To me, this one isn't as obviously powerful as Search for Azcanta simply because of the much higher Mana investment. But repeatable Final Reward is no joke and the flip side is obviously insane once you get there.
I like this quite a bit. Part of the weakness of Control decks has always been that any threat unanswered is good enough to beat us. This gives us a recurring removal spell in the late game when our opponents are in top deck mode.
Sorry for the hiatus; I've been traveling a lot and haven't had time to sit down with the deck and work out the new cards. Once I'm all settled, I'm planning on settling in on the stock list plan, replacing 2 TTs and a couple lands with Opts, adding 2 Searches, a third Snapcaster, a third Logic Knot, and cutting one Rev, one Cryptic, one Verdict, and a Remand. The numbers may be off; I may want to cut Remand altogether or cut TT completely, or go up to 4 Knots of Snaps, but I don't think we need to change the deck completely. I do think it's extremely possible that the new cards make the objectively correct wincon Secure the Wastes and maybe, just maybe, the extra card selection opens the door for a couple fun-ofs like Ojitai's or Silumgar's Command. More to come...
So let's go back to the Ghost Quarter question. It seems there's a general consensus that Opt will move us to 25 lands. And there were some good points made about running 2 GQs for problem lands like Sea Gate Wreckage. Is that still viable with one land fewer? And would it require us to use or not use the filter lands to make sure we hit our colors/avoid colorless-screw?
I don't run Pushes in the main. I leave in Paths, TTs, Charms, Cryptics, Verdicts, and the payoff spells. Logic Knots are just not as beneficial against a big mana Cavern deck like ET, especially with all the little scions they tend to drop.
At least, that's my thought process. I haven't been playing the deck as long as some, and not at the level of some, but that's the theory behind it.
Definitely questioning whether Ghost Quarter is really worth it in this deck. With Push now, the mana is taxed too much to run more than 2 GQs, I believe, and I feel much safer with just one. So is the one-of worth it compared to the consistency it costs us? I think it is, but it's tough to say for sure. Almost makes me want a couple Tolaria Wests to give me a higher chance of hitting GQ.
I like this quite a bit. Part of the weakness of Control decks has always been that any threat unanswered is good enough to beat us. This gives us a recurring removal spell in the late game when our opponents are in top deck mode.
Or one of these:
http://mythicspoiler.com/ixa/cards/thaumaticcompass.html
http://mythicspoiler.com/ixa/cards/primalamulet.html
At least, that's my thought process. I haven't been playing the deck as long as some, and not at the level of some, but that's the theory behind it.
In-
2 Blessed Alliance
1 Elspeth, Sun's Champion
1 Runed Halo
Out
2 Logic Knot
2 Leyline of Sanctity
4 flooded strand
4 polluted delta
2 hallowed fountain
2 watery grave
3 island
1 plains
1 swamp
1 Creeping Tar Pit
2 Glacial Fortress
1 godless shrine
1 Mystic Gate
4 path to exile
4 supreme verdict
Permission:
4 cryptic command
3 logic knot
2 Negate
Card Draw:
4 esper charm
3 think twice
3 Opt
2 sphinx's revelation
3 Snapcaster Mage
Other:
1 White Sun's Zenith
2 Leyline of Sanctity
2 Vendilion Clique
1 Dispel
2 Fatal Push
1 Runed Halo
1 Anguished Unmaking
2 Blessed Alliance
1 Celestial Purge
1 Elspeth, Sun's Champion
2 Nihil Spellbomb
2 Stony Silence
I guess it would really only be playable if it dealt with triggered abilities too?