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  • posted a message on U(X/x) -- Nexus Tempo
    Quote from DrArtegis »

    I would like to ask how will we face next rotation? More sweepers insted fog?


    Possibly? It all depends on what Ravnica holds for us and how the meta shifts. As far as the meta goes, I think having the strength vs midrange decks will hold, but, how much grip will RB aggro lose and will another hyperefficient aggro list replace it? (think Gruul or Boros). Then we have to consider how Ravnica can improve our strategy and I think the deck can deviate in one of two directions based on the cards/mechanics we get.

    Plan 1: If we get Dredge/Dig mechanics that can allow us to piece things together and make land/mana drops, we can stick to light tempo/combo and then go for as many turns as we need to win. (think kinda like how the deck is now, but with more draw/dig consistency and possibly a small tuned control suite)

    Plan 2: If we get big splashy creatures (or planeswalkers) with enough effect, we can go heavy tempo, maybe even reanimation and just set up a big swing and take only a few turns to close after the swing turn. (think Kamigawa/Ravnica era Yosei lock)

    Just gotta watch the spoilers and see.
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    I've kicked around a Muldrotha variant of Nexus a bit and it definitely seems tempting to help us Dissemble our deck to casting nexus repeatedly. the only catch is that it tends do me more expensive, so you are waiting longer to go faster.... making it more prone to failing before you reach that critical mass in the hardest matchups. Similarly, Sunbird'd is a great way to chain Nexus, but surviving to that point and having a downtempo turn is hard.

    Realistically, Teferi is just too valuable of a tool to pass in current iterations. We need another planeswalker performing a similar effect, or we need cheaper ramp (e.g. Signets) to show up in order to really kick the tires on most variants that aren't running white.
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Quote from Guardman »
    I just don't think the pieces are here for a true Solar Flare deck. The reanimation isn't good enough or fast enough since it starts at five. And I don't think there are good enough expensive targets to reanimate (really the best part about Chromium is the fact he can't be countered).


    Chromium is likely reanimate-worthy just for being such a strong clock, especially if we are building to preserve card advantage. Chart a course even feeds a reanimation strategy if we want to cheat something into play early. Torrential Gearhulk and Scarab God main could almost be worth it now. But I agree it might be cramming too much into one deck currently, but I'm not sure. Has anyone tried a full midrange style build?

    Even if not today, an eventual Ravnica inclusive build will probably give us some amazing things to be thinking about as we watch for spoilers.
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Just for sake of context, I imagine this deck is going to eventually end up looking like a mashup of Beach-house (circa Ravnica) and Dragonstorm (circa Timespiral). To some effect you can even consider it to be a new Solar-Flare (which started out a a blue version of beach-house anyway). Right now we have Time-walks instead of Reanimation, and our ramp is 3 instead of 2. So there is some more idea for for the future. It might even be beneficial to consider discard/reanimation if we want to main-plan Cromium and Timewalk.
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Wow, sorry about the double post, but I got a wall of code error while posting, and now I can't edit or delete either one.
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Realistically the decks that give UG and UGW Nexus the most trouble are Red Hyyperaggro, and UB/(W) Control. So planning ahead for those are where this deck is going. That is where this deck needs to tune and plan its control package without fogs. The extra lifegain (and board clear) from Fumigate, Contempt, and Settle the Wreckage can help vs the red decks that give nexus trouble. Counterspells main helps vs the Control decks are what matter the most there for contested turns and protecting plainswalkers.

    Chromium as a 3-turn-clock looks stellar as a way to close fast if you think you can line up a few extra turns. Gearhulk is also a good choice for getting the most out of your limited suite of control cards... especially Vraska's Contempt.


    So, it's a good forward thinking list that trades the tempo orientation of fog for more of a control list. The two biggest fears for a list like this are giving up the tempo that fog affords you vs so many midrange decks, and the awkwardness of a low-cost counterspell suite.

