a couple of you are hesitant to jump aboard my 4 maindeck Essence Capture bandwagon. the ability to protect 1 toughness creatures from Goblin Chainwhirler are the like may prove to be more relevant than you think.
I think that now we can really think about a white splash for Sky Tether, even more if we want to go Herald->Pteramander (and i agree too): it's the perfect removal for this deck against almost everything except Trostani and -obv- Niv-Mizzet.
We can't run a splash in this deck. Not with djinn in there. It's not reasonable. If you want to run a 2 color deck where you dump djinn then that is another story.
Private Mod Note
():
Rollback Post to RevisionRollBack
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
Spinhx should be a 2-3 in main.
I think Essence capture is probably 0-1-2 in main, with maybe the remainder in the side.
Quench is an optional, it will see play, and might be good enough. I think Spell Pierce fills this position better, but, yeah, it will see play here.
Ptermander, doesn't seem good enough, but, maybe...
If the Sphinx has enough of an effect, an opt or two might be replaceable.
I think i am interested in exploring a much more violent version. The war-kites can be a thing of real fear. But, Red is just such a hassle.
The reason I don't want the Essence capture base is to avoid just losing against Creatureless decks.
Quench, Disdainful stroke and even Spell pierce are similar, but all different.
Dive Down can also be slightly problematic, and I would probably lose one of them.
The sphinx allows the deck to take early loses, and still have a huge air wing by turn 4 via a Djinn and a Sphinx.
I reckon this is likely what I will be trying first. . . .
We can't run a splash in this deck. Not with djinn in there. It's not reasonable. If you want to run a 2 color deck where you dump djinn then that is another story.
Djinn antisynergy with Checklands (at most a 4x) is neither one of the biggest downside of a splash in this deck(because it's a splash for 3 cards MD and 3-4 cards on SB, so 4x fountain and some Glacial): i'm more worried about the 2 damage of shocklands, for example, and the sporadic episode when you mull to 6 and you'll find only a Glacial in your hand. They're the two main problems for me, by far.
But we could have access to a card that reads W: luminous bound
We can't run a splash in this deck. Not with djinn in there. It's not reasonable. If you want to run a 2 color deck where you dump djinn then that is another story.
Djinn antisynergy with Checklands (at most a 4x) is neither one of the biggest downside of a splash in this deck(because it's a splash for 3 cards MD and 3-4 cards on SB, so 4x fountain and some Glacial): i'm more worried about the 2 damage of shocklands, for example, and the sporadic episode when you mull to 6 and you'll find only a Glacial in your hand. They're the two main problems for me, by far.
But we could have access to a card that reads W: luminous bound
And i think it's pretty huge
So, you want to splash for 2 cards that practically aren't needed or end up being wasted slots? I guess...
Private Mod Note
():
Rollback Post to RevisionRollBack
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
There is no number of duals we could play in Standard that can enable mana to consistently play splashed cards, and for us to still have relevant-sized Djinn.
1) Evolving Wilds is SLOW. Turn 1 Creature, turn 2 Curious (with protection), CAN'T happen if you play an E.Wilds.
2) Shock + OffColour = 5 / 20 land are now NOT basic Islands. This means Tempest Djinn is 3/4 as powerful as it once was. Tempest Djinn is the grunt of the deck.
3) 'Tempo' means you are trying to go faster than them.
* Shocklands hurt, and the pain will cost you games.
* Evolving Wilds create tapped mana which will slow you down.
* Off Colour mana is often useless.
All of these things suck.
Changing the deck to directly weaken the primary and secondary plan is a bad idea.
Interfering with the whole 'Concept' mentioned in the name seems an obvious No-No.
Say you get unlucky and draw 3 Shocks and a Djinn.
A 0/4 is just bad, and might have cost you 6 life.
Sure, that is a ridiculous extreme, but it is an extreme that does not exist in Mono-U.
Sky-Tether & Deputy are just not very good to start with.
Sky tether stops flying creatures from blocking, but, isn't that precisely what War Kite does?
Essence Capture is way more in character, and I do not think that should be base.
