@kpal - I have been trying a lot of stuff the last few weeks. Tried the 4 Opt's and Gearhulk main. But back to what I ran at the GP. Very close to your list except 4 Cast Out and 3 Settle without the Essence Scatter and Negate main. But really like the idea of 4 extra counters.
Cheap hard counters like Negate are great to have main deck. But I am wondering if I should replace those with Cancel instead since I dont have much going at the 3cmc slot anyway.
Here is a 5-0 Esper list that has 2 Cancel in the side. ESPER APPROACH by AndreasBendix. I have tried this online some and it is a very tight list. 12 counters main, 5 board wipes, 6 spot removal. It has a lot of answers.
Seems funny there are so many different ways to build an Approach deck. UW, Jeskai, Esper, Bant, RW, Draw-Go, Gideons, lots of dudes, no dudes, several different god's to choices from. Like I have said before, don't think there is one 'right' way to build Approach. Find a deck that fits your play style, that is the one you will have the most success with and the most fun playing.
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Modern
Currently Playing UW UW Control/Miracles R Skred Red
I tried adding red this weekend. Initially I was strongly opposed to messing with the mana base and really enjoyed the desert package, but I think red is definitely worth the splash. It makes the post sideboard games against temur better, and pre sideboard games against everything other than control better.
Here are the Approach decks from the World Cup: UW Approach - Esper Approach. Very interesting the range of decks that were played.
There are no big events in my area until next year, so I have been trying a bunch of different versions the last few weeks. Last Friday, I played Esper at FNM, went 4-1 to top 4. Only loss was to UW Approach. Running 12 counters main worked really well. The mana base was not as bad as I thought it was going to be. Overall very pleased with this version. I think just the thought of The Scarab God out of the sideboard won me games, even when I didn't see him. Players would try to play around him. And Duress is an amazing card when you are the one casting it.
Will add a report later today when I have more time.
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Modern
Currently Playing UW UW Control/Miracles R Skred Red
Esper Approach seems to be the way to go. Jeskai approach is not great against the field, but great against Temur (As in they can't beat that version). I'm going to sleeve up Esper (I have all the cards), and see how it feels. It seems clunky, but maybe the trade off is that. You have great early interaction at the expense of your mana not being fully untapped all the time.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
I've actually taken to playing 4C Approach and have yet to lose a match. Admittedly though, I'm not playing in the most competitive of environments. I've been beating both energy variants, RamR, Pummeler, the mirror, vamps and tokens...You are right though, the mana can be challenging.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
That's a good question. It has to do my views on UW approach and how it handles the board state in my version. I view my deck as prison oriented variant, these cards act as "lock down" pieces rather than full on removal spells: Desert's Hold Aether Meltdown Cast Out This one is an actual O ring effect
By keeping the threat on board it makes my sweepers better. Example:
R1) against Ram red, my opponent goes: T1) Bomat, T2) Kherna. I respond by casting Meltdown on Kherna and forever blanking that card until the moment that I play a sweeper. Most opponents will jam their "melted down" threat in my Settle the Wreckage's. That also means these threats get exiled and never comeback.
Against all energy opponents in that league, I targeted cubs and whiler's. This card has an interesting effect in that match up. They either
A) Use their energy Thopters
B) Put energy towards another pay off card thus over extending into 1 of my 5 sweepers (up to 7 is we include how often gearhulk recasts my settles).
You can expect energy players to dump energy into another threats to get their pay off. In other words they have too, and that is a form of interacting with their energy. By forcing them to use it, you are actually finding a way to mess with this resource. Every % point counts against engery, if I can outplay them by forcing them into using energy in way that they don't want, then I have successfully found a method of interacting with a resource that can't be interacted with (it's a pseudo effect btw). I wish I coud upload the vids of me playing against all 3 energy decks. You'd see that this is exactly how Meltdown interacts with them.
Essence Scatter is fine, but it can't deal with a resolved threat, and is worse on the draw. I'd rather use a lock down spell that hits creatures and vehicles (Hey! making a heart of kiran into an 0/4 threats or shutting down a scrounger for good is purdy good).