    I think if you can tune the control/draw package perfect for your local metagame it will be nearly unbeatable. Also, as we begin to look at rotation and a new set we can look for a few things that might bring this deck further forward. Tapping, or mass-tapping effects in blue to replace fog vs midrage decks... bonus points if we can also tap lands vs control (think Gigadrowse). A Two-mana tempo Counterspell would also do wonders to fill our control v any game 1 without having to specialize (Think Remand or Mana Leak).
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Realistically the decks that give UG and UGW Nexus the most trouble are Red Hyyperaggro, and UB/(W) Control. So planning ahead for those are where this deck is going. That is where this deck needs to tune and plan its control package without fogs. The extra lifegain (and board clear) from Fumigate, Contempt, and Settle the Wreckage can help vs the red decks that give nexus trouble. Counterspells main helps vs the Control decks are what matter the most there for contested turns and protecting plainswalkers.

    Chromium as a 3-turn-clock looks stellar as a way to close fast if you think you can line up a few extra turns. Gearhulk is also a good choice for getting the most out of your limited suite of control cards... especially Vraska's Contempt.


    So, it's a good forward thinking list that trades the tempo orientation of fog for more of a control list. The two biggest fears for a list like this are giving up the tempo that fog affords you vs so many midrange decks, and the awkwardness of a low-cost counterspell suite.

    I think if you can tune the control/draw package perfect for your local metagame it will be nearly unbeatable. Also, as we begin to look at rotation and a new set we can look for a few things that might bring this deck further forward. Tapping, or mass-tapping effects in blue to replace fog vs midrage decks... bonus points if we can also tap lands vs control (think Gigadrowse). A Two-mana tempo Counterspell would also do wonders to fill our control v any game 1 without having to specialize (Think Remand or Mana Leak).
    Posted in: Deck Creation (Standard)
  • posted a message on U(X/x) -- Nexus Tempo
    Updated UG(w) Decklist and added Sideboard
    Posted in: Deck Creation (Standard)
  • posted a message on UB(x) control
    Agreed. We should be preying on Nexus decks as opposed to doing a bad impersonation of them.


    Make no mistake. I am a firm believer in the power of Nexus of Fate. I also think that there is a place for nexus in an esper shell to be extremely competitive. But we need to rebuild the deck from the ground up to bring in such an influential card... not just throw throw in 4 copies and see what happens.

    The best current version of Esper Control is shaped by a largely midrange field of decks to face off against. As (or if) the meta polarizes more towards Fast Aggro versus Nexus, Esper Control will likely need to be rebuilt on a functional level. It is at that point I feel it only makes sense that a Nexus based version will emerge, and I have a already developed a range of variants in a separate primer based on Nexus proper.

    For now I think Control is in a good place, as is. I am just also looking to the future.
    Posted in: Established (Standard)
  • posted a message on UB(x) control
    While I can't claim to have a lot of experience running esper control in the current meta, I do have a lot of experience with Nexus of Fate, including multiple different variants. Nexus of Fate just runs smoother with more planewalkers. Teferi is probably best one available because of how he can ramp your mana for EoT instants, and he doubles as control. Karn is solid card advantage/deck thinning and a win con.

    The real question is if you BOTHER with Nexus of Fate in Esper control, especially if you aren't going to be taking advantage of Planeswalkers. Lost Legacy (or its inevitable replacement) plus existing counterspells can already do well as anti-nexus tech. While I think standard is eventually going to hit a point where Nexus is a go-to card for any competitive blue deck (ala-Bogarden Hellkite), I don't think we're there yet. Also, it is going to be less effective in any deck that's not abusing it, hence why I think you want more Planeswalkers if you are going to run Nexus.

    Just considering the example you've given, current Nexus lists don't care that much about Vinemare. They just ignore it with fog and build to infinite turns.

