How often do you side out Censors? I always seem to get rid of them in most matchups where I have to put in more than 3 cards from the sideboard. For example versus Mardu, I need both some Negates and some creatures (2 Torrential Gearhulk and Linvala, the Preserver) and there is no clear cut from the deck. After removing 1-2 Hieroglyphic Illumination and an Approach of the Second Sun, I start shaving Censors. I don't know if it's correct.
Also vs Energy they seem to be decent vs turn three Rogue Refiner or Whirler Virtuoso but I really need the other spells in my deck more (there aren't any bad cards in the main deck vs energy but you can't hope to resolve your Fumigates and Approaches with their Negates flying around so you need your own counters to have a chance).
I almost never remove Censors. They're very good against aggro decks, especially when you're on the play, and even on the worst case scenario they get your Approach 1 turn earlier (Play Approach - Draw a card next turn - cycle 1 - Use supreme will or Ipnu Rivulet - Draw Approach again).
Only scenario where I tend to remove them are against Control, and even then I usually leave at least 2 for the Cycling (card draw that can't be countered).
It also allows some mindgames, like cycling a Censor on a specific turn, inducing your opponent to commit to an on-curve play, only to punish him with another Censor. I've won a few games ut of this.
I almost always cut some or all the Censors on the Draw against creature decks and leave a max of two in on the play. I leave in almost all of the removal spells (4 Blessed Alliance, 4 Immolating Glare, 4 Cast Out). The only way to lose those matchups, imo, is to get run over. It happens much more frequently when you have dead Censors that you have to take time cycling.
I'm much more likely to leave them in against Control. You just have so many bad cards in control matchups that Censor is often "good enough" to stay in over Glares, Blessed Alliance, etc.
I think Gideon Jura is much better in this deck than Elspeth. I also prefer 4 Ghost Quarter to the 4 Tectonic Edge. I'm also a colossal fan of Jace, Architect of Thought and would play 2 copies of him instead of something like Think Twice, or Supreme Will.
I think the thing is, everyone wanted opt unbanned because more options is better.
Opt is not actually that good of a card. Its not bad, obviously, but it doesn't have the power to radically change the format.
Opt was never banned. It wasn't Modern legal until now.
I'm going to start testing with 4 Opt. I'll probably start off by just replacing Serum Visions with them and seeing how that feels and then going from there. I'll also likely go up to 3 Snapcasters. The big draw to Opt, for me, is that there are a lot of times in Game 1 where I'll have Flooded Strand, Path, Serum and have to play Serum Vision when I'd rather be holding up Path for a Goblin Guide or something. Opt gives you the ability to hold up Path if needed and if not, just endphase it.
You also run into situations later where the Serum Visions mainphase is somewhat taxing on your ability to hold up various Snapcaster plans, and is just overall awkward to cast.
I'm considering playing Gideon of the Trials, but want to see if anybody here has any experience with him. In theory, he seems like a higher upside card to me than Detention Sphere.
I recently acquired this Mox Ruby. It looks real to me and was purchased from a local game store, but rather safe than sorry. Anybody see anything off about it?
I think most people know that Ad Nauseam plays 1 Lightning Storm and 1 Lab Maniac. If your opponent Thoughtseizes you they are more likely to take Ad Nauseam, Angel's Grace, Unlife etc than the actual kill spell since they assume you have more than one way to kill. This may have benefited him at some point during the tournament.
Cheerios is an incredibly easy matchup depending on how many Spell Snares you play. If they can't stick a Sram or Puresteel they can't win and they have to resolve Retracts to win as well. The deck folds to any sort of interaction.
I've played a lot of Esper Control and used 2 Secure the Wastes in the deck. I'm very familiar with how the card plays out. The decks are just very different in how they operate and how they win the game.
I'm not even sure in your example that casting Secure after Negating/Pathing something is correct. I would just hold it forever until my opponent passes without a play. There's no reason to not get maximum value out of it, unless you want the tokens to block or to try and sneak attack a Planeswalker. Restoration Angel plays a similiar role, except it synergizes with Snapcaster, has evasion, and can ambush and leave beyond the body most of the time.
Secure The Wastes
Pros:
Versatile in Early Game/Late Game
Fast clock that's resilient to spot removal in late game vs fair decks
Cons:
Weak against fast decks
Requires large mana commitment late game
Requires deckslot that could be dedicated to more efficient answers
I almost always cut some or all the Censors on the Draw against creature decks and leave a max of two in on the play. I leave in almost all of the removal spells (4 Blessed Alliance, 4 Immolating Glare, 4 Cast Out). The only way to lose those matchups, imo, is to get run over. It happens much more frequently when you have dead Censors that you have to take time cycling.
I'm much more likely to leave them in against Control. You just have so many bad cards in control matchups that Censor is often "good enough" to stay in over Glares, Blessed Alliance, etc.
I think Gideon Jura is much better in this deck than Elspeth. I also prefer 4 Ghost Quarter to the 4 Tectonic Edge. I'm also a colossal fan of Jace, Architect of Thought and would play 2 copies of him instead of something like Think Twice, or Supreme Will.
Opt was never banned. It wasn't Modern legal until now.
You also run into situations later where the Serum Visions mainphase is somewhat taxing on your ability to hold up various Snapcaster plans, and is just overall awkward to cast.
I recently acquired this Mox Ruby. It looks real to me and was purchased from a local game store, but rather safe than sorry. Anybody see anything off about it?
I tried to take some photos of it through a loop.
I'm not even sure in your example that casting Secure after Negating/Pathing something is correct. I would just hold it forever until my opponent passes without a play. There's no reason to not get maximum value out of it, unless you want the tokens to block or to try and sneak attack a Planeswalker. Restoration Angel plays a similiar role, except it synergizes with Snapcaster, has evasion, and can ambush and leave beyond the body most of the time.
Secure The Wastes
Pros: