Since this version tends to play like a nearly creature-free control deck early-game, Cerulean Wisps isn't good in it. It's still an option in Glitter Storm, though.
Whats your thoughts on phrexian mana spells for us, like gut shot or even Noxious Revival
URStormRU
GRTitanshift[mana]RG/mana]
Phrexian mana spells are only good for generating mana. The number one reason the deck fizzles is because you dont hit enough cantrips in a row. Loading up on phrexian mana cards will only destroy your hand, which I'm sure you've noticed is one of your most precious resources as every dead card can still be looted into something good. When you are comboing mana is only ever an issue when you start so I'd stay away from them.
I wouldn't as I'm very happy with my current list. Hitting a second fatestitcher when I go off has been invaluable to me and I can't imagine going under four. More often than I'd like, I attempt to go off turn three or turn 4 with counter backup and I end up in a situation where I'm tappped out with only fatestitcher as my mana source. Being able to only use single mana captrips sucks as only treasure cruse can give you card advantage, and dig though time is more prevalent in my deck as it is in most lists. Finding a second or third fatestitcher to loot away and then unearth makes it so you dont need to chain the combo as long as well as allowing you to actually generate mana which is sometimes necessary when your only dig spell in hand is a izzet charm or dig. The deck self mills hard just by scouring or looting and the number of games I have won with less than 10 cards in my library is low but significant enough to keep the stitchers at a playset as those games would have been unwinable without the additional bodies.
What about cutting Conclaves? There are many times I never want to draw more than 1. I have one opening hand, play it on turn one, then draw it next turn, i feel bad. Also, 2 mana to activate is kind of a lot when you are under pressure
URStormRU
GRTitanshift[mana]RG/mana]
Hitting multiple conclaves does suck, but I really like my land count at 22 and if I could, I would always like one in my opening hand. Its like the situation of playing 4 of a legendary because its so good that you always want to see it but rarely want to draw the 2nd, but you're going to just because you play 4 to always have one. Maybe its a necessary evil, maybe not since it is the backup plan after all to fatestitcher. I honestly haven't tested it but I could see a case for it being made, but assuming you don't want to drop your land count what would you replace it with? More basics or shocks? Maybe some utility like desolate lighthouse to pitch fatestitchers and fuel dig/cruise? Although I really want every land I play to produce a color since the goal is to always hit the turn 3 ascendancy. At the moment I cant see what would be better in the slot and I think running into the occasional conclave into conclave is just something you have to deal with.