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  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Notable New Toys From Modern Horizons:
    Note: These are just my opinions, (for the most part) I haven't actually done testing with many of the new cards yet.

    Force of Negation: We will start with the most obvious. While not a direct replacement for Disrupting Shoal, it is extremely powerful. Maybe could be substituted for a few Commandeer? Either way, it definitely has a place in the 75 somewhere, though the deck is already so good against combo decks that Force of Negation was built to dismantle, we really want better ways to deal with aggro, and not hitting creature spells is a huge downside. Also can't stop our opponent's interaction from interacting with our combo during our turn. It does play nicely with Teferi, Time Raveler.

    Prohibit: The deck is already full of conditional countermagic, why not add more! While I do like that it is 2 cmc, (replacing remand maybe?) and the kicker cost counters nearly every spell in the metagame. 2cmc is also relevant for Disrupting Shoal, just in case you can't pay to actually cast Prohibit I guess.

    Flusterstorm: This one is interesting. On one hand, only hitting instants and sorceries for your Mana Tithe kinda sucks, but on the other, it has a pretty high ceiling for a 1 cmc spell. Probably best in the sideboard for control matchups, where casting it at the end of a counter-war gives it a ton of value.

    Archmage's Charm: My favorite new card, it's baby Cryptic Command! Having a divination that also functions as a Cancel is already pretty sweet, and that's not even counting the 3rd mode. The most relevant target being Aether Vial for us, though being able to take a Death's Shadow is good too. Getting the 3 blue mana shouldn't be too difficult for us, being mostly mono blue afterall, but it does mean it is in a weird spot in our curve for Disrupting Shoal, because most of those are combo pieces, not interaction. Swapping out a few Vendilion Clique is the best option I think. I really like extra card draw for the deck because it can sometimes seem like it is a little hard to find our stuff pre-combo.

    String of Disappearances: Additional copies of Vapor Snag that no one asked for. At least it has cool art.

    Twisted Reflection: A blue card that can actually kill creatures is nice, though it has competition with Tyrant's Scorn. Either way I think it is a nice addition.

    Winter's Rest: Another more-permanent way to deal with creatures, where sending them to hand may not always be useful. We play a lot of basics so slotting in Snow Covered Island is pretty easy. Not as good vs creatures where you're more worried about their ability than their body in combat, Thalia, Guardian of Thraben etc, but still an interesting option.

    Dead of Winter: Again, we can easily have snow permanent with our basics, so this may be a faster, and easier to cast, Damnation. Not being blue makes me sad as usual, but the deck sometimes really wants a Anger of the Gods effect.

    Echo of Eons: Being 6 cmc for Disrupting Shoal makes it worse than Day's Undoing in most matchups. We also don't have a ton of discard to get the flashback cost going, besides the 4 Lore Brokers which have been getting cut recently, there's a few Geier Reach Sanitariums and then that's pretty much it. Also it opens our combo up to graveyard hate where it wasn't as vulnerable before. Not ending our turn when it resolves is nice, but not nice enough to discount all of the downsides when compared to Day's Undoing, and I don't think we really need to play this as additional copies of Day's Undoing.
    So that's my take on the new additions from mh1, what are your thoughts? Any new cards that I missed?
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from tenjinzan »
    I've been messing around with an Esper version, here's the list I'm using right now:


    So far Teferi, Time Raveler has felt good against both creature decks and combo/control decks. Ticking down to deal with permanents and get an extra draw is awesome, but my favorite part about him is getting to Wrath/Day's at instant speed. So far the mana hasn't been too much of a problem running 3 colors, I went up 1 more land to have room for a few more fetches while still keeping the basic count high. I also cut one Geier Reach for a plains which has been nice against field of ruin/path, though I do miss the extra combo piece. Verdict being blue, (and also being 4 cmc) has been great in place of damnation, and obviously it deals with creatures better than Engulf. Haven't tested Dovin's Veto yet, mostly because I'm not sure where I can fit it in.