This deck really WANTS pure Blue.
When you get Island, Island, and then draw an E.Wilds while holding a Djinn, it blows.
When you get Island, Island, and then draw a mountain, you will understand.
And it does happen.
It will also happen, really regularly, that your off-colour splash spells will appear, and the mana source just wont.
For a normal 3 card off colour splash, I would want 13+ sources.
Sure, this deck has some card filtering, but only 9 sources is a complete liability.
This deck is Mono-U Tempo. It is in the name.
Cards that interfere with Djinn & Curious Obsession should be avoided.
Play the deck in any level of competition and those two cards stand out as being far stronger than all the others. They win games.
The only reason I am interested in reducing the 1-drops and 1 cost protection spells is because I am not sure it is that helpful to have eight of each when there is on four curious obsessions 8+8+4 puts a whole lot of stress on that 4. Drawing lots of spell pierces & Dive Downs and no creatures is much more of a problem than drawing lots of creatures, or lots of obsession.
The reason the Sphinx is SO GOOD is because it directly supports and finds the cards to make Plan A & Plan B happen.
Sphinx is the only card in standard I can think of that actually supports Plan A {Turn 1 creature, turn 2 Obsession (with Protection)}. And that is solely because it has a pregame effect.
No other approach is going to actively support Plan A because it will cost mana.
Sphinx is FREE !
Sphinx even allows Mono-U to keep more 1 land hands!
Sphinx is Bollocks because it increases the consistency of Mono-U. The outliers were the main problem that U had, and Sphinx just corrects them.
This does not mean that other decks can't win, it just means that Mono-U wont fall in holes so often.
Sphinx makes Mono-U into my kind of deck.
The opponent can absolutely win, but they have to do something really good.
And fast.
Also Sage's Row Savant looks like it might be good enough.
It's a wizard, Harry, and Scry 2 is a fine ability. Definitely not overpowered, but playable.
I have found Mystic A to semi-regularly win games, especially when a significant amount of countermagic is sideboarded in. Sage's Row seems a much faster, but less dominant effect.
I think I still prefer War-Kite though.
1) Evolving Wilds is SLOW. Turn 1 Creature, turn 2 Curious (with protection), CAN'T happen if you play an E.Wilds.
2) Shock + OffColour = 5 / 20 land are now NOT basic Islands. This means Tempest Djinn is 3/4 as powerful as it once was. Tempest Djinn is the grunt of the deck.
3) 'Tempo' means you are trying to go faster than them.
* Shocklands hurt, and the pain will cost you games.
* Evolving Wilds create tapped mana which will slow you down.
* Off Colour mana is often useless.
All of these things suck.
Changing the deck to directly weaken the primary and secondary plan is a bad idea.
Interfering with the whole 'Concept' mentioned in the name seems an obvious No-No.
Say you get unlucky and draw 3 Shocks and a Djinn.
A 0/4 is just bad, and might have cost you 6 life.
Sure, that is a ridiculous extreme, but it is an extreme that does not exist in Mono-U.
Sky-Tether & Deputy are just not very good to start with.
Sky tether stops flying creatures from blocking, but, isn't that precisely what War Kite does?
Essence Capture is way more in character, and I do not think that should be base.
This deck really WANTS pure Blue.
When you get Island, Island, and then draw an E.Wilds while holding a Djinn, it blows.
When you get Island, Island, and then draw a mountain, you will understand.
And it does happen.
It will also happen, really regularly, that your off-colour splash spells will appear, and the mana source just wont.
For a normal 3 card off colour splash, I would want 13+ sources.
Sure, this deck has some card filtering, but only 9 sources is a complete liability.
This deck is Mono-U Tempo. It is in the name.
Cards that interfere with Djinn & Curious Obsession should be avoided.
Play the deck in any level of competition and those two cards stand out as being far stronger than all the others. They win games.
The only reason I am interested in reducing the 1-drops and 1 cost protection spells is because I am not sure it is that helpful to have eight of each when there is on four curious obsessions 8+8+4 puts a whole lot of stress on that 4. Drawing lots of spell pierces & Dive Downs and no creatures is much more of a problem than drawing lots of creatures, or lots of obsession.