Nimativ - The deck looks pretty solid. I really like what you and @kpal are doing by running Aether Meltdown with Harnessed Lightning. If there is a lot of Ramp Red in your meta, try adding 2 Abrade main. The extra spot removal may help. Also, I like to have 2 creatures main board. Either Gideon of the Trials or Torrential Gearhulk. There are a lot of games where I have the board clear on turn 7-8ish but haven't drawn an Approach. Dropping a dude and beating them down has won quite a few games. IMO, not having that plan b main board is a mistake. Gideons are down to $7 on TCGPlayer now, so it may be a good time to pick up a couple.
Also, you can add some Regal Caracal and/or Sunscourge Champion to your sideboard. They will help a ton. And can be brought in against Temur.
My suggestion to everyone is, figure out what you are dying too and find a way to fix it. Here is an example. For me, against Temur, it has been dying to a countered board wipe. They swing for a million, I cast a Settle and they counter it. Or they counter a Fumigate and I die the next turn. To fix this, I switched to Jeskai (maybe Esper) so I can use spot removal on their cub or hydra before it gets too stupid. And not letting the board get to a point where one countered spell cost me the game. This same approach has worked well against Ramp Red, counter/remove as much of their stuff as possible so if I don't draw the wipe I need I don't get run over. I am not saying be afraid to take any hits, just know what dudes scare you and deal with them as fast as possible. Hope that helps.
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Modern
Currently Playing UW UW Control/Miracles R Skred Red
Abrade and Negate, keep them off of GPG and the deck is a lot less scary. If you can find room, a Scavenger Grounds main or in the sideboard works wonders. I like bringing in The Locust God against them because all the 1/1's make great blockers. But if they have a great hand and you can't slow them down, you are dead on turn 5-6. Sometimes it just happens.
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Modern
Currently Playing UW UW Control/Miracles R Skred Red
I ve been running your deck from the day i saw your post last last months... (your first page version of approach of the second cat) and im always at the top of the standings here at at local gamestores here in Manila... But.... i adjusted your deck...
-2 pull from tomorrow
+1 search for azcanta
+1 thaumatic compass
Thats why i have 3 main azcanta and 3 main compass.
I think if 61 main and only 25 lands problem in finding lands will occur.
Then i put 2 pull from tom out in main. Replaced by 1 azcanta and 1 thaumatic.
3 azcanta in main
And
3 thaumatic in main for me is better than with 2 pull from tom.
I also change 2 forsake the wordly for 2 crook for uw gpg and scarab gods.
So far the deck seems to be a surprise deck after sideboarding.
Thanks for this thread.
And for side againts temur i dont think solemnity is needed. As i experienced it i went up to 80 life for copying regal with vizier of many faces againts energy deck.
SPELLS 35
3 Search for Azcanta
3 Thaumatic Compass
1 Kefnet the Mindful
2 Negate
2 Disallow
3 Champion of Wits
3 Sunscourge Champion
3 Fumigate
3 Settle the Wreckage
3 Cast Out
3 Approach of the Second Sun
4 Essence Extraction
2 Supreme Will
SIDEBOARD 15
2 Crook of Condemnation
2 Negate
2 Legions Landing
4 Regal Caracal
2 Vizier of Many Faces
3 Vizier of Deferment
All the previous threads got archived so here I am again talking about control in Ixalan standard. Due to a lot of creature-based decks as well as R/G dinos making an appearance I have decided to drastically change my U/W Approach deck to suit the new format and start winning some games. It is time to innovate once again as I did before with U/W control before Ixalan and also helping to create the Ramunap Red decks as well.
Without further ado here is the deck as it looks right now with some cards explanations coming after:
So...I know you might be rolling your eyes at this and probably because of the sideboard choices more than about the main deck choices, but anyway here is a brief explanation of some of the card choices in the deck.
Main deck:
3 Sunscourge Champion - It helps to gain life and it blocks, or you can discard it to Champion of Wits and Eternalize it the next turn to get more life and have another blocker. This was in response to the variety of aggro decks in this format.
3 Champion of Wits- It helps to draw cards and can chump block on turn 3, it can also get Eternalized in the late game to get you more cards and help find Approach.