    The idea of keeping to Gearhulk in Control makes sense. But, what are you trying to use nexus for? Card Draw and Land drops? Faster Closing? I'm not trying to be cynical. I am looking for the motivation for running the card. I also should point out that Nexus decks can have a serious problem if something happens to the few actual win-cons they have. I think there is merit to running Gearhulk along with some number of Karn. but I wouldn't cut Karn for Gearhulk exclusively.

    Just as an example, Bant is using nexus to Ramp, draw more cards, bulk up planeswalkers and build to a point where they are taking all the turns. But Esper Control is not necessarily running on the same philosophy. Off-hand, the best use case I am seeing for Nexus in Esper Control is EoT Gearhulk for removal and then swinging for consecutive turns. That's not bad play, but it is also very narrow play based on being ahead or having an opening.

    More importantly, if you are trying to chain nexus to get more than 2 consecutive turns, you might need to reevaluate the function of the rest of the deck... not slap in 4 Nexus just because. Its a good card, but it IS expensive to cast. Those card slots might be better served elsewhere if it is going to be a dead card in hand when you need control.
    Posted in: Established (Standard)
  • posted a message on RUG Taking Turns
    I think you are hurting yourself by not running planeswalkers and having the 1 PW-hate card maindeck. 80% of the reason fog is so effective is that it is a cheap way to protect planeswalkers when not simply taking extra turns. That said, Jaya Ballard is a stellar inclusion to a Red based nexus deck. Similar to Teferi, she allows for good ramp into your first cast of nexus, and she draw you cards -- she even has some nice first turn tech with Sweltering Suns if you are worried about having some control in the deck. Her ultimate is surprisingly good as well, allowing you to start generating card advantage even without a flipped azcanta. Karn is de-facto one of the best Win-cons you can put in a time walk deck so I'd hate to not have at least 1 copy.

    I do like Sunbirds Invocation with Nexus, but I think you are worrying too much about having bigger things to get with it. Just getting a nexus off a nexus, or even one of your planeswalkers is gamebreaking. I do like the idea of having an alternate wincondition in the deck, but I think Patient Rebuilding is not the want to go. The mandatory draw effect can actually hurt you under the right circumstances. I'm also not sure why you are running Geas Blessing when nexus already has infinite recursion.

    Cutting lands to add 4 elves, also seems way too risky. I think you are better off without the killable mana dorks and just keeping your land count high.

    Lastly, even with 8 copies of fog, it can be hard to get enough of them sometimes. I wouldn't cut a single copy currently.

    I'd start with something like this:

    Posted in: Standard Archives
  • posted a message on U(X/x) -- Nexus Tempo
    I'm already running into people running heavy discard/vraska, and insult to injury maindeck just for this deck. I have yet to be hit with a Lost Legacy, but I think it will come. Lots of aggro with Burn, and occasionally a tempo aggro list (most often merfolks) with a counterspell for fog.

    I've already dipped my toes in with Anticipate, In the UG(w) list and even more in some of the other versions. I'm starting to cut Glimmer altogether as I get more and more comfortable with the deck. It not a bad card, its the cost -- if you are curving smoothly, there are other cards you want to play. If you are not curving smoothly it is often a dead card in hand. This is also what makes Anticipate so enticing. In my most current version I have also added in Supreme Will, as is flexes as another dig spell.

    This is the list I currently have the most playtime on.



    Just some thoughts.

    Ramp and land drops are pretty important. I'd run 26 lands and 6 ramp if I could, but I doubt I can squeeze room. I might consider going to 61 for the 26th land though.

    I definitely want to eventually get in the 4th Teferi.

    The two Cleansing Nova have saved my bacon so many times I can't count them. So has Gift of Paradise. Various aggro decks can still race you, especially if you are drawing a slow start. Being able to actually clear board and gain life helps so much in aggro matchups if you sometimes stretch thin on fog. Main deck Artifact destruction has also surprised a lot of the combo decks I've faced. By the same token, with all the variants I have tested, fog is so important, I think the meta has to shift dramatically in order to reliably build a non-green version -- but you might be able to get away with 10 board wipes.