The reason the Sphinx is SO GOOD is because it directly supports and finds the cards to make Plan A & Plan B happen.
Sphinx is the only card in standard I can think of that actually supports Plan A {Turn 1 creature, turn 2 Obsession (with Protection)}. And that is solely because it has a pregame effect.
No other approach is going to actively support Plan A because it will cost mana.
Sphinx is FREE !
Sphinx even allows Mono-U to keep more 1 land hands!
Sphinx is Bollocks because it increases the consistency of Mono-U. The outliers were the main problem that U had, and Sphinx just corrects them.
This does not mean that other decks can't win, it just means that Mono-U wont fall in holes so often.
Sphinx makes Mono-U into my kind of deck.
The opponent can absolutely win, but they have to do something really good.
And fast.
Also Sage's Row Savant looks like it might be good enough.
It's a wizard, Harry, and Scry 2 is a fine ability. Definitely not overpowered, but playable.
I have found Mystic A to semi-regularly win games, especially when a significant amount of countermagic is sideboarded in. Sage's Row seems a much faster, but less dominant effect.
I think I still prefer War-Kite though.
I second everything you said here, anything that doesn't enhance Tempest Djinn is a bad idea, and the Sphinx deserves testing, though I'm not so sure about 4x copies of a 4-drop, maybe the deck would need a 21st Island if you do that, however, I'd seriously advise testing Pteramanderin place of Mist-Cloaked Herald, in most games flying means being effectively unblockable, and its Adapt is too good to dismiss, in a grindy game in which you've fired 3 or more instants Adapting your flying drakey thingy for 3U can snatch you the win.
Iceheart_Omnis "I'm not so sure about 4x copies of a 4-drop, maybe the deck would need a 21st Island"
In my proposed list above, is 3 copies, and 21 Islands.
In the Mirror, Pteramander does not like Warkite.
Izzet drakes also has flyers
And Cruel Harpooner is a complete downer.
The adapt prolly does work, but I would want a higher spell count.
Try it out an report.
.
Part of the reason that ZERO land hand is a keeper is because the sphinx has a 21/53 chance of a land in each of the 3 scryed cards. 3 x 0.396 = 1.19 land
If that is rounded up to 2, fantastic, and the second scry looks at 1 card
If it is rounded down to 1 Island, the second scry is 2x @ 20/50 = 0.8 land
What I am trying to explain is the most likely outcome is 2 Island.
Even if it is only 1 island, you can still draw one on your second (unknown) draw.
You can still chance the win with an Obsession to draw a bonus card.
You can still Opt for 2 more chances.
If you are going to Mulligan, and draw 6 cards, why not Scry 3+3 cards instead?
And sure, on the play, 1st turn 'Pass' is not intimidating.
On the draw it rolls out as normal.
. . . But, that is a ZERO LAND keeper!
No other standard deck can do that.
„The natural home for Sphinx of Foresight is Mono-Blue Tempo. This deck is geared around the power of a single card: Curious Obsession. 0-mana card selection will increase the number of perfect draws, and the fail case of a 4/4 flyer for 4 mana isn’t super embarrassing. Here is how I would build it, partly inspired by whyjesse’s Mythic Reddit post:“
Standard Mono-Blue Tempo By Frank Karsten // 16 Jan, 2019 (from the link)
4 x Siren Stormtamer
4 x Mist-Cloaked Herald
1 x Pteramander
4 x Merfolk Trickster
2 x Surge Mare
4 x Tempest Djinn
2 x Exclusion Mage
3 x Sphinx of Foresight
4 x Curious Obsession
4 x Dive Down
2 x Spell Pierce
1 x Essence Capture
4 x Wizard’s Retort
21 x Island
Differences :
2 x Mist-Cloaked Herald
1 x Pteramander
2 x Surge Mare
2 x Exclusion Mage
1 x Essence Capture
Instead of (for me):
4x Opt
3x WarKite M
1x Dive Down
I am thinking Frank hasn't actually played it, but, maybe he has. There are a lot of decks there, all without SB.