2 Kefnet the mindful- He is there to help draw cards and maybe actually attack against control decks.
2 Thaumatic Compass- ARE YOU KIDDING ME?
Have you seen what this card does, I don't know how people don't play 2-3 of these in every CONTROL deck. This card is the bees' knees both early game and late game. First of all if you drop it on turn 2 it helps to start thin out your deck on the next turn, it helps find you land so you can drop a land every turn past turn 3 and once you hit 7 lands it turns into a MAZE of ITH that's not legendary. That's right if you got 2 of these you can flip them and then be able to stop TWO attacking creatures from dealing damage to you.
I have been testing this card and really wish I could find space for 3 of these in the main deck but even with 2 of them it still works extremely well. Get these while they're still cheap and before they become a staple in every control deck. Needless to say it works with Search for Azcanta and if you can flip both of them on the 6th turn then you will get 9 mana available on the 7th turn which is really good for a control deck.
The rest of the cards in the main deck should be self-explanatory, the removal package is 3 Settle the Wreckage, 3 Fumigates and 3 Cast out as usual.
Now, for the super secret sideboard tech...well, this deck turns into an aggro U/W deck after sideboarding. The decks runs 8 creatures main deck and after sideboarding the deck will run a whopping 17 creatures and 2 Legion's Landings to potentially make more creatures.
So, against mono-red or any other aggro deck after sideboarding this deck will be able to beat them at their own game, we will retain 3 Settle the wreckage, 1 Fumigate, 2 Cast out and 4 Essence Scatters in the deck to fight off their creatures and on top of those we will have an additional 17 creatures to face them. Not to mention the potential spires of orazca which can shut down Hazoret or Glorybringer or any other dangerous creature each turn.
Here are the cards explanations:
Regal Caracal- she is a Cat lord and makes more cats, which gain life for the deck and stall the board. Vizier of Deferment- they can stop an attacker before it deals damage by exiling it until the end of turn, or you can exile a regal caracal after it blocks and it will come back at the end of turn with 2 extra cats. This will also work with Champion of wits and Sunscourge champion. I believe it is an underrated card for its ability and that it provides a 2/2 body to block, and all for 3 mana only. Vizier of many faces- It can copy your cat lord or any other creatures we got, and also copy an opponent's creature including Carnage Tyrant since it doesn't target, or even hazoret the fervent or the scarab god. Legion's Landing- it's a good drop on turn 1 and later in the game once the cats come out along with other creatures it will be possible to flip it and start making 1/1's with lifelink every turn.
Sideboarding method against mono-Red or R/G dinos:
Take out:
2 Search of Azcanta
2 Fumigate
2 Negate
1 Cast out
2 Approach of the second sun
2 Pull from Tomorrow
Put in:
4 Regal Caracal
3 Vizier of deferment
2 Vizier of many faces
2 Legion's Landing
We take out some clucky and slow spells, and 2 Fumigates to put into a lot of creatures that will stall the board, and we still have the rest of the removal package and of course 4 Essence Scatters as well.
Against U/W control or U/B control decks:
Black based control now runs Duress as well as other hand destruction cards and they know you will be using creatures after sideboarding but they don't know how many you will sideboard in, so here's the sideboard plan. We can also use this sideboarding plan against the mirror match of U/W control.
Take out:
2 Pull from Tomorrow
1 Approach of the second sun
3 Fumigate
4 Essence Scatter
3 Sunscourge Champion
Put in:
4 Regal Caracal
2 Vizier of many faces
3 Vizier of Deferment
2 Negate
2 Legion's Landing
So we keep 3 Settle the wreckage and 3 Cast outs to deal with their scarab god or other big creatures. We take out the 4 essence scatters since they don't play many creatures usually and no 2 or 3 drop creatures either, but we put in 2 Negates so our counter army will be: 4 Negates, 2 Disallow and 2 Supreme Will. We also have the 2 Kefnet which can win the games by themselves if we keep a full hand and protect them with Negates.
I will work on how to sideboard against Temur Energy decks but it will be basically adding more creature as well.
Let me know what you think, I can't wait to rock this deck in the coming weeks!
noticed it has 61 main.
So i have made adjustments.
-1 kefnet. So it will become 60.
I think if 61 main and only 25 lands problem in finding lands will occur.