    I'm actually running a VERY similar list to this. Major difference is I'm running snow covered basics because I want to run Dead of Winter and I'm running a single Teferi's Puzzle Box and a pair of Sphinx's Tutelage as an alternate wincon. I've had a pretty good showing so far against whir prison, and Humans (VERY surprisingly. Top decking a Verdict is good! Who knew?!?), and about 50/50 with a modified Ponza and a GW Value/Devoted Ballista deck. (Sorry, Ashiok blocks your Chord, and I'll commandeer your CoCo) Obviously, I need LOTS more testing for this.


    You're running Verdit and Dead of Winter? How many of each?
    Sphinx's Tutelage is cute, I hadn't thought of that. Would you mind posting the full decklist?
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    So I've been looking at building this recently, and wanted to ask about matchups. I've looked at the primer, and unless I'm completely oblivious it doesn't mention matchups. What are the good matchups for this deck?


    Matchup discussion can be found in the "Matchups" section of the primer,(click "The Good, The Bad and The Funky" to expand them) though it is a somewhat broad overview because the matchups heavily depend on what version of the deck you are running/what cards you have in the sideboard etc. Another good place to look is the sideboarding/alternate card choices section because I go over more in-depth what specific cards do against specific decks.

    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    From the post about MTG salvation closing:
    For those of you who wish to continue on with our community here, the staff and I have begun building a new home. We'll announce and discuss the prospect when it is more concrete and closer to completion.
    . So, in theory, we will have a home in whatever that becomes. If not then I guess reddit is my next idea? Something like Tappedout.net could work also, and at least it has card previews in the client instead of reddit's image host-link bot thingy.

    Anyways, I will definitely be taking the Narset Pitch Blue discussion somewhere, just not entirely sure where yet. Let me know what you guys think is best.

    Quote from Arget »
    Do you folks have thoughts on how to play Disrupting Shoal correctly? (Specifically with regard to T1 discard spells).

    Let's say my opening hand is:
    2x Island, Serum Visions, Disrupting Shoal, Narset, End of Days, Remand

    I'm on the draw. On my opponent's T1, they play Inquisition of Kozilek. Do I counter it with Shoal?

    What if my opening hand is:
    2x Island, Serum Visions, Disrupting Shoal, Remand, Snapback, Field-Mist Borderpost

    Again, I'm on the draw. On my opponent's T1, they play Inquisition of Kozilek. Do I counter it with Shoal?

    This is always a tough one. On one hand, countering it makes their Inquisition more efficient, but on the other hand, you get to keep Narset in hand with enough lands to play her, as well as some card draw and interaction. If you have thief in hand and it's an Inquisition and not a Thoughtseize, I would say let it resolve because you get to keep your combo piece regardless.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from alxfry »
    Hi there,
    I'm new to the forums but I have taken an interest in this deck. So, I thought I would pitch in (see what I did there?)
    Anyway I played the deck (the exact list from the primer) in a local Thursday night Modern tournament and didn't do terrible.
    The MUs were:
    Lantern 2-0
    Mono G Tron 2-1
    Phoenix 1-2 (lol)
    Gb Elves 2-0

    I can elaborate more on how the MUs felt, if you're interested. For now I want to suggest a few changes to the deck and why.


    Now, what did I do with the deck? When I was playing, most of my problems came from the inability to interact with the board in a favourable way. Once something slips our counters the going gets rough. I think most people here have understood that so far. That's why in the primer humans, burn, etc. are listed as our bad MUs. Additionally I felt like sometimes I was forced to chump with my Lore Broker just to keep my Narset, Parter of Veils around... not the greatest combo piece in the world. Also, since we are so creature light it draws a lot of removal, which makes it quite unreliable.
    I had games where I played the broker and it was actively bad because it did not impact the board and I didn't want to loot with it since my opponent was struggling.
    So, I decided to cut it and replace it with another 2 drop: Thing in the Ice.
    Thing blocks for our Narset, Thing bounces the board and Thing kills quickly. It is especially pretty when you can bounce the board and lead into a Day's Undoing (like Engulf the Shore, but not as *****ty)
    To accomodate for the Thing I had to adjust the creature count. I cut some V Cliques (moved to SB) and added some 1 mana cantrips, which fulfill the role of the looting with the Lore Broker and take a counter off our Thing in the Ice.
    But Lore Broker was fulfilling an importent role once we reach our lock. Yes, that's why I upped the count of Geier Reach Sanitarium. To be honest I always felt like it was the better, more reliable combo piece anyway... That it costs 2 to activate never bothered me since at that point our opponent is basically locked out of the games and I can make land drops until I win.

