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  • 1

    posted a message on Jeskai Control
    Quote from Eruza4 »
    Quote from gkourou »
    Quote from darkvoidman »


    U dont really have to seas their valakuts.Targeting a stomping or a cinder glade is effective and slows them down


    This is entirely wrong. Spreading Seas is usually a 2 mana redraw when spent on a non-Valakut land of theirs. The explanation is obvious. They play Valakut and then kill you with Scapeshift or with Valakut triggers the same way.
    If you play Spreading Seas, 99% of the time keep it for Valakut, The Molten Pinnacle unless if they re colour screwed, which is super unlikely.
    the problem is they don't need all 4 the valakuts to kill so it's unlikely that you will be able to put it on the molten pinnacle. That's the main reason I don't have a single copy of spreading seas in main deck or side. Usually if you sesolve a geist on t3 and keep attacking with countermagic backing you up u are in a great spot


    As someone who has played against Scapeshift and Titanshift a ton I think Spreading Seas is not much better than a redraw. It doesn't matter if you put it on a valukut (rarely happens anyway) They just sac all their lands and kill you. Or cast Titan and get two more.

    Seas does nothing.
    Posted in: Control
  • 1

    posted a message on Jeskai Control
    I think most of you guys have never played with Opt before. You can't pull lands out of the deck for a one scry cantrip. It's much less powerful for filtering than it's being hyped. Opt can be compared to Peek as they are the same card with a different wrinkle. Seeing the hand vs. a scry one.

    Scry one is not good at filtering. Scry two is MUCH stronger. The reason people would include Opt would be for combo decks that are going to take the cheapest filtering they can get or decks that want to play draw-go. I could see 2-3 making it into Nahiri decks to find Nahiri or a Path when needed. But Opt doesn't do much digging. Sleight of Hand is a stronger digging effect.
    Posted in: Control
  • 1

    posted a message on Jeskai Control
    Quote from gkourou »
    Hey, guys. Just made the switch to Jeskai Control(from UW), because
    1) Tron/Eldrazi has a free fall in my area and
    2) more aggro decks have started to popping up.
    3) Still a control heavy meta though.
    This is the list. With that in mind(we are talking a lot of control decks), would you change anything to the list?

    A) Not too sure about Ajani, only 2 Think Twice and Secure The Wastes
    B) Also, not too sure about not playing Spell Queller, but I believe it's bad vs control, right?
    C) What would you say are the pros and cons of Spell Queller? What are the matchups he's good and what are the bad ones?





    4th snap is always better than 1st gearhulk. That's been figured out ad nauseum on here.
    Posted in: Control
  • 2

    posted a message on Jeskai Control
    Quote from 0oSunnYo0 »
    @tlhunter07

    Yeah I first was considering a split of;

    2x Mana Leak
    1x Logic Knot
    1x Muddle the Mixture or Negate

    I've seen Tamada's List and it's offshoots and I like them a lot. I just really like the idea of playing Geist of Saint Traft main-deck and Spell Queller in the side-board to trick the opponent into boarding out spot removal.


    Do you know what tricks people to board out spot removal more than playing Geist? Not playing creatures.
    Posted in: Control
  • 1

    posted a message on Jeskai Control
    Quote from Bearscape »
    Quote from TomCourtenay »

    1) Torrential Gearhulk as great in combination with 4CMC cards. It provided a win condition as well as giving flashback to Supreme Verdict for clearing a board full of pesky creatures. I didn't miss the 4th Snapcaster Mage.


    sounds like you cheated, read gearhulk again

    now snapcaster on the other hand could have actually legally flashbacked verdict, for the same cost, so I guess you did miss that 4th snapcaster after all


    Yeah, I cringed when I saw that. Gearhulk can NOT flashback sorceries. I know you like to say you don't miss the 4th Snapcaster but you certainly do and have proven it here = p
    Posted in: Control
  • 3

    posted a message on Jeskai Control
    Quote from ctaylor33 »
    I can't imagine playing draw-go without Think Twice.

    Always try to do things you can't imagine doing. This leads to growth.
    Posted in: Control
  • 1

    posted a message on Why Tron is so hated ?
    Quote from colakki »
    Is it more fun to die to Storm going off T3 or to an Inkmoth T2?


    I've never died to T2 Inkmoth. That's a pretty big stretch to compare casting T3 Karn, which happens often to dying to T2 inkmoth which is rarer than me lucky pot o'gold.
    Posted in: Modern
  • 3

    posted a message on Jeskai Control
    How to make fewer mistakes and win more.