I would have the Surge Mare, Exclusion Mage, and Essence Capture in the sideboard.
Many of us have already tried these out.
Oh I just realized that going to 21 Islands with Sphinx actually works really well, because you can scry away 5th island.
The main deck surge mares / exclusion mages are a little odd but maybe good in an R or G meta. I probably want 4 spell pierce though.
I'm very excited to play Quench and Sphinx in UU Tempo. The Pteramander is questionable. A bad Mist Cloaked with a bad Djinn stapled to it could be where we want to be, but it excites me more as a Djinn replacement in a Ux tempo deck where it can fill the same role of undercosted beater in the later game. The Sphinx seems especially awesome as it would slot into a lot of other cool blue decks in the format too.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Is almost as good.
And I think part of the reason it is almost as good is the Siren Stormtamer can be cast first on turn 3, then the curious, and then attack.
Removing the opt does reduce the chances of that.
Opt is often free since mana needs to be kept open to use the Siren Stormtamer's ability.
The 2 drops being the Trickster and Warkite also matter because they :
Tap a creature from nowhere, and then attack carrying the obsession
Fly over while blanking a creature, carrying the obsession.
Frank's choices of Pteramander, Surge Mare & Exclusion Mage dont do that.
They are all worse carriers of the obsession, and interact with Opt far worse.
Being unblockable is obviously better as an Obsession carrier, but, if Mist-Cloaked Herald is on the table without an obsession, it is the worst card in the deck.
The reason I am pointing out how good the Warkite is at carrying the Obsession is to show the Stormtamers are often better being used as protection on turn 3. Pretty regularly they are just as effective as Dive Down, and sometimes better than spell pierce.
Focussing so narrowly on only the perfect draw of Plan A seem too short a view.
Mist-Cloaked Herald (& Warkite) not being wizards has lost me games.
Pteramander, & Surge Mare not being Wizards is worth pointing out.
Turn 2 Trickster, Turn 3 Obsession + Retort
Has worked out just fine for me.
And Warkite, in particular, has been woeful against Red.
Pteramander is the truth. Straight swap with Mist-Cloaked Herald. 15-0 today with it on tournament constructed. It's like having 8 Djinn's and scales perfectly. It felt like it was never a dead card throughout the games that I played tonight on arena. I feel less reliant on obsessions now with the Salamander Drake. Also I went 2/2 split with Quench and Retort, that felt pretty good, considering 3/1 favoring Quench but I don't know yet. And I cut 1 pierce for the Sphinx , I think 1 Sphinx and 21 lands is the way to go if you're going to run the Sphinx the percentage difference seems good to me with that setup, It felt good drawing it in the late game but running multiples I think it will cause more clunky hands than not, I hated seeing in the early game if it wasn't in my opener but in the real late game it was nice to have the scry and finisher.
All and all Pteramander ended up having me win more games where if it was Mist-Cloaked Herald I would have lost.
I'll chime in here and say that the inclusion of the new Sphinx of Foresight is really, really great for the deck. I currently run it as a 3-of in my list which has been perfect. Another top-end finisher that helps smooth out the early draws has been great.
I'll also confirm that [CARD]Pteramander[/CARD} is the truth. Unless a rise in some sort of Skies deck appears, Flying is just as good as Unblockable. That it can Adapt in the late game has helped close the door.
Essence Capture has also done really well for me. It was the difference in one game between getting stonewalled by Rekindling Phoenix and being able to profitably attack and keep up tempo.
Also, glad to see this deck is now Established. I know I personally dread facing it down with my Esper list.
definitely seems like you want warkite somewhere in the 75 if you have pteramander > herald. I also hate 4x essence capture in the main. You only have 4 protection spells plus stormtamer. In my experience that's not enough against any deck running >8 removal spells.
Wow do we really need 3 Totems? Just for ol' crackles? Or is there some other greveyard deck that matters.
I haven't been playing the deck long, but today I played the Karsten list on the ladder and went from Gold 2 to Platinum 4, and it seemed pretty good to me. And that was facing 33% mono red burn decks. Having 3 of the Sphinx plus the Djinns let me throw away some of then to get some 2 for 1s and eat some burn.