    So all of this to say: Lore Broker out, Thing in the Ice in.

    What do you think?


    First off thanks for the feedback, I like the brewing with TITI, have been testing with it myself, actually.
    Just to be clear: you played the stock list in the tournament?
    Anyways, how did you manage to 2-0 elves? Seems to me that it can be a pretty rough matchup, though not nearly as bad as humans etc.

    Now about the new list you posted:
    Have you thought about a few Teferi's Puzzle Box in place of Lore Broker?
    Has TITI felt like enough in creature matchups to not have any wrath effects in the sideboard?
    Tolaria West has been pretty sweet in my games so far, and I like the inclusion here especially after cutting brokers.

    Also: you mentioned it briefly, but I would like to stress how important it is that Thing in the Ice is able to flip from casting Day's Undoing, doing the Engulf the Shore trick but for 3 mana instead of 7.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Last Wednesday Night I played a small 3 round competitive event at my LGS, and really enjoyed the deck. I only dropped games to UW Control in the final round. I got my single Narset sucked up by a D. Sphere, and then in the second game only ever saw one land for ages. I probably should have mulliganed, but I had tons of ways to interact, and my plan (which was successful) was to Commandeer the Search for Azcanta and use it to filter to land. Unfortunately I had to flip it and let it eat a Field of Ruin just to get a land. I look-binned/drew no lands for 6 turns. Pretty bad. Friday Night Magic was less impressive. I met with two of what I feel may be our worst matchups, Burn and Humans. The second Burn game I always felt a topdeck away from closing it out, and in the second Humans game I landed Notion Thief/Day's Undoing into the wrong half of my deck, especially considering that he had Cavern of Souls. I also lost to the new Blue Moon with Ral, Storm's Conduit, but both of those games felt close. All in all, it felt super weird. I'm wondering if we have any ways to up the consistency. Also contemplating Boomerang for the deck.


    Thanks for the results! What list were you playing?
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    I've been messing around with an Esper version, here's the list I'm using right now:


    So far Teferi, Time Raveler has felt good against both creature decks and combo/control decks. Ticking down to deal with permanents and get an extra draw is awesome, but my favorite part about him is getting to Wrath/Day's at instant speed. So far the mana hasn't been too much of a problem running 3 colors, I went up 1 more land to have room for a few more fetches while still keeping the basic count high. I also cut one Geier Reach for a plains which has been nice against field of ruin/path, though I do miss the extra combo piece. Verdict being blue, (and also being 4 cmc) has been great in place of damnation, and obviously it deals with creatures better than Engulf. Haven't tested Dovin's Veto yet, mostly because I'm not sure where I can fit it in.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from FlyingDelver »
    Taken from the combo section of the primer:

    In order to lock the opponent out of drawing cards with lore broker and Notion Thief's ability, you must activate the looting effect in response to them drawing a card on their draw step, so they immediately loot, not drawing the card for the loot, and discarding the card they just drew, with you also drawing an extra card due to Notion Thief's ability.


    I would rephrase that a little bit because it might be a bit confusing for newer players. The way its phrased here would suggest that you want to activate the looting before they draw their card for the turn. Obviously, you can't respond to the normal card drawn in the draw step, as drawing your normal card is not a trigger and the draw step starts with players drawing a card without anyone getting priority.

    I know what you mean and the combo is correct to work here, but I would just say: Activate the loot effect in your opponents draw step.


    Thanks for that; you're absolutely right it could be misleading the way I worded it.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from elpokitolama »
    Quote from elpokitolama »
    I am currently building two additionnal versions of the narset lock combo: esper Spirit of the Labyrinth prison/miracles, and bant (maybe splash black for thief) turbofog. I will report when both have reached a level worthy of publication. I also think locking the deck in mono blue just for the pitching isn't very rewarding, and Teferi's puzzle box seems to be actually quite insane with Narset/thief: even with an unrefined version of the deck, it kills the opponent very easily.

