Your opponents do not gain a disadvantage by using removal spells on a creature that is about to self-destruct. They simply missed a perceived advantage, as creatures do not tend to kill themselves. A true disadvantage to removal on a creature might be the unearth might com back, (fatal push on elemental,) or simply 2 damage off of keldon is still present despite a removal spell being used on it.
Status quo for removal is that removal spell used, creature is gone. Disadvantage (for the removal player) is when that creature provides some form of edge on the removal, and advantage is when the removal is favored on the creature, such as none being used at all. What you described as using removal on a creature that is about to die anyways is still status quo, removal used, creature gone. The difference is within the creatures other effects, not the self-destruct.
I do not have such a need to hit anything to pay a full extra mana for that utility atm. Hitting creatures alone is a good deal of flexibility as it is. I am a bit confused by chain of vapor "usually being the best option" if the drawback is so hard. Was this in reference to how it stacks up with other decks facing similar choices? In any case, while there may be a time I feel the need to gain the ability to bounce anything, for now I'm happy enough with creature targets to take the 1 mana deduction and loss of the potential draw for the kicker effect.
That's fair on the multiplayer note. Definitely will remember to shift to more countermagic as the format for me shifts, I play in a way creature heavier format than a normal meta would be. Brainstorm seems like a solid card. My biggest weakness for them is burning usable blue sources I'm less likely to get to, making countermagic also tricker, but I think I can use those slimmer blue spells and improve my blue base to make it work. Are wall of blossoms and Fblthp, the Lost worth slots here?
How do you like those two in your deck btw? I found myself cutting them.
I personally do not know for sure yet, as I do not own either, but I'm still mulling it over, might cut a land or one of the other cards suggested to be dropped here. Curious what the OP picks.
The countermagic is waiting for the format to become more regularized, Alesha is the most played against deck atm, so I want hexproof for creature-based effects and spot removal, which holds a higher presence than usual.
The other things, such as the lands and filtered out the noncreature ramp will be done as soon as I acquire the cards to do it. Will look into how I'll be getting Kiora.
Any other cards you can think of good for my level of play? I'm obviously unable to use things like earthcraft so I have to find alternate plays. On the other hand I doubt I need to meet the same standards, so Bring to Light will likely be fine in my meta, a 5 drop wincon for my sage is probably more then fast enough for me. Any cards you can think of that may shine for my level of play? I will likely still be moving some stuff around, such as the lands, etc. even now, when I get the chance regardless.
All right, was light on blue sources for a bit, but I will be cutting those noncreature based issues. Sol ring is a card that is banned in one of the 1 v 1 formats I was playing in for a bit and I've struggled to keep them straight, if I think I'm in a 1 v 1 where that is fine, I definitely will put it in. Think a player I was playing was doing some variation of the French format, but I'll check up on sol ring, if it is legal, I'll play it.
Yeah, I noticed that card as well. I might give some of that low costed exp ramp a try. Just cheap stuff that would probably be ok in a budget build even if it doesn't meet the standards for what is probably a much higher level of play on your end than mine. I didn't know that card existed actually.
That is true, it does have a nice synergy with chord, a card I only recently acquired and have not had a chance to play yet. I will say I've cut both fo the cards you stated were clunkier, beast whisperer and cold-eyes selkie are not in my list anymore, though I did try them. Selkie is probably better for you because I think you face way more blue than I do. Blue seems to get more love as players make use of counter magic and other higher level gameplay than what I usually face. What cards in my deck do you think would be trimmed for these? (you mentioned the basics could be trimmed a bit, is this the main area, or anything else stand out to you? I did note overwhelming stampede and triumph, will be looking into cutting those as well.) Also, more specifically, what do you usually tap to make that scatter the seeds a 2-3 drop? I expect Ezuri, but a lot of my creatures are dorks. Guess any random elvish visionary etc. would be ok,+ any spare exp counter rack-ups, (nest invader.)
I like triumph just because I randomly find myself cut off from wincons due to spot removal on them but keep getting dorks, etc. and since I'm not attacking I usually have an open swing, so I've used it as an alt win. Overwhelming stampede you probably have a point on though, i'm not sure if I really put enough damage for that. I think this might come down to playing more of a creature development format than you. Going to look at them closely though when playing, you do have a point on the damage output.
The countermagic is definitely fair, the only reason it isn't already in is because my #1 most faced deck is an alesha deck that has way more creature-based removal. They do use some spot removal, but I find hexproof holds off near anything. They don't own toxic deluge. will definitely use the countermagic once that changes, atm it is purely a meta call. Ranger's guile is obviously a sub-par card, but the hexproof is just an absurdly strong format-call atm. It is definitely not the norm, and I'll be trying to get more exp friendly protections as I acquire and learn about more cards.
A bit of flooding, though I like to be able to cast my Ezuri for 6 or 8 sometimes if I don't draw hexproof or eventually just keep getting hit by removal until I've forced it all. I could cut down a land or two I guess, my curve keeps getting lower. Definitely getting the lands that go green and blue when I can. My weak landbase is a cardpool weakness, but one I'm working to correct.
Why do you like Kiora so much? I see a bit of the appeal, but I am a bit surprised, that is still a 4 drop. I think I may be underestimating the card's appeal here, could you explain it a bit more? I do not own it but I might be able to trade for one.
Edit: Those two abilities are looking more appealing, having a potential two card grab or a mana dork+land untap, but do still respond, definitely don't want to overlook anything here. This may be a card I underestimated at first glance, want to make sure I don't make that mistake still.)
A few notes on the OP I wanted to ask about, are the OP's cards like Hermit Druid or Scatter the seeds stronger in free for all and also wjth the more expensive cards? It seems the overflow of Ezuri counters is a bit unneeded and are eh standalones for developing a core Ezuri plan to get the minimal counters to go off with a quick kill outlet. I'm obviously speaking from the context of having a different cardpool, format expectation and understanding of the game, but I'm hoping an experienced player might be able to recognize which of those things are changing my experience. If you played 1 v 1, would you keep such cards? Are they only worth it with the higher value combo pieces/cuttable in a build that has less power because they do not combo as well, or even jsut weaker cards vs removal decks if trying to keep Ezuri out? I would be happy to hear opinions from anyone on this.
Also, regarding some other cards. Bring to light for a 2 drop seems pretty good, though this may be my slower format sense speaking for a budget tutor option to once again get a sage or even slighted agent etc. for another 1 card wincon trigger once Ezuri is established. Neoform is a new card that also seems effective, and pollenbright druid is 2 experience counters for 2 mana on Ezuri.