Quote from Lodrrr »Im really annoyed by neo7hinkers showmanship here. This is about draw go, no one in here is interested in your tap out deck which by the way isnt your creation at all. The idea was out there before you picked it up and it even did put up results online before you claimed to create it. Lets pls go on with discussing draw go and you go back to your fb communities and try to thrill some kids with your planeswalker deck.
Fyi - I didn't bring it up. Scroll back to page 386. I simply provided info on the deck in response to the series of posts about it.
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It's easy to under evaluate a card that has 2 mediocre modes, but gives you flexibility and options. Of course, just cantripping is quite a bad option, but nonetheless on a single card, Slightly worse mana leak and slightly worse Think Twice is still going to be better than you might think.
Note that my point isn't necessarily that Miscalculation would be a card Esper Draw-Go wants, but that I think it's wrong to write it off immediately based on the fact that at face value, it looks like a bad card.
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As for tools against control. I don't think the Bastion Inventor plan is very good. Unless you're improvising it out on turn 2, it's rarely going to be a fast enough clock. Transformational sideboards are great if you can leverage the rest of the deck to support it, but the beatdown plan just isn't supported by the remaining cards in the deck. Sure, it will work out well in some games, but I think with extended testing you'll find it doesn't hold up.
I think if you're set on fighting control, Hope of Ghirapur is the way to go. It is able to improvise if needed, and can be fetched with Whir, so it fits seamlessly into the deck. It's a tricky card to play though, since it's tempting to try to keep it until you're ready to combo in a turn, but I think it may be more correct to use it to generate incremental value and resolve your draw spells so you can find another one. At some point I might try the full 4 copies.
Also, in G1 against control you have to remember a lot of their deck is probably creature removal, and they likely don't have a way to deal with a resolved Reservoir. Whir is important here, since it lets you start a fight on their end step, and you can set up a turn where they simply don't have enough mana to counter all your spells, and allow you to combo in one turn.
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Deprive has come up before, but we really want to be hitting 4 mana to combo, and deprive sets us back a turn for that. There's very few instances where we need a catch-all counter and dispel/pierce/remand wouldn't have sufficed. In that list, I'd definitely play 4th remand over deprive.
Some sideboards have packed a Liliana or two for when the deck becomes more control than combo. I think I like her over Ashiok.
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I'll show myself out.
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Related story, I was playing against a RW token deck. They have 7 spirits and a firewalker and I know they have bolt in hand, I have Tasigur and Jace AoT holding off any attacks with Blood Moon cutting him off white. Neither of us can attack. So on my turn I draw and play Anger to clean up the board. He bolts Tasigur in response so it will get exiled. I remand my own Anger, pass, and Anger the next turn to clear the spirits while keeping Tasigur alive, causing the scoop. I felt pretty good that day.
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Looks like a solid 75. I'm running the lists with more discard, but here's what I do in some of the more common matchups I've had on MTGO:
Twin Mirror: I usually take out the combo, but I'm not sure if that's correct. It's just really hard to win a fight over twin when the initiator is down 4 mana.
Burn: Long game doesn't favor us very much. Combo is best.
Jund: Generally combo goes out since it's hard to beat AD, and discard can make it tough to assemble the pieces.
Infect: Generally infect's going to be faster than us, and if you deal with their threats well you can easily just beat them down. I like taking out combo here, just so you can make sure to not die.
Affinity: Kind of same as infect. Because of KCommand, if we don't die we generally win.
Control: Not too sure about these matchups. I usually take the combo out though since it's the same deal as the twin mirrors. It's really hard to win a fight when you have to tap 4 to start something, but the long game doesn't really favor us either. Haven't played enough of these.
I've seen Vampiric link in a few sideboards but I'm skeptical how good they are. Outside of Tasigur, we don't really have anything that wears link that well. The other tech is Dragon's claw, which I'm trying out now. It's nice that it triggers off of some of our own spells.
I'm not sure if there is an optimal number since Jace isn't a centerpiece of the deck like he is in control. For me, I often value the loot effect he gives over being flipped in a lot of games. That said, I'm sticking with 2 purely because I don't want to pay for a 3rd until he drops when standard rotates out xD.
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I'm now pretty certain that if you're on the discard lists, Darkslick Shores is what you want. Otherwise, the checklands seem slightly better since you're less likely to need the mana on T1.
I'm at about a 50% winrate out of 6 matches (7-7 in games too). The games I've won have mostly been with the combo, since we're not that good at racing without an early Tasigur. I feel the discard lists are slightly better than the light splash lists here as well.
It's obviously not as good as in a 2 color deck, but it's actually not that bad if you're not running cryptics, since you can often survive on 1 swamp 1 island, and with 2 island you can snap back blue spells. That said, it's been pretty unimpressive, probably because I haven't hit the matchups where it's really good much (no bloom yet). Blood Moon also hasn't been great against Tron. Between Oblivion Stone, and SB'd hate cards that can be cast off of a sphere/star, it's hard to have one stick and be good since they have so much colorless interaction. A crumble to dust effect seems better against them.
Definitely fine to not main Tasigur. Your list seems a tad soft to affinity, but that's not necessarily something you have to change unless they make up a big portion of your meta.
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Dreadbore's not appeared in any lists that have top8'd, and while the ability to kill walkers is nice, there aren't that many relevant walkers we need to worry about. If this were a control deck, a resolved planeswalker might need an answer, but as a combo deck, esp G1, dealing with a walker at sorcery speed seems largely irrelevant, as either the damage has been done, or we're going to untap and combo off because they tapped out. Another thing I just thought of is that it makes you weaker in the twin mirror, since you lose 2 pieces of interaction with the combo.
3 Tasigurs may be too many, especially in a list with no Jaces. You're much more likely to draw 2 copies, and you're not filling your graveyard fast enough to consistently drop 2 early even if the first gets killed. Also increases the chance of stranding twins in your hand.
The 2 clique seems to lean your deck to be pretty tempo oriented G1, with a real chance for a good clock early on. Lately I've been running with 3/2 split of exarch/pestermite since these days people expect exarchs, so the bolts usually are used on other targets, or the removal doesn't care about toughness. Just something to try maybe.
4 Kolaghans does seem like a lot. 3CMC is actually quite late in a lot of matchups. Sure, it generates a ton of value, but there are a significant number of games where you simply don't have time to get that value (burn, twin mirror, tron, merfolk), and there are actually a few matchups where command is pretty bad. I think 2 is enough given you're running 4 visions/3 cryptics, or 3 max if you end up cutting some cryptics.
Personally I'd still prefer the 4th bolt over flame slash. Spellskite already dies to Kolaghans, and most decks aren't running that many. Linvala may be a nice target, but the number of games where your opponent plays linvala and you have the flame slash ready is too few vs. the games where you really need the instant speed of bolt. Would have to come down to the meta.
I definitely would stick to 1 lighthouse, and cut the palace. Lighthouse is very mana and time intensive, and again there are a lot of matchups where you simply don't have the time. The serum visions really help you dig to your 1-ofs pretty well. Drawing multiples is also really bad. Rix maadi has the same problem of being mana intensive. If you want that effect, then LotV is better. Otherwise, just cut it for some sulfur falls or more basic islands.
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Both lists have done well so it probably comes down to playstyle. I haven't played the deck long enough so I'm very uncomfortable with long draw-go's in the mirror. Having discard is a good way for me to maintain card parity while having good information. The only thing I hate is that it overloads the amount of sorcery speed interaction (between Serum Visions and Discard), and tapping out on your turn can be really bad when they get to resolve a Kolaghan's getting back Snap, since those games tend to be all about card advantage.