Warkites are great, but I think they might be better coming out of the board in certain matchups?
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
My current 75. So far I like this setup. 20-1 in matches in 4 leagues on arena. Stilling trying to figure out what the mix of counter spells feels best, guess that will change up a lot until the meta settles and decks become established for this season.
Is anyone else finding an ungodly amount of mono-red in ranked? Been finding that at least 2/3rd of my games are vs red and almost all of the games start with the damn 1 damage sacrifice goblin.
Surge Mare seems like the best card in the deck vs red by a mile. Carried me so many times
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
if you read my tourney reports #213, #235, #237) i sided in Essence Scatter every match. creatures are what i found hard to deal w/esp if i don't run Exclusion Mage for bounce and discounted Wizard's Retort. i've even sided out Wizard's Retort for Essence Scatter for mana concerns.
then again, i only test at FNM events so it's very likely i'm debating w/those far more experienced than i.
limited - https://www.youtube.com/watch?v=Vkfx2kA8gok&feature=emb_logo
limited - https://www.youtube.com/watch?v=I3RYiZJFCK0
limited - https://www.youtube.com/watch?v=j18HlKybrm8&feature=emb_logo
standard - https://www.youtube.com/watch?v=JiAEzfAgpbI&t=1s
standard - https://www.youtube.com/watch?v=3vNr_4ubfMg&t=1s
standard - https://www.youtube.com/watch?v=EJcwpxraL-g&t=1s
modern - https://www.youtube.com/watch?v=V8MyVNLVYNw&t=1s
modern - https://www.youtube.com/watch?v=4-M5ffoArnY&t=1s
modern - https://www.youtube.com/watch?v=x_yQEBOPi_w&feature=emb_logo
extended - https://www.youtube.com/watch?v=qLpUB9zpyr4&feature=emb_logo
We can't run a splash in this deck. Not with djinn in there. It's not reasonable. If you want to run a 2 color deck where you dump djinn then that is another story.
-Stay Frosty
4 Siren Stormtamer
4 Merfolk Trickster
4 Tempest Djinn
4 Opt
2 Spell Pierce
4 Wizard's Retort
4 Curious Obsession
4 Mist-Cloaked Herald
2 Chart a Course
4 Warkite Marauder
4 Essence Capture
3 Sphinx of Foresight
4 Quench
4 Pteramander
Spinhx should be a 2-3 in main.
I think Essence capture is probably 0-1-2 in main, with maybe the remainder in the side.
Quench is an optional, it will see play, and might be good enough. I think Spell Pierce fills this position better, but, yeah, it will see play here.
Ptermander, doesn't seem good enough, but, maybe...
If the Sphinx has enough of an effect, an opt or two might be replaceable.
I think i am interested in exploring a much more violent version. The war-kites can be a thing of real fear. But, Red is just such a hassle.
The reason I don't want the Essence capture base is to avoid just losing against Creatureless decks.
Quench, Disdainful stroke and even Spell pierce are similar, but all different.
Dive Down can also be slightly problematic, and I would probably lose one of them.
The sphinx allows the deck to take early loses, and still have a huge air wing by turn 4 via a Djinn and a Sphinx.
I reckon this is likely what I will be trying first. . . .
4 Siren Stormtamer
4 Merfolk Trickster
1 Mystic Archaeologist
4 Warkite Marauder
4 Tempest Djinn
3 Sphinx of Foresight
4 Opt
2 Spell Pierce
4 Wizard's Retort
4 Curious Obsession
Djinn antisynergy with Checklands (at most a 4x) is neither one of the biggest downside of a splash in this deck(because it's a splash for 3 cards MD and 3-4 cards on SB, so 4x fountain and some Glacial): i'm more worried about the 2 damage of shocklands, for example, and the sporadic episode when you mull to 6 and you'll find only a Glacial in your hand. They're the two main problems for me, by far.
But we could have access to a card that reads W: luminous bound
And i think it's pretty huge
So, you want to splash for 2 cards that practically aren't needed or end up being wasted slots? I guess...