Then i put 2 pull from tom out in main. Replaced by 1 azcanta and 1 thaumatic.
3 azcanta in main
And
3 thaumatic in main for me is better than with 2 pull from tom.
I also change 2 forsake the wordly for 2 crook for uw gpg and scarab gods.
So far the deck seems to be a surprise deck after sideboarding.
Thanks for this thread.
And for side againts temur i dont think solemnity is needed. As i experienced it i went up to 80 life for copying regal with vizier of many faces againts energy deck.
SPELLS 35
3 Search for Azcanta
3 Thaumatic Compass
1 Kefnet the Mindful
2 Negate
2 Disallow
3 Champion of Wits
3 Sunscourge Champion
3 Fumigate
3 Settle the Wreckage
3 Cast Out
3 Approach of the Second Sun
4 Essence Extraction
2 Supreme Will
SIDEBOARD 15
2 Crook of Condemnation
2 Negate
2 Legions Landing
4 Regal Caracal
2 Vizier of Many Faces
3 Vizier of Deferment
C Long Live Eldrazi C
Seems funny there are so many different ways to build an Approach deck. UW, Jeskai, Esper, Bant, RW, Draw-Go, Gideons, lots of dudes, no dudes, several different god's to choices from. Like I have said before, don't think there is one 'right' way to build Approach. Find a deck that fits your play style, that is the one you will have the most success with and the most fun playing.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
I usually bring in 4 Regal Caracal, 2 Slash of Talons, 2 Essence Scatter and 2 Sunscourge Champion.
Removing 4 Glimmer of Genius and 2 Search for Azcanta, because it is way too slow, I'm usually dead if I don't wrath at 4 or 5.
Supreme Will will usually be a side out as I already have 4 copies of Cast Out to deal with planeswalkers or any non-creature threat.
Also, is Censor a side out on draw? I mean, it's kinda a hit-or-miss card.
Biggest reason to run 3 color is the 4 spot removal mainboard (Fatal Push or Harnessed Lightning) and the 2 that I run in the sideboard (Vraska's Contempt or Abrade). This makes the biggest difference in the aggro matchup's. From 2 color, I like Slash of Talons, Farm//Market and Aether Meltdown. As far as creatures, Regal Caracal and Sunscourge Champion seem to be the best answers. When I run those, I like 3-4 Cats and 2 Champs.
Do you run Gideon main? If so, I like Authority of the Consuls. The combination of the 2 can really slow down an aggro player.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
http://forums.mtgsalvation.com/showthread.php?p=11439737#post11439737
Reality is only what man allows it to be. Few shape it so that many may accept it.
C Long Live Eldrazi C
Ram Red 2-0
UG Pummeler 2-1
Temur Energy 2-1
Temur Energy 2-0
UW Gift 0-2 ( didn't draw a single counterspell and fell behind on mana)
List:
1x Desert of the Mindful
1x Desert of the True
2x Field of Ruin
4x Glacial Fortress
4x Ipnu Rivulet
4x Irrigated Farmland
3x Island
6x Plains
1x Shefet Dunes
Instant (17)
4x Censor
4x Disallow
3x Glimmer of Genius
2x Hieroglyphic Illumination
3x Settle the Wreckage
1x Pull from Tomorrow
3x Aether Meltdown
4x Cast Out
2x Desert's Hold
2x Search for Azcanta
Sorcery (4)
2x Approach of the Second Sun
2x Fumigate
Creature (2)
2x Torrential Gearhulk
3x Authority of the Consuls
2x Ixalan's Binding
3x Negate
4x Regal Caracal
2x Scavenger Grounds
1x Torrential Gearhulk
my win rate with approach decks has been very high recently. I'm looking forward to more PPTQ before the season's done.
Aggro SB: OUT (11)
-2 Search for Azcanta
-1 Disallow
-1 Cast Out
-2 Glimmer of Genius
-1 Pull from Tomorrow
-2 Censor
-2 Approach of the Second Sun (yeah on the draw don't try winning with this, just rely on gearuhulks and cats).
