Quote from jayjayhooks »@Cipher - I agree that the meta is primed for UWx decks (it's why I've been working on my guilty pleasure Goblins list lol), and I also agree that Esper is a fine UWx approach to take, and that the stock lists should be abandoned. I don't think that running 12 spot removals and 2 verdicts is going to work for us though, we just need to find a shell in esper that works well with Azcanta.
Quote from BloodyRabbit_01 »Other than that, I notice: a) A very constrained manabase. I played a single Shambling Vents, in the past, and kinda liked it. That said, SEVEN manlands are incredibly poor against fast decks, and you primarly want Vents because of the lifegain ability against aggressive strategies. You can go up to 3 Colonnade + 2 Vents (I tried this configuration in the past, it was at least decent) but no more than that. b) Countersquall is a terrible spell for a deck that doesn't really race the opponent. The "black" in the mana cost it's often more relevant than the two damage to the opponent, like when you have to play Push + Esper Charm in the same turn, or Negate + Esper Charm, or something of the sort. Really, it was tested intensively and it just doesn't fit the decklist. Much, much better in a Queller/flash shell.
Quote from TheAller »The thing that strikes me is the lack of maindeck Lingering Souls. It seems like one of the very best cards in this combination of colors.
Quote from BloodyRabbit_01 »One thing I was wondering about: I usually play Path-Push-Verdict in a 4-3-3 or 4-3-4 split. I know there are some in this topic that don't like having too many removal spells maindeck, but I'm starting to believe that we should play even more spot removal. The comparison with Jeskai isn't fair, because Burn spells also go to the opponent's face. But then, they have 11-12 spot removals + 2 Supreme Verdict. Maybe a 4-4-3 split would be better? Because fast threats are what we really fear (like, Goblin Guide and Swiftspear from Burn, Ravager/Overseer from Affinity, Queller that blows up our Verdicts, first turn Elf that enable turn two Blood Moon, and more). Having 3 wrath effects seems legit, but upping the count of Fatal Push to the full set might be not a bad consideration, after all. I'm curious about what you guys think.
Quote from BloodyRabbit_01 »IMHO, Settle is just super-bad. The "exile" clause doesn't do much, because usually the creatures we want to exile triggers in the opponent's turn (just to make an example: Voice of Resurgence) and we give free lands to the opponent. Other than that, it's pretty terrible against things like Eidolon and Thalia, once that the opponent knows we play it. It may be decent in a different shell (like the "old" UW lists with plenty of Vendilion, Restoration and Finks in it). Not here. I tested it intensively, and always - always - underperformed.
Quote from BloodyRabbit_01 »Torrential Gearhulk. I used to like the card, back then, and the interaction between it and Academy Ruins.