    I've been playing U/W and primariy Jeskai control based variants in modern for many years. The things that have kept me coming back time and again to the deck are the chances for consistent interaction, the interesting and difficult decision points, and the ability to give yourself a huge advantage against a correctly predicted field by playing the right number of specific elements in your 75.
    Along the way, I've met many Jeskai players. Some I've learned a lot from and this has really helped my game. But I'd have to say that on average the Jeskai players I have come across tend to be calcified in their card evaluations and very rarely think deeply on decisions. This is something I want to discuss briefly and if anyone wants to chime in for a more in-depth discussion feel free.

    1. Fetch/shocking too aggressively(or not aggressively enough).
    This is one I see often. Jeskai player is against some kind of control deck with a R/B land on the battlefield, a Sacred Foundry, and two fetches in hand. Player proceeds to play Foundry untapped (or fetch shock for a Hallowed Fountain). Doesn't go for any basics. After these games I often inquire, "Why did you fetch up the third shockland?" The answer is something trivial like "I wanted double white, and of course I need more U for Cryptics". I look through the deck seeing that there is only a singleton Supreme Verdict for WW, and can't find any other useful uses of WW. In these situations, don't shock, it's rarely worth it. And there are other times I see what seem like rather obvious mistakes. Opp is playing against burn and on T1 doesn't fetch/shock the Goblin Guide. After the game he says, "I wanted to save the life". I explain to him that if he had shocked it would have been the same two life he let the GG hit him for and he would have used his mana on T1 and had up his Mana Leak for T2. To which he responds, "Oh," and doesn the same thing when I saw him playing burn a couple weeks later.
    Be careful, guys! Think about why you are doing something. Don't just go off habit = )

    2. "Card X has always been great for me". This is a big deal and one of the reasons IMO that Jeskai gets held back as an archtype. other decks seems to be fine with adding and removing cards when they are less optimal. But Jeskai players are very calcified in their card evaluations. Have you heard of these? "I would never run Jeskai without Cryptic", "4 lightning bolt is always correct," "You'd be crazy not to have a 4-mana sweeper in the main," "I always run Gideon because he's always great for me," "I'd never run AV because it seems slow to me (but I run Sphinx's Revelation)".
    Try to be able to see when cards are good and when they aren't. There are lots of metas where I've argued to forgo 4 mana sweepers, and many where I've said Cryptic isn't good. But currently I think they are both fine. This is based on what my opponent's are bringing to the table, NOT my own card preferences.

    3. Using Remand incorrectly. One thing about remand I've always found strange is that people use it on their own spells far less often than they should. For example, your opponent has a goyf and your hand is bolt, remand. You can bolt him end of turn, maintain priority and remand your bolt to cycle the remand. I see players in this kind of situation all the time and they don't cycle their remand. Give it the due consideration it deserves. I also see many players remanding their opponent's counterspells in the hopes of drawing into an answer instead of just remanding their own spell. Example- I play snap, you spell snare. DON'T remand the spell snare! I see this a lot. Remand your snapcaster for super value!

    4. Not activating colonnade enough in post board games. In game one many opponents are stuck with removal in hand against Jeskai. But they usually shave some number during sideboarding. It's often correct to jam with your colonnade and force them to have it. I think people have a hard time going from the mindset of "I'm going to control the game" to "Now I'm going to race you, can you race my 4/4 flier?"

    5. Not mulliganing enough against linear match-ups. Post board hands are much less keepable in the linear match-ups like Dredge, Tron, etc. Provided that you have brought appropriate hate you should be rolling the dice more to get a hand that can win. I see WAY TOO MANY people keep hands just because they are "lands and spells". Lands and spells don't help you beat Dredge, lest you forgot?

    Anyway, those are five tips off the top of my head. Hope they provide some food for thought.
    Posted in: Control
  • 1

    posted a message on Jeskai Control
    Quote from Jex »
    But we don't need to race. We have burn spells, Colonnades, Snapcaster and Secure the Wastes. I'm running a durdly deck which is similar to the 2014 era deck and Gearhulk still sucks in it. We don't have enough high value cards to make use of Gearhulk. Cryptic is the only one. Wafo-Tapa generally plays a low number of Snapcasters.


    Wapo-Tapa is also no longer any sort of control barometer. He just jams whatever he likes over and over again and you get to see the ones that squeak out results.

    If you want to race you can add some Vendilion Cliques they are much better at racing as they don't need to have six mana to cast and they hit almost as hard with evasion.

    Good luck
    Posted in: Control
  • 4

    posted a message on What is stopping old cards from being reprinted that are not on the Reserved List?
    Pointing out that Flusterstorm is a "storm" card is pretty misleading.

    It's a very situational counterspell which is in many cases worse than Spell Pierce (which is meh). No one is comboing off with Flusterstorm. Flusterstorm is a card that hates out the degenerate storm cards so if wizards didn't like people dying to storm cards they should be supporting Flusterstorm.
    Posted in: Magic General
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