    I'm also wondering about Engulf the shore's maindeckability.

    I still think Teferi's puzzle box is bad, but I haven't tested it at all. Pros: it locks the opponent out completely with just 1 card in addition to Narset or Thief. Cons: it does basically nothing when you don't have Narset/Thief in play. Day's, Lore Broker and Geier Reach/Mikokoro all do at least a little something when you don't have a Narset/Thief, and they all help you draw into Thief where Puzzle box doesn't if you don't have much in hand, being 4 mana and sorcery speed also sucks.

    That being said, if it is tested and is found to be a viable replacement to Day's/Thief it could save us some slots, (from 11 down to 4+ however many of the old combo pieces we may want to keep for consistency), and cutting cards out of the combo slots will help our interaction suite a ton; so even if it's a slightly worse card when we aren't comboing it, maybe that's ok because the rest of the deck is more efficient anyways with the saved slots.

    On the topic of trying different colors: I am currently attempting to brew an esper list myself, (though not for playing Spirit of the Labyrinth). I'm interested in getting to play Supreme Verdict, Dovin's Veto, Path to Exile and my personal favorite, Teferi, Time Raveler. Other than path, they are all still blue cards so they don't interfere with our pitch plan, (a huge plus for Verdict over Damnation, where Engulf just doesn't feel like enough a lot of the time), and Teferi, Time Raveler is a) another answer to both creatures, which the deck struggles with, and b) can also hit resolved artifacts and enchantments which helps a ton because we don't have a lot that can interact with those if they hit the board, being able to hit Aethervial is great, and also making Void Snare instant speed is sweet. Being able to play Day's at instant speed is great too. Teferi's passive also hurts some opponent's naturally and also makes our lock with Thief instant-proof. The awkward part is the mana base. We need lots of blue sources and still have to splash black for Thief, so playing lots of basics is harder when we need 3 colors, (notably WW to cast verdict), but not playing as many basics hurts our borderposts a ton. So do we cut border posts or just play a few basics and then a ton of fetches to make sure we can always find a basic if we need to play a post. Let me know what you guys think here.



    I disagree on the "do nothing" part of puzzle box: it's an incredibly effective digging engine that will make you go through so many cards you'd be highly unlucky not to hit Narset or Thief or any card you're actually looking for while already disturbing your opponent's gameplan. I wasn't on the box team, but trying it out just for a few games sold it to me!


    Puzzle box only filters cards if you already had cards in hand when you cast it whereas Day's can be topdecked and still give you 7 cards no matter what. Enough people are saying it has tested well though so I may give it a shot.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from elpokitolama »
    I am currently building two additionnal versions of the narset lock combo: esper Spirit of the Labyrinth prison/miracles, and bant (maybe splash black for thief) turbofog. I will report when both have reached a level worthy of publication. I also think locking the deck in mono blue just for the pitching isn't very rewarding, and Teferi's puzzle box seems to be actually quite insane with Narset/thief: even with an unrefined version of the deck, it kills the opponent very easily.

    I'm also wondering about Engulf the shore's maindeckability.

    I still think Teferi's puzzle box is bad, but I haven't tested it at all. Pros: it locks the opponent out completely with just 1 card in addition to Narset or Thief. Cons: it does basically nothing when you don't have Narset/Thief in play. Day's, Lore Broker and Geier Reach/Mikokoro all do at least a little something when you don't have a Narset/Thief, and they all help you draw into Thief where Puzzle box doesn't if you don't have much in hand, being 4 mana and sorcery speed also sucks.

    That being said, if it is tested and is found to be a viable replacement to Day's/Thief it could save us some slots, (from 11 down to 4+ however many of the old combo pieces we may want to keep for consistency), and cutting cards out of the combo slots will help our interaction suite a ton; so even if it's a slightly worse card when we aren't comboing it, maybe that's ok because the rest of the deck is more efficient anyways with the saved slots.