IN: (11)
+4 Regal Caracal
+2 Ixalan's Binding
+2 Negate
+3 Authority of the Consuls
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
There are no big events in my area until next year, so I have been trying a bunch of different versions the last few weeks. Last Friday, I played Esper at FNM, went 4-1 to top 4. Only loss was to UW Approach. Running 12 counters main worked really well. The mana base was not as bad as I thought it was going to be. Overall very pleased with this version. I think just the thought of The Scarab God out of the sideboard won me games, even when I didn't see him. Players would try to play around him. And Duress is an amazing card when you are the one casting it.
Will add a report later today when I have more time.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Why do you choose Aether Meltdown over Essence Scatter?
C Long Live Eldrazi C
Desert's Hold
Aether Meltdown
Cast Out This one is an actual O ring effect
By keeping the threat on board it makes my sweepers better. Example:
R1) against Ram red, my opponent goes: T1) Bomat, T2) Kherna. I respond by casting Meltdown on Kherna and forever blanking that card until the moment that I play a sweeper. Most opponents will jam their "melted down" threat in my Settle the Wreckage's. That also means these threats get exiled and never comeback.
Against all energy opponents in that league, I targeted cubs and whiler's. This card has an interesting effect in that match up. They either
A) Use their energy Thopters
B) Put energy towards another pay off card thus over extending into 1 of my 5 sweepers (up to 7 is we include how often gearhulk recasts my settles).
You can expect energy players to dump energy into another threats to get their pay off. In other words they have too, and that is a form of interacting with their energy. By forcing them to use it, you are actually finding a way to mess with this resource. Every % point counts against engery, if I can outplay them by forcing them into using energy in way that they don't want, then I have successfully found a method of interacting with a resource that can't be interacted with (it's a pseudo effect btw). I wish I coud upload the vids of me playing against all 3 energy decks. You'd see that this is exactly how Meltdown interacts with them.
Essence Scatter is fine, but it can't deal with a resolved threat, and is worse on the draw. I'd rather use a lock down spell that hits creatures and vehicles (Hey! making a heart of kiran into an 0/4 threats or shutting down a scrounger for good is purdy good).
Hope this answers your question Kpal.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Aether Meltdown and Harnessed Lightning play well together building energy and providing cheap interaction.
Here is how I am running Jeskai Suns. More cheap interaction that changes to creature deck for games 2 0r 3
4 Harnessed lightning
2 Abrade
4 Censor
2 Aether Meltdown
2 Negate
3 Disallow
2 Supreme Will
2 Hieroglyphic Illumination
2 Cast Out
4 Glimmer of Genius
3 Settle the Wreckage
2 Fumigate
3 Approach of the Second Sun
3 Aether Hub
4 Irrigated Farmland
4 Glacial Fortress
4 Inspiring Vantage
4 Spirebluff Canal
2 Island
2 Plains
2 Mountain
3 authority of the consuls
2 Abrade
2 Negate
2 Search for Azcanta
2 Torrential Gearhulk
3 GloryBringer
C Long Live Eldrazi C
C Long Live Eldrazi C
Also, you can add some Regal Caracal and/or Sunscourge Champion to your sideboard. They will help a ton. And can be brought in against Temur.
My suggestion to everyone is, figure out what you are dying too and find a way to fix it. Here is an example. For me, against Temur, it has been dying to a countered board wipe. They swing for a million, I cast a Settle and they counter it. Or they counter a Fumigate and I die the next turn. To fix this, I switched to Jeskai (maybe Esper) so I can use spot removal on their cub or hydra before it gets too stupid. And not letting the board get to a point where one countered spell cost me the game. This same approach has worked well against Ramp Red, counter/remove as much of their stuff as possible so if I don't draw the wipe I need I don't get run over. I am not saying be afraid to take any hits, just know what dudes scare you and deal with them as fast as possible. Hope that helps.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
Abrade and Negate, keep them off of GPG and the deck is a lot less scary. If you can find room, a Scavenger Grounds main or in the sideboard works wonders. I like bringing in The Locust God against them because all the 1/1's make great blockers. But if they have a great hand and you can't slow them down, you are dead on turn 5-6. Sometimes it just happens.
Modern
Currently Playing
UW UW Control/Miracles
R Skred Red
Retired
BU Faeries
RGW Naya Burn
BW B/W Tokens
I have moved back to modern online but will keep this deck for paper events for the foreseeable future.