-Stay Frosty
I want the splash for a 4x (bw main and side) of a spot removal at cc 1: you really think that this deck doesn't need it?
Is a really bad idea.
1) Evolving Wilds is SLOW. Turn 1 Creature, turn 2 Curious (with protection), CAN'T happen if you play an E.Wilds.
2) Shock + OffColour = 5 / 20 land are now NOT basic Islands. This means Tempest Djinn is 3/4 as powerful as it once was. Tempest Djinn is the grunt of the deck.
3) 'Tempo' means you are trying to go faster than them.
* Shocklands hurt, and the pain will cost you games.
* Evolving Wilds create tapped mana which will slow you down.
* Off Colour mana is often useless.
All of these things suck.
Changing the deck to directly weaken the primary and secondary plan is a bad idea.
Interfering with the whole 'Concept' mentioned in the name seems an obvious No-No.
Say you get unlucky and draw 3 Shocks and a Djinn.
A 0/4 is just bad, and might have cost you 6 life.
Sure, that is a ridiculous extreme, but it is an extreme that does not exist in Mono-U.
Sky-Tether & Deputy are just not very good to start with.
Sky tether stops flying creatures from blocking, but, isn't that precisely what War Kite does?
Essence Capture is way more in character, and I do not think that should be base.
This deck really WANTS pure Blue.
When you get Island, Island, and then draw an E.Wilds while holding a Djinn, it blows.
When you get Island, Island, and then draw a mountain, you will understand.
And it does happen.
It will also happen, really regularly, that your off-colour splash spells will appear, and the mana source just wont.
For a normal 3 card off colour splash, I would want 13+ sources.
Sure, this deck has some card filtering, but only 9 sources is a complete liability.
This deck is Mono-U Tempo. It is in the name.
Cards that interfere with Djinn & Curious Obsession should be avoided.
Play the deck in any level of competition and those two cards stand out as being far stronger than all the others. They win games.
The only reason I am interested in reducing the 1-drops and 1 cost protection spells is because I am not sure it is that helpful to have eight of each when there is on four curious obsessions 8+8+4 puts a whole lot of stress on that 4. Drawing lots of spell pierces & Dive Downs and no creatures is much more of a problem than drawing lots of creatures, or lots of obsession.
The reason the Sphinx is SO GOOD is because it directly supports and finds the cards to make Plan A & Plan B happen.
Sphinx is the only card in standard I can think of that actually supports Plan A {Turn 1 creature, turn 2 Obsession (with Protection)}. And that is solely because it has a pregame effect.
No other approach is going to actively support Plan A because it will cost mana.
Sphinx is FREE !
Sphinx even allows Mono-U to keep more 1 land hands!
Sphinx is Bollocks because it increases the consistency of Mono-U. The outliers were the main problem that U had, and Sphinx just corrects them.
This does not mean that other decks can't win, it just means that Mono-U wont fall in holes so often.
Sphinx makes Mono-U into my kind of deck.
The opponent can absolutely win, but they have to do something really good.
And fast.
Also Sage's Row Savant looks like it might be good enough.
It's a wizard, Harry, and Scry 2 is a fine ability. Definitely not overpowered, but playable.
I have found Mystic A to semi-regularly win games, especially when a significant amount of countermagic is sideboarded in. Sage's Row seems a much faster, but less dominant effect.
I think I still prefer War-Kite though.
***** ********
Imagine this ZERO LAND hand
Sphinx, Sphinx, Siren S, Curious Obsession, Dive Down, Mist-Cloaked H, Opt
Play, or draw, I would KEEP IT !
I second everything you said here, anything that doesn't enhance Tempest Djinn is a bad idea, and the Sphinx deserves testing, though I'm not so sure about 4x copies of a 4-drop, maybe the deck would need a 21st Island if you do that, however, I'd seriously advise testing Pteramanderin place of Mist-Cloaked Herald, in most games flying means being effectively unblockable, and its Adapt is too good to dismiss, in a grindy game in which you've fired 3 or more instants Adapting your flying drakey thingy for 3U can snatch you the win.
