I don't know if that really makes hex proof a drawback. Splashing blue for redirect so you can deal with hex proof creatures seems like you are weakening your deck for a pretty circumstantial card.
The moxes are basically essential for speed and remand is the counter of choice because if imprinted it gives free ca, that with lightning bolt and a nice (if rather strange) trinket mage pack gives us the deck. I haven't played with this deck yet and this is my first try on an extended deck. Does this thing even have the merit to be moved to the deck help section?
Also I kind of want to work kiki jikki/pestermite in here some how but not sure how.
A: does it work?
B: If it does work does it have the right cards to use a R/U shell to force its way to the point you can overwhelm your opponent with basically any card on the scepter triggering pyromancers?
Thoughts? Probably not tournie viable but might be cool if it works.
That requires a lot of trading that might not be 100% available. It would probably be worth looking into though. Dredge is a possibility I suppose though I haven't looked at those lists.
Sadly I lack goyfs and I find it an incredible hindrance. I would buy them but I never have $200 sitting around and I can't justify buying just one at a time as until i got to three it would more or less be useless.
As far as shock lands go I have a set of watery graves, steam vents, and temple gardens. The land base would not be a huge problem really especially since I like having them to be able to put decks together.
Is it worth it to only get an extended deck for the up coming ptq season? That is basically all I would use it for aside from testing for the ptq's with it. Also if I get one should it be scape shift or fae? Because I have most the cards fae requires they would end up costing about the same.
Assassin is going to get destroyed before it will likely get much done. The big thing to keep in mind with this deck is that you need to be able to match the wicked card advantage of jund which means you have to be ready for a blood braid elf into blightning which knocks you down three cards. Wall of frost seems strong but you will need to be inventive to hold a B/U deck together people are some what in agreement that blue is having a bit of trouble with jund.
To me border posts seem like you would be sacrificing consistency for a gimmick that could only happen occasionally. Especially since the card advantage of armillary sphere only comes as lands anyway, also with the number of mana sources this deck plays it seems that you would almost always rather have just another land than a border post. Or a burn spell, or a planes walker, or almost any other card the deck runs really. I simply don't see the advantage of playing border posts over four more mountains which the deck simply can't fit.
I would be happy to have force spike back in the format. To me that is exactly what we need, it is an early counter that can stop a first and second turn play but is not an end all counter.
What is sad to me about this particular format (though I do aknowledge that it is young and will likely change dramatically) is that I see it as essentially two decks. There are decks full of creatures and decks filled up with removal for the creatures. I liked being able to cast interesting spells having interesting enchants that change the way the game is played and creatures that are not merely a function of how large their body is in relation to their cost. Vendilion clique is a good example of what I would like to see more on creatures.
Well a deck just getting there in general is not a good strategy because your opponent will be trying as hard as they possibly can to stop you from doing that.
Furthermore a small amount of win cons is problematic because removal runs rampant especially in this meta, even if you manage to make it so that you don't trade a single creature with them then with so few win cons there is a good chance they will just kill your win con then manage better top decks than you. What if they top deck blood braid elf and you top oblivion ring. They have just whittled off at the very least 3 damage on you plus one more card. They top a bitterblossom and you top a pte or even a harms way it has become an uphill battle for you.
I don't mind a slow player so long as they are being a semi reasonable pace. What bothers me more are the people who try and play their turn out in 2 seconds tearing through 80 of my decisions where i have to back them up several times and they get pissed at me for interacting with their gold fishing.
3 [10E] Faerie Conclave
12 [M10] Island (4)
4 [8E] City of Brass
4 [GP] Steam Vents
// Creatures
4 [M10] Wall of Frost
2 [Zen] Sphinx of Jwar isle
3 [FD] Trinket Mage
2 [FUT] Venser, Shaper Savant
3 [MR] Chrome Mox
1 [MR] Chalice of the Void
1 [M10] Pithing Needle
1 [FD] Engineered Explosives
4 [MR] Isochron Scepter
2 [M10] Time Warp
3 [DIS] Spell Snare
4 [M10] Lightning Bolt
3 [RAV] Remand
4 [ZEN] Pyromancer Ascension
The moxes are basically essential for speed and remand is the counter of choice because if imprinted it gives free ca, that with lightning bolt and a nice (if rather strange) trinket mage pack gives us the deck. I haven't played with this deck yet and this is my first try on an extended deck. Does this thing even have the merit to be moved to the deck help section?
Also I kind of want to work kiki jikki/pestermite in here some how but not sure how.
B: If it does work does it have the right cards to use a R/U shell to force its way to the point you can overwhelm your opponent with basically any card on the scepter triggering pyromancers?
Thoughts? Probably not tournie viable but might be cool if it works.
What is sad to me about this particular format (though I do aknowledge that it is young and will likely change dramatically) is that I see it as essentially two decks. There are decks full of creatures and decks filled up with removal for the creatures. I liked being able to cast interesting spells having interesting enchants that change the way the game is played and creatures that are not merely a function of how large their body is in relation to their cost. Vendilion clique is a good example of what I would like to see more on creatures.
Furthermore a small amount of win cons is problematic because removal runs rampant especially in this meta, even if you manage to make it so that you don't trade a single creature with them then with so few win cons there is a good chance they will just kill your win con then manage better top decks than you. What if they top deck blood braid elf and you top oblivion ring. They have just whittled off at the very least 3 damage on you plus one more card. They top a bitterblossom and you top a pte or even a harms way it has become an uphill battle for you.