Quote from Feyd_Ruin »It's the Gremlins I tell you! They're ruining all of our charts! Ahhhhh.Quote from TheAnnihilator0798 »Edit: Oh, and apparently my UW control deck has a lot of green in it, according to the color pie? Not sure where that's coming from haha.
Something went awry with the card database update. This will hopefully be fixed soon enough.
And yes, a listing of your own decks is slated to be added
Thank you so much for all of the work you guys are putting in to this! You are appreciated.
I'm not sure it's worth the inconsistency to run 2 Jace 3 Terminus instead of just conceding game 1's vs Dredge and Pheonix and coming in with sideboard tech to swoop games 2 and 3. I mean dedicated hate, like Settles, 4/5 gy hate pieces (Surgical/RIP), 2 Purges or 1 Purge/1 DSphere, etc. That way, you're gaining percentage points in the fairer matchups and playing the sideboard/matchup roulette like everyone else. If you play Terminus with too few ways to put it back on top, then you're setting yourself up to draw it early and lose to having no boardwipe against otherwise good matchups.
I'd much rather pivot to a Gideon otT, and Gideon Ally list with a set of 4 mana wraths, personally.
Otherwise, I 100% agree with your sentiment on the Jace/Terminus dependency.
I don't recommend cutting any Terminus. You're putting them in your deck to cast them consistently, so go all in and play 4. You'll get used to it. The slots I could see cutting from the list you posted before are the 2nd Snare, the Mission Briefing, and the 2nd Negate.
I do run 1 Verdict because it seems pretty standard, but I'm starting to wonder if it's even necessary -- many of the deck we want boardwipes against laugh at Verdict (Dredge, Hollow One, Bridgevine, Bogles with totem armor, etc). Against everyone else, 4 mana wraths actually seem pretty bad. Does anyone else feel similarly? The only decks I can think of that I actually want Verdict against are Humans and Affinity, and Affinity loses pretty hard to Terminus anyways.
Personally, I was running a split of Wrath/Verdict main for a long time to compensate for the fact that I wasn't totally comfortable playing Terminus. Now that I've gotten a decent grasp on how to play with Terminus in the list, I don't feel like I even need the 1 Verdict I currently run.
I personally wouldn't play fewer than 3 Jaces. I know it's only 1 card, but the impact is definitely noticeable, to the point where I felt like my list with 2 Jaces was too clunky and my list with 3 is fine.
I will also be playing an Absorb to see how it goes, not sure what the cut is tho.
Uhh, hi. Welcome to the thread. /sarcasm
Yeah, Esper has always been favored in control mirrors.
Don't get me wrong, I'm still iffy on SfA, but Jace has been a whole new realm of awkward for me. I always either die with him in my hand, or he dies the turn after I play him, or I die after I play him because I just gave them a window to resolve something annoying.
Playing Jace and Fatesealing a Jeskai opponent only to have them jam Teferi and minus (or just uptick and eventually deal with Jace with Bolt/Snap/Bolt) feels gross. Not that there are better card advantage engines to play, tho.
I've gotten far more milage out of Gideon of the Trials than Jace, because it's the lifegain effect while seldom actually dying.