@xaltair..
I ve been running your deck from the day i saw your post last last months... (your first page version of approach of the second cat) and im always at the top of the standings here at at local gamestores here in Manila... But.... i adjusted your deck...
-2 pull from tomorrow
+1 search for azcanta
+1 thaumatic compass
Thats why i have 3 main azcanta and 3 main compass.
Thanks for your ideas.
3 Aether Hub
4 Glacial Fortress
3 Ipnu Rivulet
4 Irrigated Farmland
6 Island
6 Plains
NON-CREATURE SPELLS (34)
4 Aether Meltdown
3 Approach of the Second Sun
4 Cast Out
1 Disallow
1 Essence Scatter
3 Fumigate
4 Glimmer of Genius
1 Ixalan's Binding
4 Opt
3 Search for Azcanta
3 Settle the Wreckage
3 Supreme Will
4 Authority of the Consuls
4 Negate
1 Pull from Tomorrow
1 Scavenger Grounds
2 Sunscourge Champion
1 The Locust God
2 Torrential Gearhulk
I beat mono-red in the quarterfinals, but lost to mono-red in the semifinals. Won Game 1 of the semifinals, but ultimately lost Games 2 and 3.
In Game 3, I made Authority on turn 1 and again on turn 2 but ended up losing to the Chandra emblem.
So i have made adjustments.
-1 kefnet. So it will become 60.
I think if 61 main and only 25 lands problem in finding lands will occur.
Then i put 2 pull from tom out in main. Replaced by 1 azcanta and 1 thaumatic.
3 azcanta in main
And
3 thaumatic in main for me is better than with 2 pull from tom.
I also change 2 forsake the wordly for 2 crook for uw gpg and scarab gods.
So far the deck seems to be a surprise deck after sideboarding.
Thanks for this thread.
And for side againts temur i dont think solemnity is needed. As i experienced it i went up to 80 life for copying regal with vizier of many faces againts energy deck.
Here is my updated list of xaltairs version...
LANDS 25
2 Hostile Desert
4 Glacial Fortress
4 Irrigated Farmland
1 Ipnu Rivulet
1 Shefet Dunes
6 Islands
7 Plains
SPELLS 35
3 Search for Azcanta
3 Thaumatic Compass
1 Kefnet the Mindful
2 Negate
2 Disallow
3 Champion of Wits
3 Sunscourge Champion
3 Fumigate
3 Settle the Wreckage
3 Cast Out
3 Approach of the Second Sun
4 Essence Extraction
2 Supreme Will
SIDEBOARD 15
2 Crook of Condemnation
2 Negate
2 Legions Landing
4 Regal Caracal
2 Vizier of Many Faces
3 Vizier of Deferment
noticed it has 61 main.
So i have made adjustments.
-1 kefnet. So it will become 60.
I think if 61 main and only 25 lands problem in finding lands will occur.
Then i put 2 pull from tom out in main. Replaced by 1 azcanta and 1 thaumatic.
3 azcanta in main
And
3 thaumatic in main for me is better than with 2 pull from tom.
I also change 2 forsake the wordly for 2 crook for uw gpg and scarab gods.
So far the deck seems to be a surprise deck after sideboarding.
Thanks for this thread.
And for side againts temur i dont think solemnity is needed. As i experienced it i went up to 80 life for copying regal with vizier of many faces againts energy deck.
Here is my updated list of xaltairs version...
LANDS 25
2 Hostile Desert
4 Glacial Fortress
4 Irrigated Farmland
1 Ipnu Rivulet
1 Shefet Dunes
6 Islands
7 Plains
SPELLS 35
3 Search for Azcanta
3 Thaumatic Compass
1 Kefnet the Mindful
2 Negate
2 Disallow
3 Champion of Wits
3 Sunscourge Champion
3 Fumigate
3 Settle the Wreckage
3 Cast Out
3 Approach of the Second Sun
4 Essence Extraction
2 Supreme Will
SIDEBOARD 15
2 Crook of Condemnation
2 Negate
2 Legions Landing
4 Regal Caracal
2 Vizier of Many Faces
3 Vizier of Deferment
C Long Live Eldrazi C