Your list is way more controlly, but still I like it. I wouldn't discount the fried elder deep-fiendopus though. Flash + Tapping 4 permanents could win a long control mirror or tap down a board of aggro creatures including etched champion and it's another sweet answer to a Nahiri'd emrakul, the aeons torn
The chaos reveler is questionable, but you could try going with a horror theme and use thing in the ices and maybe even wharf infiltrator
I found that a squelch or 2 in the SB is an excellent card against Nahiri, especially when half of the people at your shop / event, are playing 4 Nahiris. Still hard to decide what to take out for it.
Man, evolving a finks into a kiki and then copying the returned finks just seems so badass, I also love the voice into pia, and pia into sun titan. Not game winning combos, but pretty damn sweet. There's a ton of new possibilities to figure out.
Those are tough, played one last night also. Makes you wish you had a basic island.
In: All the nature's claims and enchantment hate you have, spell pierces, dispel, spellskite, might even want to side in a dismember since it can be played with basic mountain and 4 life.
Out: Viridian Corrupter if you are running it, 2-4 probes, Disto Strike, both twisted image. I would probably not take out anymore than 1 pump spell, if your GY is being filled up you want those become immenses, but you could afford to take 1 out, never take out mutagenic.
Don't forget the cage against the Nahiri deck, it's our best card against it and I may go up to 2 in the board. My shop is all players practicing for big events and it's been months since I played an event there but I swept them all last night
I usually take out a couple probes in most match ups, they are good game 1 turn 1 for information but I usually cut 2 or against aggro all 4. Against burn it's super simple: -4 probe, dismember, disto strike and twisted image or my single groundswell. + 3 finks, spellskite, 2x pierce 1x dispel. Same plan for bogles. I have a friend I test with who has burn and I win our matches most of the time with this plan, granted I may have 1-3 health left.
I played against this extremely good brewer who is always at our shop last night. He had a blood moon land hate deck and just shut me down game 1. Game 2 I had to kill him over 3 turns with a spellskite haha, game 3 I drew the nuts.
The 2 guys on nahiri played eachother, they finished 1 game and game 2 they were both near full life and nothing ever happened, it was pretty funny to watch. So I played the guy who had the 1 win and managed to get the match in 3. I actually lost game 2 even though I had a grafdiggers denying him from getting emrakul. Had to make some trades or just let him burn spells on my creatures as long as I still had 1 infector I was ok. Takes lots of patience and some bluffing, chipping away 1-2 poison and saving your pumps and vines to be reactive instead of going for the kill. Our match finished just as time ran out, grindy infect games ftw!
Feel free to ask me more details about Boarding, the kid I grew up playing magic with is now one of the top ranked players in the world who writes premo articles on SCG, so I think a little of his skill rubbed off on me, but he says he owes me for a lot of his success. Can't be true...
8 fetches is fine, I used to use 8 with 3 become immense, you could still get away with 4 probably, but I would say add a groundswell, rancor, distortion strike/slip through space, spell pierce, wild defiance or a land if you want. Sometimes I play with 19 lands, sometimes 20, but never 18 or 21. Can't really go wrong with any of those options.
I feel like the 10 fetch lands in Jessup's list is overkill, I understand because 4 become immense, but I personally am liking 9 fetches and 1 groundswell in place of the 10th. I definitely saw him get land flooded and unable to find that pump spell he needed a few times.
Didn't realize it was so close when I put it together, I feel weird about having no wall of omens and no card draw, but I guess the 4 chords and evolutions sort of make up for that. I do like having 3 voices, I had 4 in my deck, but 1 was Chinese and I traded it and 3 is usually plenty. "evolving" a voice to get P&K is another sweet little combo I just realized. I would still like to squeeze more 1 ofs in the main if I could, Fulminator, Eidolon and Sin Collector are usually good, Hornet nest could be "fun" and Sun Titan could be ridiculous if you have a couple more 4 cmc things to sac for it.
I was trying to think how early you could combo win while I was out today, and I threw a quick list together on tappedout earlier. I don't think you can really play being afraid of anger or grafdiggers and we do usually have answers to the cage, especially in sideboard. This was my 5 color list earlier, but I just changed it with the evolution.
Eldritch Evolution could be kinda awesome... I haven't been paying terribly close attention to the spoilers, but I didn't even think of how good that card could be in these decks. I've never tried 2 kiki's or any kitchen finks, I'd say cut one of those, but finks with evolution to grab kiki seems kind of amazing.
I dunno... There's a lot of nonbasic lands out there, kinda screws your opponents fetch lands and tron lands and anything affinity is playing. All creatures coming into play tapped seems kinda good and then makes them Nahiri targets as well. She doesn't have to be a chord target, but could be pretty useful in a lot of cases I think.
I feel like big game hunter could be good again, especially with Nahiri making him super easy to discard. The current non-blue version feels like it barely has any good chord targets anymore besides just the combo pieces. I've been playing a bunch of games with a friend (been out of real competitive play still) and I kept getting chords in my hand and looking over all my options there was really nothing worth getting besides Eternal Witness, Angel or Kiki. It's really consistent at winning so I guess that's all that really matters, but seems like I am missing answers to a lot of things. Also that new Thalia from Eldritch Moon is probably going to have to go in the deck.