    On the topic of trying different colors: I am currently attempting to brew an esper list myself, (though not for playing Spirit of the Labyrinth). I'm interested in getting to play Supreme Verdict, Dovin's Veto, Path to Exile and my personal favorite, Teferi, Time Raveler. Other than path, they are all still blue cards so they don't interfere with our pitch plan, (a huge plus for Verdict over Damnation, where Engulf just doesn't feel like enough a lot of the time), and Teferi, Time Raveler is a) another answer to both creatures, which the deck struggles with, and b) can also hit resolved artifacts and enchantments which helps a ton because we don't have a lot that can interact with those if they hit the board, being able to hit Aethervial is great, and also making Void Snare instant speed is sweet. Being able to play Day's at instant speed is great too. Teferi's passive also hurts some opponent's naturally and also makes our lock with Thief instant-proof. The awkward part is the mana base. We need lots of blue sources and still have to splash black for Thief, so playing lots of basics is harder when we need 3 colors, (notably WW to cast verdict), but not playing as many basics hurts our borderposts a ton. So do we cut border posts or just play a few basics and then a ton of fetches to make sure we can always find a basic if we need to play a post. Let me know what you guys think here.

    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from VoodooKick »
    Going to see if anyone is interested in some thought exercises hearkening back on some of my league games.

    In this game one, what would you have done differently, if anything?

    Pitch Blue vs Sultai Reclamation (5/7/2019) LINK

    (As an aside, playing UW Control for the longest and watching Sultai Reclamation not only go under everything I was doing but also out-value me in the process... it felt so, so sweet playing Pitch Blue and flipping the script on them lol)


    I don't like the line of play after 1:15 where OP plays the 2nd remand targeting Narset. By Commandeering targeting 1 remand and then aiming that remand at spell snare, and then tapping out to recast spell snare, yet you get both remands out of the OP's hand and also get your Narset in play, but you just tapped out, with no free interaction in hand to protect Narset, and you know the OP has a mystical teachings in hand from when you remanded it earlier, meaning there is no way your Narset survives unless you find a pitch spell off of the -2. If you don't Commandeer at least you get to keep your Narset & spell snare in hand while also holding up both Commandeer & spell snare for the OP's turn. If you do Commandeer a remand, aim it at the other remand so that you resolve the Narset and hold one mana up, meaning you have another hit with the -2 to potentially have some interaction to keep her alive, (obviously OP went for ubrubt decay instead of trophy, however, meaning that the first option of not Commandeering is best).

    Also revealing that you have a Notion Thief by casting it when Teachings is on the stack seems questionable. There's no way the OP doesn't search for something to kill your Thief. Wait for them to hopefully get greedy, or pick the wrong bit of interaction with Teachings and then try and play it after they already chose what card they want. Basically, I think you could have baited the opponent into doing what they did at 3:20ish a lot earlier, (tapping out on their turn so that you can Thief into Day's which probably wins you the game.)

    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from JuiceBOX »
    Quote from D90Dennis14 »
    2. Those cards (Snapback, Shoal, Commandeer) are just very situational cards and not worth building around and playing bad card to like Borderpost (and mediocre bouncespells) to fuel them imho.
    Black gets tou much better options like real removal: Fatal Push, Cast Down (Go For the Throat/Murderous Cut) and Collective Brutality as hand disruption (and additional effects).
    Bouncespells alone (and Shoal) aren't good enough for efficiently interacting and not playing any "real" removal or discard spells (or more countermagic) isn't a great idea imho.


    I think this point is moot, considering the pitch functionality of the deck. You literally just toss the useless spells to cast free cards that are relevant and then you refill your hand. You are not wrong in saying that they are situational, but your evaluation of how impactful they are is quite skewed.

    Borderpost is rather insane in this deck.


    In addition to pitching bad cards, we can always loot them away; the deck doesn't care about having situational cards because if you have other uses for said cards you don't care when they are bad nearly as much.
    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer

    Just making sure (think I saw this on the stream, but double checking) if I were to have both Narset, Parter of Veils and Notion Thief on the battlefield, then the Narset just overrides the Thief’s ability? It’s not a “what entered the battlefield last” incident, right?


