These are of course all just my subjective opinions. I still haven't written the sphinx off entirely, but it seems a little clunky.
I suppose there's an argument to be made that Sphinx is a bad stormbreath and a bad jace rolled into a single card, so it's worth the downsides to ahve it serve both functions - e.g. a clock and topdeck manipulation.
The list I'm testing is somewhat similar. It revolves around Chained to the Rocks and Anger of the gods.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards | |||
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Spells 2x Dig Through Time 4x Anger of the Gods 2x End Hostilities 4x Disdainful Stroke 4x Lightning Strike 2x Steam Augury 1x Stoke the Flames Enchantments 4x Banishing Light 4x Chained to the Rocks | Creatures 2x Keranos, God of Storms 1x stormbreath dragon Planeswalkers 2x Elspeth, Sun's Champion 2x Jace, the Living Guildpact 1x Sarkhan, the Dragonspeaker Lands 4x Flooded Strand 3x Island 10x Mountain 4x Plains 4x Temple of Enlightenment | Sideboard 2x Clever Impersonator 3x Deicide 1x End Hostilities 2x Last Breath 2x Negate 4x Nyx-Fleece Ram 1x Stormbreath Dragon |
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1. You cast Living Death. Living Death is on the stack.
2. You cast Dualcaster Mage. Living Death is on the stack and Dualcaster Mage is on the battlefield.
3. Dualcaster Mage copies Living Death. Living Death copy and Living Death are on the stack; Dualcaster Mage is on the battlefield.
4. Living Death copy resolves. Living Death is on the stack and Dualcaster Mage is in the graveyard.
5. Living Death original resolves. Nothing is on the stack and Dualcaster Mage is on the battlefield. Dualcaster Mage has nothing left to copy.
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EDIT: also, whenever what blocks or becomes blocked?
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Creature - Devil (M)
Flash
At the beginning of your upkeep, for each opponent who didn't cast a spell during his or her last turn, look at that player's hand. You may cast a nonland card from it without paying its mana cost.
Few things are more perilous than a bored devil.
3/1
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3RW for basically a Plague Wind and 6 damage to the face. Sounds about right!
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4x Mystic Monastery
3x Temple of Enlightenment
2x Flooded Strand
10x Mountain
3x Plains
3x Island
Spot Removal:
4x Banishing Light
4x Chained to the Rocks
2x Magma Jet
2x Lightning Strike
1x Stoke the Flames
2x Negate
2x Distainful Stroke
4x Anger of the Gods
2x End Hostilities
Card Advantage:
1x Steam Augury
1x Jace's Ingenuity
2x Dig Through Time
Win Conditions:
2x Sarkhan, the Dragonspeaker
2x Elspeth, Sun's Champion
2x Keranos, God of Storms
2x Prognostic Sphinx
2x End Hostilities
4x Nyx-Fleece Ram
2x Erase
1x Lightning Strike
1x Magma Jet
2x Negate
1x Tormod's Crypt
1x Steam Augury
1x Resolute Archangel
Round 1 vs. Abzan Goodstuff with a ton of 3-drops:
Lost game 1 -- Mulled to 6, kept Negate and Disdainful Stroke in the opening hand, neither of which had any valid targets, and couldn't draw a sweeper or enough spot removal to stabilize.
OUT: 2x Negate, 1x Disdainful Stroke
IN: 1x Resolute Archangel, 2x End Hostilities
Won game 2 -- Stabilized at about 5 life, cast Resolute Archangel, and managed to grind out a win with the Archangel, two Sphinxes, and an Elspeth.
Draw game 3 -- I was never under a lot of pressure this game, but my opponent managed to gain about 40 life thanks to Ajani and Sorin and I couldn't finish him off quite fast enough before running out of time and extra turns. Probably 1-2 turns short of the win.
Round 2 vs. Red-White aggro (paired down):
No difficulty at all here. Both games were complete blowouts in my favor.
Round 3 vs. Mardu aggro (paired up):
4x Anger of the Gods main makes this matchup pretty favorable. Never dropped below 8 life either game.
Round 4 vs. Blue-Black draw-go control:
Won game 1 -- I got pretty lucky managing to sneak a Keranos through my opponent's countermagic after he tapped out for Ashiok the previous turn. The only other threat I managed to resolve was a Sarkhan, which got in for 4 and then died to Hero's Downfall the next turn. Keranos managed to get there, though, eating through two Ashioks and about 26 life of damage. The game ended with zero cards left in my library, after Keranos domed my opponent with my last card.
OUT: 4x Chained to the Rocks, 4x Anger of the Gods, 1x Steam Augury
IN: 2x Negate, 1x Magma Jet, 1x Lightning Strike, 2x End Hostilities, 2x Erase, 1x Resolute Archangel
Chained to the Rocks and Anger of the Gods do nothing in this matchup and Steam Augury is bad in that it mills me and potentially lets my opponent bin a win condition or two. Archangel is an extra threat in a matchup in which I need every threat I can muster, Negate can protect my threats or counter his, End Hostilities can deal with any creatures he might side in or Sphinxes he might steal, and Erase deals with Keranos he might steal.
Game 2 opponent floods out, I manage to resolve Elspeth and keep her alive a few turns, and that is that.
I think I would not normally have won this matchup -- my threat density is pretty low; the combination of Ashiok, countermagic, and Hero's Downfall makes it very difficult for me to stick the threats I do have; and a number of my cards are pretty much dead in the matchup.
Thoughts for tuning the deck and playing it in the future:
- Don't keep a hand with two counterspells game 1 against an opponent with an unknown deck.
- Another 2x Flooded Strand would be pretty nice, probably over 2x Mystic Monastery. I just couldn't find any more in time for the event.
- I think I'd rather maindeck 4x Magma Jet -- the number of three-toughness creatures I saw was very low, while the scry on Jet was very handy.
- Steam Augury performed well the one time I resolved it, but I'd rather have Jace's Ingenuity or another threat.
- A few extra threats on the sideboard would help improve the control matchup. Mantis Rider and/or another Prognostic Sphinx or two are likely candidates.
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Pants on Fire 2
Artifact (U)
Equipped creature has haste.
R: Pants on Fire deals 1 damage to equipped creature.
Equip
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Whispers of the Muse cost six mana to reuse and didn't come with an unkillable 3/3 body.
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This is neither rare nor a frog.