fetchlands rather to make sure you can fetch any color since all my fetches can look for plains and all my shocks are half plains, i found that paying 1 to 4 life is definitely worth it to have all your colors consistently and untapped. After all, you only need 1 basic for the borderposts. if i would use them to thin, i'd rather just play evolving wilds and terramorphic expanse.
Instead of discovery//dispersal i run supreme will, which gives you the edge against control (with the mana leak option), while it can dig deeper in your deck than discovery//dispersal does. i know it costs 3 mana, but the first two turns im busy playing my borderposts, suspending a gargadon or casting a 3 mana spell on turn 2 due to simian spirit guide.
I usually use detention sphere when i feel like i should hold on to my balance an extra turn or if i don't have balance in hand. In both situations it does the job better than beast within. Downside is that it's not at instant speed and it doesn't deal with tron lands, fortunately tron is a very favorable match-up. Another upside of the sphere is that it exiles stuff and it exiles all copies of the card you target, which is a significant difference when facing e.g. phoenix (the current nr 1 meta deck)
I've been working on a list that fits the current meta for a while and after some playtesting i came up with this jeskai build with a splash of green(i think the borderpost version is still better, especially now people side in less artifact hate because of KCI-ban):
Sideboard:
Wear//Tear x3 (KCI is banned, so i don't run 4, but i side these in quite often against decks with stony silence/chalice(and against prison, scales and affinity ofc))
Ravenous trap x3 (deals with dredge, does a lot against death's shadow and is usable against phoenix and jund)
Timely reinforcements x4 (burn, humans and dredge are tough match-ups for the cascade version, this buys you 1 to 3 extra turns in those match-ups (which should win you the game), while being playable against e.g. Arclight phoenix or death's shadow, i don't main deck it because it can backfire with the balance ofc)
Anger of the gods x2 (always deals with dredge and scales, usually deals with spirits, humans and phoenix too)
Ricochet trap x3 (this can make you resolve balance against control, no further explanation needed)
What do you think? tips and suggestions are welcome.
If you want to know why i play a certain card, don't hesitate to ask
If you'd like to play the deck yourself, i'd give the reasoning behind the card choice and the fetchland manabase with pleasure
Instead of discovery//dispersal i run supreme will, which gives you the edge against control (with the mana leak option), while it can dig deeper in your deck than discovery//dispersal does. i know it costs 3 mana, but the first two turns im busy playing my borderposts, suspending a gargadon or casting a 3 mana spell on turn 2 due to simian spirit guide.
I usually use detention sphere when i feel like i should hold on to my balance an extra turn or if i don't have balance in hand. In both situations it does the job better than beast within. Downside is that it's not at instant speed and it doesn't deal with tron lands, fortunately tron is a very favorable match-up. Another upside of the sphere is that it exiles stuff and it exiles all copies of the card you target, which is a significant difference when facing e.g. phoenix (the current nr 1 meta deck)
Balances:
3x Restore balance
4x Ardent plea
4x Violent outburst
Win cons:
4x Greater gargadon
3x Nahiri, the harbinger
2x Gideon of the trials
1x Emrakul, the Aeons Torn
Nonland mana:
4x Simian spirit guide
4x Firewild borderpost
4x Fieldmist borderpost
3x Wildfield borderpost
Others:
4x Detention sphere
4x Supreme will
2x Blood moon
Lands:
4x flooded strand
3x arid mesa
1x Sacred foundry
1x hallowed fountain
1x temple garden
1x plains
1x mountain
2x island
Sideboard:
Wear//Tear x3 (KCI is banned, so i don't run 4, but i side these in quite often against decks with stony silence/chalice(and against prison, scales and affinity ofc))
Ravenous trap x3 (deals with dredge, does a lot against death's shadow and is usable against phoenix and jund)
Timely reinforcements x4 (burn, humans and dredge are tough match-ups for the cascade version, this buys you 1 to 3 extra turns in those match-ups (which should win you the game), while being playable against e.g. Arclight phoenix or death's shadow, i don't main deck it because it can backfire with the balance ofc)
Anger of the gods x2 (always deals with dredge and scales, usually deals with spirits, humans and phoenix too)
Ricochet trap x3 (this can make you resolve balance against control, no further explanation needed)
What do you think? tips and suggestions are welcome.
If you want to know why i play a certain card, don't hesitate to ask
If you'd like to play the deck yourself, i'd give the reasoning behind the card choice and the fetchland manabase with pleasure