I'm super excited about anything Demonic Pact. Couple things about the first list; why the 3x Oath of Jace? With no planes walker interaction it seems a bit lackluster. Also, I'd probably reduce Harmless Offering down to a singleton. You already have 3 tutors, so that effectively brings you to a play set of the Offering. Perhaps add some extra counter magic to make sure your combo lands, or perhaps some extra card draw.
Oops, sorry. I thought the Scepter only put a copy of the spell onto the stack, without casting.
I ask about Grove, and Breeding Pool for that matter, because I dont see where you are using any green mana? Seems to me that UR are the only two colors you need to cast all of your spells.
Sorry, I may just not be familiar enough with standard, but what is the point of Darksteel Citadel? I didn't think there was any prominent land destruction.
EDIT: Woops, I kinda completely missed that interaction. Nevermind!
1. Run Time Warp
2. Why Grove of the Burnwillows?
3. Isochron Scepter seems bad here. A copy of a spell does not count as a spell cast, so you wont get additional counters on Pyromancer's, nor a second copy of the spell.
So you're not wrong, its normal to feel underwhelmed by izzet charm. but its the best UR has for instant speed draw at 2 mana, and can function as other cards if need be.
You still run 4 though?
Would most people here agree that it still warrants holding 4 of our slots?
I feel like I'm going to be tied up to a stake and burned alive for this comment, but I feel kind of underwhelmed with Izzet Charm. It is versatile, but often times I find myself wishing I had something a little more powerful at just one job.
I have to ask: why do you need scry effects to make Into the Wilds a good card? If you ask me, just it making sure you never topdeck a land (or at least more rarely, I suppose...there could always be two top) is decent enough. It cuts through dead draws straight into more of the cards you want...well, beyond the gates that is. It effect isn't immediate and it's not exciting if it's not doing anything, sure, but it doesn't really need to be exciting to do its job does it? And you're in for the long haul anyways.
I don't think that Into the Wilds is an inherently strong card. I think its a card that is effected largely by anything that may amplify its power. Running 28 lands is one, and incorporating it into a deck that thrives (and wins) off having a large amount of lands is another. Those are each conditions currently met. I was just trying to thinking of how to amplify its power from further. Scrying was the first and most obvious option that came to my mind.
I'm just getting into this deck guys. I see this discussion about Into the Wilds, which sounds really interesting and cool! My first initial thoughts about it is that something that lets us set up our library would be good.
Can any of you more experienced pilots think of anything that would enable this? Omenspeaker appears to be the best option, but is there anything else worth testing?
The turbo comes from being able to put more lands in play than our opponents and gaining card advantage through these means. This is different than any other turbofog deck I've played (and I've played quite a few; it's usually a pet deck of mine). We don't want to mill them. We just want to survive until we can get our uncounterable win con online. I tend to play it like a draw-go control deck, only tapping out for sweepers and the occasional Gatekeeper. And, to be honest, I think it's better than the traditional concept of "turbo fog". Here, we don't have to beat our opponent's entire deck.
Oh, I guess that is a sorta 'turbo', certainly not traditional though.
Hey, I'm just kinda curious why you are sticking to just UW?
Not being critical or anything, but with the sort of mana base that are available currently, why not add a third color?
You have alot of permission and some other reactive cards, but as you know, its really important to have cards, and also really important to have something to do in case you don't need to counter or bounce anything on a turn. I haven't played the deck at all, but 4 Think Twice and 2 Bone to Ash doesn't look like enough draw.
In a similar vein, perhaps Forbidden Alchemy? Again, just for the sake of card advantage.
looks like you're missing some Thragtusks, lol
also, maybe try Borderland Ranger in place of the defenders? they fit nicer after a turn 1 mana dork, and can even trade with a couple creatures.
just a couple of ideas!
Correct me if I'm wrong, but it looks like you don't actually have any Turbo pieces? So, you're just hoping to draw enough fog and land until you have enough mana to cast bigger spells?
I ask about Grove, and Breeding Pool for that matter, because I dont see where you are using any green mana? Seems to me that UR are the only two colors you need to cast all of your spells.
Sorry, I may just not be familiar enough with standard, but what is the point of Darksteel Citadel? I didn't think there was any prominent land destruction.EDIT: Woops, I kinda completely missed that interaction. Nevermind!
2. Why Grove of the Burnwillows?
3. Isochron Scepter seems bad here. A copy of a spell does not count as a spell cast, so you wont get additional counters on Pyromancer's, nor a second copy of the spell.
You still run 4 though?
Would most people here agree that it still warrants holding 4 of our slots?
I don't think that Into the Wilds is an inherently strong card. I think its a card that is effected largely by anything that may amplify its power. Running 28 lands is one, and incorporating it into a deck that thrives (and wins) off having a large amount of lands is another. Those are each conditions currently met. I was just trying to thinking of how to amplify its power from further. Scrying was the first and most obvious option that came to my mind.
Can any of you more experienced pilots think of anything that would enable this? Omenspeaker appears to be the best option, but is there anything else worth testing?
Oh, I guess that is a sorta 'turbo', certainly not traditional though.
Not being critical or anything, but with the sort of mana base that are available currently, why not add a third color?
You have alot of permission and some other reactive cards, but as you know, its really important to have cards, and also really important to have something to do in case you don't need to counter or bounce anything on a turn. I haven't played the deck at all, but 4 Think Twice and 2 Bone to Ash doesn't look like enough draw.
In a similar vein, perhaps Forbidden Alchemy? Again, just for the sake of card advantage.
also, maybe try Borderland Ranger in place of the defenders? they fit nicer after a turn 1 mana dork, and can even trade with a couple creatures.
just a couple of ideas!
QFT