    It's an interesting interaction. The rules text for Narset, Parter of Veils from Gatherer states:
    Replacement effects (such as that of Underrealm Lich or the first ability of Jace, Wielder of Mysteries) can’t be used to replace draws that Narset disallows. However, if an opponent’s first draw is replaced (by Underrealm Lich’s ability, for example), that draw didn’t happen and Narset won’t stop the next draw (which may also be replaced by Underrealm Lich’s ability).


    This means that if you activate a looting ability during the opponent's upkeep, (meaning they haven't drawn a card yet this turn), Narset allows the draw to happen, and then Thief's ability cancels the draw and gives you a card. When the opponent's draw phase comes, Narset's ability doesn't prevent the draw, because the opponent hasn't actually drawn a card yet and Thief doesn't care about the draw step draw, so the opponent ends up getting that card.

    If you activate the looting ability after the opponent has drawn their card in the draw step, Narset's ability kicks in and stops them from drawing another card, so they discard the one they just drew, (assuming 0 cards in hand at the begging of the turn), and because they never drew a card that wasn't the initial draw step one, Notion Thief's ability never triggers.

    Let's say you cast a Day's Undoing with both out during your turn, and the opponent hasn't drawn any cards this turn. The first card the opponent attempts to draw is allowed by Narset, but then gets cancelled by Thief, so you get an extra. The 2nd card isn't canceled by Narset, because the opponent never drew the first card, so Thief kicks in, cancels that draw also, and then gives you another. This means that by the end of casting the Day's Undoing, your opponent will have 0 cards and you will have 14, (7 from your draws from Days, and 7 from the Thief's ability.) Also let it be noted: if something is preventing the opponent's draw in their draw step from happening, (ex. Colfenor's Plans) then each time they would go to draw a card Thief's ability would cancel it, so Narset never triggers, and you end up with the extra cards.

    To recap: If you want to draw an extra card and you have both Notion Thief and Narset, Parter of Veils out, trigger the loot before the first draw of the turn; if you want to lock the opponent out of keeping cards in their hand activate the loot after the initial draw of the draw step.

    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Quote from Lord Nahkiin »
    Hello!

    I’ve watched the deck being played and I absolutely love it. For people who appear to be making suggestions and critiquing cards without seeing how they perform, I’d suggest you watch some gameplay; you’re not really helping much if you’re trying to make suggestions to something that you don’t properly understand. Seeing a decklist and seeing it played are two completely different things.

    That being said, I am possibly worried about one aspect of the deck: it’s ability to kill with the lock out. Just so I understand properly, is the lock of Lore Broker + Narset, Parter of Veils while Hellbent an absolute lock, or are the opponents still able to cast instant-speed effects? If they can’t, then this is one of the most beautiful decks I have ever seen lol. If they can interact however, then I’m a bit afraid that we kill too slowly before they’re able to potentially break out of the lock. I could be wrong of course, I’m only human.

    Thanks for the sick primer as well : )


    A few key differences between the two passive effects on Narset, Parter of Veils/Notion Thief, however:
    1) Notion Thief's ability stops every draw other than the opponent's normal draw during their draw step, this means that if you make the opponent loot on your turn, or draw on your turn, they don't draw any cards, whereas Narset, Parter of Veils sets a cap for 1 card each turn, so if you loot on your turn the opponent draws a card as normal.
    2) In order to lock the opponent out of drawing cards with lore broker and Notion Thief's ability, you must activate the looting effect in response to them drawing a card on their draw step, so they immediately loot, not drawing the card for the loot, and discarding the card they just drew, with you also drawing an extra card due to Notion Thief's ability. This has the drawback of the opponent being able to cast instants in response to the loot trigger, unlike Narset, Parter of Veils where you can make them loot during their upkeep, so they draw 1 and discard 1, and then they don't get the draw for the draw step, meaning if they had 0 cards in hand when you activated the looting ability there's no time for them to cast the card that they draw before they have to discard it, (obviously madness cards get around this).


    Posted in: Deck Creation (Modern)
  • posted a message on Narset, Parter of Veils Combo Control, (AKA Pitch Blue ) Primer
    Which card is 5cmc with BB in the cost?

    That's a typo: was supposed to say 4 and being BB. Damnation is already hard to cast, a more narrow damnation doesn't feel good enough.
    Posted in: Deck Creation (Modern)
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