Hmm I have a complete infect and kiki chord deck both fully built without having to substitute cards from one to the other. I also have 4 of anything infect would ever run and just about every silver bullet kiki (black or blue) could run... Maybe I should start testing against myself I still feel like if I go somewhere and really want the best chance to win I'm bringing infect though. Of course whether or not you make room for a melira drastically changes your chance of winning. I would probably maindeck Melira if I knew I was playing infect against myself. lol
I've been looking at different creature cards to Glen Elendra Archmage that can counter spells. The first card that came to mind is Mystic snake. Objectively Glen Elendra Archmage is a really powerful card that can counter 2 spells in one turn and you can also counter something the turn you cast Glen Elendra Archmage. However, it requires you to have 5 mana (2 have to be U) while Mystic snake is 4 mana (with the double U). So to me on the turn you cast both creatures and want to counter something Mystic snake is slightly more efficient and it also benefits off Restoration Angel.
mystic snake was one of the main cards I really wanted to splash blue for. The double blue may not always be available so it might have to be a chord target 70% of the time, but maybe with a Noble Hierarch or 2 and 2 blue land sources it could work.
The chaos reveler is questionable, but you could try going with a horror theme and use thing in the ices and maybe even wharf infiltrator
Edit: Any thoughts on this EMN List?
1x Blood Crypt
2x Bloodstained Mire
1x Darkslick Shores
2x Island
1x Mountain
4x Polluted Delta
4x Scalding Tarn
2x Steam Vents
1x Swamp
2x Watery Grave
Sorcery (5)
1x Dreadbore
4x Serum Visions
Instant (20)
2x collective brutality
1x Dispel
1x Electrolyze
1x Kolaghan's Command
4x Lightning Bolt
2x Mana Leak
2x Remand
2x Spell Snare
3x Terminate
2x Thought Scour
1x Chaos Reveler
4x Delver of Secrets
1x Elder Deep-Fiend
1x Gurmag Angler
4x Snapcaster Mage
3x Tasigur, the Golden Fang
1x Vendilion Clique
3x Ancestral Vision
2x Countersquall
2x Crumble to Dust
1x Engineered Explosives
1x Forked Bolt
1x kolaghan's command
2x Magma Spray
1x Squelch
1x Vampiric Link
1x Vandalblast
1x Creeping Tar Pit
1x Murderous Cut
1x Thing in the Ice
1x Thoughtseize
In: All the nature's claims and enchantment hate you have, spell pierces, dispel, spellskite, might even want to side in a dismember since it can be played with basic mountain and 4 life.
Out: Viridian Corrupter if you are running it, 2-4 probes, Disto Strike, both twisted image. I would probably not take out anymore than 1 pump spell, if your GY is being filled up you want those become immenses, but you could afford to take 1 out, never take out mutagenic.
I usually take out a couple probes in most match ups, they are good game 1 turn 1 for information but I usually cut 2 or against aggro all 4. Against burn it's super simple: -4 probe, dismember, disto strike and twisted image or my single groundswell. + 3 finks, spellskite, 2x pierce 1x dispel. Same plan for bogles. I have a friend I test with who has burn and I win our matches most of the time with this plan, granted I may have 1-3 health left.
I played against this extremely good brewer who is always at our shop last night. He had a blood moon land hate deck and just shut me down game 1. Game 2 I had to kill him over 3 turns with a spellskite haha, game 3 I drew the nuts.
The 2 guys on nahiri played eachother, they finished 1 game and game 2 they were both near full life and nothing ever happened, it was pretty funny to watch. So I played the guy who had the 1 win and managed to get the match in 3. I actually lost game 2 even though I had a grafdiggers denying him from getting emrakul. Had to make some trades or just let him burn spells on my creatures as long as I still had 1 infector I was ok. Takes lots of patience and some bluffing, chipping away 1-2 poison and saving your pumps and vines to be reactive instead of going for the kill. Our match finished just as time ran out, grindy infect games ftw!
Feel free to ask me more details about Boarding, the kid I grew up playing magic with is now one of the top ranked players in the world who writes premo articles on SCG, so I think a little of his skill rubbed off on me, but he says he owes me for a lot of his success. Can't be true...
4x Birds of Paradise
2x Eternal Witness
1x Kiki-Jiki, Mirror Breaker
3x Kitchen Finks
1x Orzhov Pontiff
1x Pia and Kiran Nalaar
1x Qasali Pridemage
3x Restoration Angel
1x Reveillark
1x Scavenging Ooze
1x Spellskite
2x Voice of Resurgence
2x Wall of Omens
4x Wall of Roots
Sorcery (4)
4x Eldritch Evolution
Land (22)
1x Fire-Lit Thicket
2x Forest
1x Horizon Canopy
1x Mountain
1x Overgrown Tomb
1x Plains
1x Raging Ravine
2x Razorverge Thicket
1x Sacred Foundry
2x Stomping Ground
1x Temple Garden
4x Windswept Heath
4x Wooded Foothills
4x Chord of Calling
4x Path to Exile
1x Aven Mindcensor
1x Burrenton Forge-Tender
1x Eidolon of Rhetoric
1x Engineered Explosives
2x Fulminator Mage
1x Kataki, War's Wage
2x Lightning Helix
1x Phyrexian Revoker
1x Reclamation Sage
1x Scavenging Ooze
1x Sigarda, Host of Herons
1x Sin Collector
1x Stony Silence
Maybeboard (5)
1x Melira, Sylvok Outcast
1x Murderous Redcap
1x Nahiri, the Harbinger
1x Sun Titan
1x hornet nest