I only really play locally, so I figured I can just play what I want. Here's my current list:
4x Celestial Colonnade
2x Glacial Fortress
4x Field of Ruin
4x Flooded Strand
2x Hallowed Fountain
5x Island
3x Plains
Removal (11)
1x Oust
4x Path to Exile
2x Blessed Alliance
1x Day of Judgement
2x Settle the Wreckage
1x Wrath of God
2x Spell Snare
2x Logic Knot
2x Mana Leak
1x Negate
4x Cryptic Command
Card Advantage/Selection (8)
4x Serum Visions
2x Search for Azcanta
2x Snapcaster Mage
Threats (6)
2x Gideon of the Trials
1x Vendilion Clique
1x Gideon, Ally of Zenidkar
2x Teferi, Hero of Dominaria
3x Surgical Extraction
2x Dispel
1x Blessed Alliance
2x Celestial Purge
2x Damping Sphere
1x Negate
1x Timely Reinforcements
1x Vendilion Clique
1x Baneslayer Angel
1x Lyra Dawnbringer
I think that, for the moment at least, Jund isn't in a great place (idk why, I don't play it). I personally think that UW has been getting better and better and and it definitely has to do with a few cards in particular: Field of Ruin has been a huge boon to the archetype that people never seem to mention, but it's been a very nice effect to have and playing 4 has been a main draw for me to play UW over having any splash color. Teferi, Hero of Dominaria and Search for Azcanta have great, and the Jace, the Mind Sculptor unban made miracles both playable and a top contender. But before all of these, there were also some 4 Spreading Seas/4 Field UW lists with Gideon of the Trials and friends that even made tier 1 for a little while, so UW has been pretty good for a while. If you were to buy into UW, I almost guarantee you will have a playable deck in some form, and splashing R or B is pretty easy once you have the core.
Not to hate on Jund, but I feel that its Abzan and BG counterparts aren't on the same level as Jund is (at least until a SFM unban), while both UW and Jeskai are most certainly playable, and Esper is alright but has seen better times. So, competitively, UWx gives you more customization.
Colonnade -> Island -> Plains/Island/Field+activate -> fetch Stream seems Ideal.
Imo, Ancestral has always been trash (just my opinion). Even on T1, Ancestral is just so slow (but good nonetheless if you aren't already dead). It would be fine if extras could be hardcasted later on, but they just can't. For this reason, I've never found AV to be particularly good. Glimmer is great, but just too slow (a 4 mana spell is just never being cast against AdNaus, Burn, Storm, etc., even at instant speed). Hieroglyphic is probably fine, but cycling it feels so anemic that it makes you feel like you shouldn't be playing it. In fact, Opt or Serum might just be better at that point, since I've rarely ever casted Hiero for 4 mana. I think Opt/Serum is probably better than any of these, despite not truly being card advantage, because it's actually worth its CMC and you get your value from it immediately. Not sure I would even play Opt tho.
Search for Azcanta is fine. I think a 2-mana Think Tank actually is somewhat playable, actually, but it feels terrible to commit mana into it some times. I think I use the land side for blue mana more often than actually activating it, honestly. Ramping into Snap-Verdict or Snap-Cryptic, for example, is actually pretty cool, not to mention that it actually fixes your mana for Cryptic. Perhaps I wouldn't be playing it, but the issue is that you can't win mirrors if they're playing Azcanta and Fields and you're not playing Azcanta, since we only have 2-3 fields (sometimes less) to actually deal with Azcanta. I never want to blow an Esper Charm on their SfA if I can avoid it.
At the end of the day, my Esper lists still start with 4 Charms and 4 Think Twice, because they get the job done in ways that other cards just can't. I usually play 2 SfA also, but it's because it's the best option of what's left and a complete mirror breaker.
With that said, it's not like Castigate ever saw play, so...
Charm lets you empty Tron's hand once you begin to stabilize (or if they stumble), thus attacking their threat density (one of their 2 vital resources: the Tron lands themselves, and their threats). Cutting Field/GQ for a different type of resource denial could still be good against them. Though, I will concede that ECharm is easily played around by holding up Stars/Spheres/Relics, which happens to me quite often when playing Esper.
It's better than playing your sorcery-speed card advantage at the mercy of your opponent. Casting your spells when you want to is better than doing so when your opponent wants you to, especially your tempo opponent (which spirits often is against Esper).
Well, the extra removal you get in black and relatively cheap card draw to find it likely save you as much life as you take from your lands anyways. So it probably is a wash. I'm not convinced on this issue though.
Killing Meddling Mage at instant speed definitely improves the humans matchup. Ousting one can't let you cast that Miracled Terminus, for example. (If you're playing them.)
Yet Push is more useful against Dark Confidant, manlands, and other threats. Each card has its place.
Again, I typically play UW more often than Esper these days, but you shouldn't pretend that other people don't have real arguements.
Fixed that for you.