Iceheart_Omnis "I'm not so sure about 4x copies of a 4-drop, maybe the deck would need a 21st Island"
In my proposed list above, is 3 copies, and 21 Islands.
In the Mirror, Pteramander does not like Warkite.
Izzet drakes also has flyers
And Cruel Harpooner is a complete downer.
The adapt prolly does work, but I would want a higher spell count.
Try it out an report.
.
Part of the reason that ZERO land hand is a keeper is because the sphinx has a 21/53 chance of a land in each of the 3 scryed cards. 3 x 0.396 = 1.19 land
If that is rounded up to 2, fantastic, and the second scry looks at 1 card
If it is rounded down to 1 Island, the second scry is 2x @ 20/50 = 0.8 land
What I am trying to explain is the most likely outcome is 2 Island.
Even if it is only 1 island, you can still draw one on your second (unknown) draw.
You can still chance the win with an Obsession to draw a bonus card.
You can still Opt for 2 more chances.
If you are going to Mulligan, and draw 6 cards, why not Scry 3+3 cards instead?
And sure, on the play, 1st turn 'Pass' is not intimidating.
On the draw it rolls out as normal.
. . . But, that is a ZERO LAND keeper!
No other standard deck can do that.
Source (Channelfireball): https://www.channelfireball.com/articles/magic-math-ravnica-allegiance-edition/
4 x Siren Stormtamer
4 x Mist-Cloaked Herald
1 x Pteramander
4 x Merfolk Trickster
2 x Surge Mare
4 x Tempest Djinn
2 x Exclusion Mage
3 x Sphinx of Foresight
4 x Curious Obsession
4 x Dive Down
2 x Spell Pierce
1 x Essence Capture
4 x Wizard’s Retort
21 x Island
Differences :
2 x Mist-Cloaked Herald
1 x Pteramander
2 x Surge Mare
2 x Exclusion Mage
1 x Essence Capture
Instead of (for me):
4x Opt
3x WarKite M
1x Dive Down
I am thinking Frank hasn't actually played it, but, maybe he has. There are a lot of decks there, all without SB.
I would have the Surge Mare, Exclusion Mage, and Essence Capture in the sideboard.
Many of us have already tried these out.
The math on Sphinx is interesting, seemingly more important than Opt, and obviously a threat as the game progresses. Go Maths!
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
The main deck surge mares / exclusion mages are a little odd but maybe good in an R or G meta. I probably want 4 spell pierce though.
RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck
RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Arena Standard
UUUU Tempo, since before it was cool
Various Wx decks running Fountain of Renewal and Day of Glory
Anything I can cram Chaos Wand in to
Trying so hard get the 'Perfect' Plan A seems wrong.
Attacking on turn 3 with a curious creature seems almost as strong, if it can be protected.
Turn 1 opt, Turn 2 Two Drop, Turn 3 Curious + Counter/Defend
Is almost as good.
And I think part of the reason it is almost as good is the Siren Stormtamer can be cast first on turn 3, then the curious, and then attack.
Removing the opt does reduce the chances of that.
Opt is often free since mana needs to be kept open to use the Siren Stormtamer's ability.
The 2 drops being the Trickster and Warkite also matter because they :
Tap a creature from nowhere, and then attack carrying the obsession
Fly over while blanking a creature, carrying the obsession.
Frank's choices of Pteramander, Surge Mare & Exclusion Mage dont do that.
They are all worse carriers of the obsession, and interact with Opt far worse.
Being unblockable is obviously better as an Obsession carrier, but, if Mist-Cloaked Herald is on the table without an obsession, it is the worst card in the deck.
The reason I am pointing out how good the Warkite is at carrying the Obsession is to show the Stormtamers are often better being used as protection on turn 3. Pretty regularly they are just as effective as Dive Down, and sometimes better than spell pierce.
Focussing so narrowly on only the perfect draw of Plan A seem too short a view.
Mist-Cloaked Herald (& Warkite) not being wizards has lost me games.
Pteramander, & Surge Mare not being Wizards is worth pointing out.