    Nezahal matters, but not necessarily for the obvious reason. I've had multiple games now where both Karns get Vraskad, or I have to play a Karn early to gain ground, And then Karn pulls himself with a silver counter and gets nuked before I can put the other copy safely to hand. The additional win-condition is a nice insurance policy, whatever card you choose it to be.

    Every time I try to cut Karn's Temporal Sundering some random case comes up where is it useful. That said, I think it is a point of weakness as it often clogs early hands, and it is what I will probably cut when I get the 4th Teferi.

    Mirari Conjecture is in a similar place to Sundering. However, The saga carries more weight because it can immediately grab a fog from your graveyard. The next turn you are mostly protected by your fog (getting back a Cleansing Nova sometimes is nice). And on that 3rd saga turn -- casting a timewalk for the doubling effect is gamebreaking, even with an empty board -- better, if you can also get an Anticipate or Supreme Will doubled, your hand and/or future draws will be stellar.

    Supreme Will is a cheeky card for us. At first I started off with 0, then had 2 for a long time, because the counterspell part was weaker the further off curve you get. However the more time I get on the deck, the more comfortable I feel with Supreme will. People who think they know what you are playing will sometimes walk right into a clutch counterspell that can win the game all by itself. Showing even one counterspell early will make some control and combo players gun-shy, and cause some aggro players to commit more into your board-sweeps. Off-curve, it can still work by forcing your opponent to tap out for less tempo. Even if you don't counter anything, it is a good dig spell. We don't care as much about card advantage as it seems, until we flip Search for Azcanta. Even then, it is more about burning off the excess of our deck to get to Nexus of Fate and/or one of our Planeswalkers.

    Karn can win games faster than people think, especially if you can clear the road with Cleansing Nova. I've taken a lot of games where my opponent was prepared to dicker around waiting for an infinite loop, and instead I wiped the board and started pumping artifact bodies. Remember that Karn's natural clock is 2/6/12/20. But if you have a Karn in Hand AND Play, you can accelerate it by a turn (3/12/20 -or- 2/8/20 -or- 2/6/15). It is very easy to lull yourself into continually playing for the loop. You don't need to keep ticking Karn up if you think you have enough turns to just beat face and win.
    Posted in: Deck Creation (Standard)
  • posted a message on UB(x) control
    If you already have 3 Teferi, I would try to get 2x Karn first. His additional draw and win con is very strong. You also want multiple Planeswalkers if you are going to be using Nexus.
    Posted in: Established (Standard)
  • posted a message on [Primer] UR Control
    I have been testing a UR Nexus list (no green) for my own primer and I am VERY surprised at the strength of this one. Found this primer for UR Control, and I think there might be some merit in swapping some tech with each other. With nexus, you don't need much protection versus aggro to be able to set up and just go off. Just some Idea Food.




    This deck initiates massive boosts in tempo as soon as Jaya hits the board. She can immediately pump herself for Sweltering Suns, and enables Nexus of Fate the very next turn (if she survives). Once you ultimate Jaya, she is virtually a win condition, giving you ridiculous options with her emblem. Sunbird's Invocation allows for some sick board and hand building when you aren't just using it to chain Timewalks. And, every once in awhile, revealing Sweltering Suns on the back of a Manalith or Supreme Will - just closes games by itself.

    I think if we can shore this list up to be versus early aggro without the fog ... its pretty solid.
    Posted in: Standard Archives
  • posted a message on U(X/x) -- Nexus Tempo
    Added a functioning decklist to each variant.

    After more testing more I might add a pure UR version to the list. Jaya and Sunbird did some serious work in my prototype list, But I need to see a version can handle itself without fog effects.
    Posted in: Deck Creation (Standard)
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