Quote from Drekavac
I'm currently testing Jace(s) (Jace Beleren and Jace, Architect of Thought). Haven't played enough games to say which one, if any, is a good choice for the deck but my starting point was the thought that I didn't want do lean to heavily on the top of my deck to get me out of things.
Mt first choice for card draw in the deck was jace beleren instead of think twice because it has the ability to do far more than just draw a bonus card like think twice. But playing with beleren in our deck is completely different than how you would play it in another deck. Loosely quoting PVDDR here, "since we are a tribal based deck, our cards are worth less individually, but more together. Because of that each card that we can draw is going to be slightly more valuable than what our opponents will be drawing." Also you have to think about what effect he'll have in a game. You cast it against zoo, draw a card, he gets bolted. That's a two for one right there, gain 3 life and draw a card. But against lightning bolt decks you typically want to plus him first and then minus him all the way down.
Cast jace (1 card for you, 0 cards for opponent)
Plus jace, 5 loyalty (2 cards for you, 1 card for opponent)
Wild nacatl hits jace, 2 loyalty (2 cards for you, 1 card for opponent) 3 life gained
Opponent bolts jace (1 cards for you, 0 cards for opponent) 6 life gained
This is worst case scenario against zoo since you had zero way of interacting with them and protecting jace. and If you're not able to stop a single attack on jace you're dead anyways. If you don't care if he dies, then you're winning anyway. Average situation is that you have jace out and have some defense which means if you plus right away you'll be up at least 2-4 cards while jace eats burn and attack steps. All in all I think he's the best option we have for card draw even as a 3 mana sorcery. But as per usual, wtf do you cut for it? I've tried him before and was happy with it, but i wanted to make room for other things that I felt were a little more important.
As for jace 4 and bident, I don't think they're playable in modern. Modern is a turn 4 format which means you deck has to do one of three things (preferably more) to be considered viable in any tier:
A) Be capable of a consistent goldfish win on turn 4. We cannot do this.
B) Be casting something on turn 4 that is so powerful it either prevents any kind of a win or puts you insanely far ahead. Cryptic and mistbind clique both fit the bill incredibly well here while jace 4 and bident do not. 4 mana sorceries are very hard to protect, there's a reason scapeshift decks run a decent amount of countermagic.
C) Be Incredibly disruptive and win in the mid game. This is sort of the point of faeries.
Quote from ZasiEngineered Explosives is going to be golden! The majority of creatures in zoo cost of 1 Mana 2 tops. Merfolk mainly around 2 Mana as well. Oh yeah, and it's a great way to dealwith tokens.
Correct me if I'm wrong, but wouldn't the splinter twin tokens all have a CMC of 3 (same as exarch/pestermite? Or is that a different type of copy effect that I'm thinking of.
Quote from EyronThe point of GftT over Doom Blade has nothing to do with Blade being bad against the meta, it's because GftT can't be redirected to Spellskite while Doom Blade can.
How relevant has that actually been? I'm sure it comes up a non-zero amount, but is it often enough to be scary? I've been using the classic doom blade because a wurmcoil slipping through the cracks has happened enough times that I'd like to have some form of answer to it main deck other than just hope (I sideboard in hope in all game 3's when I'm on the draw). For some reason I've been seeing the 6th titan show up in the damnedest of places from merfolk to UWR control and midrange, to even jund.
Quote from Looooooooo
So you tried 6 removals? How did it go? I'm toying with this idea quite a bit, so i'd like to hear impression from people who tried it.
I'm sold to Doom Blade completely over gftt, but my removal suite right now is 2 warp 2 smother and 1 blade. What can i say i'm a sucker for potential two-for-one
Actually it was 7 removal heh. I cut my 2 spell snares for slips in addition to my standard 5 removal and it went as you would expect it to, creature matches got way easier (even pod felt alright) while twin and UWR got far worse because I couldn't stop a snap caster from coming down and I wasn't able to stop a late game 6/7 goyf without losing something.
Quote from Hammer-head
By the way whoever mentioned Rune Snag some time ago: Theoretically it's better than 'leak running 4x, but I've found there are more times where the +2 mana from snag and +3 from leak difference has made a bigger deal than in the late game where the +3 from leak was worse than +4 / +6 from snag.
I personally think that rune snag is completely unplayable in modern just because of the card remand. That card is very popular and if they have it and need to protect a spell with it they'll be leaving open 2 mana anyways and your rune snag does nothing. Mana leak is just much more reliable and I strongly believe that reliability is what the deck needs.