Turn 2 Trickster, Turn 3 Obsession + Retort
Has worked out just fine for me.
And Warkite, in particular, has been woeful against Red.
All and all Pteramander ended up having me win more games where if it was Mist-Cloaked Herald I would have lost.
I'll also confirm that [CARD]Pteramander[/CARD} is the truth. Unless a rise in some sort of Skies deck appears, Flying is just as good as Unblockable. That it can Adapt in the late game has helped close the door.
Essence Capture has also done really well for me. It was the difference in one game between getting stonewalled by Rekindling Phoenix and being able to profitably attack and keep up tempo.
Also, glad to see this deck is now Established. I know I personally dread facing it down with my Esper list.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
20 island
(20) creatures:
4 merfolk trickster
4 pteramander (replaced Mist-Cloaked Herald)
4 siren stormchaser
4 sphinx of foresight
4 temest djinn
4 chart a course (fuel Pteramander)
4 curious obsession
4 dive down
4 essence capture
4 opt (fuel Pteramander)
4 exclusion mage
4 surge mare
4 wizard’s retort
3 sentinel totem
limited - https://www.youtube.com/watch?v=Vkfx2kA8gok&feature=emb_logo
limited - https://www.youtube.com/watch?v=I3RYiZJFCK0
limited - https://www.youtube.com/watch?v=j18HlKybrm8&feature=emb_logo
standard - https://www.youtube.com/watch?v=JiAEzfAgpbI&t=1s
standard - https://www.youtube.com/watch?v=3vNr_4ubfMg&t=1s
standard - https://www.youtube.com/watch?v=EJcwpxraL-g&t=1s
modern - https://www.youtube.com/watch?v=V8MyVNLVYNw&t=1s
modern - https://www.youtube.com/watch?v=4-M5ffoArnY&t=1s
modern - https://www.youtube.com/watch?v=x_yQEBOPi_w&feature=emb_logo
extended - https://www.youtube.com/watch?v=qLpUB9zpyr4&feature=emb_logo
Wow do we really need 3 Totems? Just for ol' crackles? Or is there some other greveyard deck that matters.
Warkites are great, but I think they might be better coming out of the board in certain matchups?
Totems don't affect Crackling Drake
-Stay Frosty
21 Island (RIX) 193
4 Dive Down (XLN) 53
4 Opt (XLN) 65
1 Spell Pierce (XLN) 81
4 Siren Stormtamer (XLN) 79
2 Warkite Marauder (RIX) 60
4 Merfolk Trickster (DAR) 56
4 Tempest Djinn (DAR) 68
2 Chart a Course (XLN) 48
2 Wizard's Retort (DAR) 75
2 Quench (RNA) 48
4 Pteramander (RNA) 47
1 Essence Capture (RNA) 37
1 Sphinx of Foresight (RNA) 55
3 Exclusion Mage (M19) 55
1 Sleep (M19) 74
1 Negate (RIX) 44
1 Deep Freeze (DAR) 50
2 Surge Mare (M19) 77
1 Sentinel Totem (XLN) 245
1 Blink of an Eye (DAR) 46
3 Essence Capture (RNA) 37
1 Wizard's Retort (DAR) 75
1 Warrant // Warden (RNA) 230
My current 75. So far I like this setup. 20-1 in matches in 4 leagues on arena. Stilling trying to figure out what the mix of counter spells feels best, guess that will change up a lot until the meta settles and decks become established for this season.
Hey Sandfrog, same q. How the hell do you beat Red?
Surge Mare seems like the best card in the deck vs red by a mile. Carried me so many times
RRGrenzo plays your deck, GGYeva's mono green control, WW9-tails trys desperately for monowhite not to suck
RWBUTymna and Kraum's saboteur tribal, UWG Kestia's Enchantress Aggro, RUB Jeleva casts big dumb spells, RGB Vaevictis' big critters can kill your critters hard
Arena Standard
UUUU Tempo, since before it was cool
Various Wx decks running Fountain of Renewal and Day of Glory
Anything I can cram Chaos Wand in to