So I guess this goes arbitrarily large with Karn's Temporal Sundering although I'm not sure that matters. lol
Would this work? Does it only matter if the card gets exiled, or does Feather's effect have to be the one doing the exiling?
I'm not 100%. I know there is some weird rule regarding it not mattering what source put a card in exile as long as it still ends up there, but I'm not sure if that is applicable in this case.
It doesn't work. Karn's Temporal Sundering exiles itself prior to resolution. Feather the redeemed has the stipulation that it must be exiled to its replacment ability in order for it to work.
So I guess this goes arbitrarily large with Karn's Temporal Sundering although I'm not sure that matters. lol
Would this work? Does it only matter if the card gets exiled, or does Feather's effect have to be the one doing the exiling?
I'm not 100%. I know there is some weird rule regarding it not mattering what source put a card in exile as long as it still ends up there, but I'm not sure if that is applicable in this case.
Hieroglyphic is versatile. It cycles early to help you find land, it draws gas mid game, and draws into Suns. The one mana cycling is relevant as you hold up countermagic and let's you both counter and draw deeper.
Pull serves one purpose alone basically and that's to draw a lot. At 4 mana, it's worse than Hieroglyphic because it only nets 1 total after the discard. It's essentially a 6 mana spell and this deck needs early draw options.
Essentially, Hieroglyphic does everything we ever want it to whenever we want it to and Pull is too situational to be viable.
Correct, the only way to beat it is to outrace it or to counter the 2nd copy of Second Sun, so it needs no other win con. However, there are multiple options to bring in for Game 2 so we don't just straight out lose to something like Lost Legacy. I'm considering running a single Sphinx of the Final Word both as a guaranteed win vs control and an alternate win-con.
If they counter the 2nd Approach, does that not count or do we still win? The card says if you cast it, so if it was countered it was still cast. Or am I wrong on this?
Think of it like this:
The first time you CAST Approach of the Second Sun it essentially reads: "Gain 7 life. Put this card in your library 7 down."
The second time you CAST Approach, it reads: "You win the game."
An opponent can counter it when it's in either one of the "modes" and it simply is countered and goes to grave as all spells do. A spell has to resolve in order for it's effect to occur, so if the 2nd Second Sun is countered, you don't get the effect of "you win the game".
One thing to note, is that it doesn't matter what happens with the first one. In order to activate the "you win the game" effect on your future copies, it only cares about a previous one being cast and doesn't matter if the first one resolves nor where it was cast from.
Im relatively new to this game but this deck really interests me. I must ask, though... is the goldfish list based on the sole wincon of SecondSun?
Correct, the only way to beat it is to outrace it or to counter the 2nd copy of Second Sun, so it needs no other win con. However, there are multiple options to bring in for Game 2 so we don't just straight out lose to something like Lost Legacy. I'm considering running a single Sphinx of the Final Word both as a guaranteed win vs control and an alternate win-con.
Somehow, I don't seem to own a single copy of Blessed Alliance so I'm sticking with what I have for now, considering imminent rotation.]
Immolating Glare although not nearly as versatile is often substituted for Blessed. If you're in an aggro meta, you need the life gain aspect. If you're in a big creature meta, then Glare is better usually.
I'm also curious as to when the Caracals are boarded in. I assume when life gain is needed but don't honestly know as they're pretty slow.
After a horrible showing at FNM due to terrible Mana issues and misplays, I've learned a few things. Crash Through is just always disappointing so I'm gonna work to replace it. Soul-Scar though was an all star, especially against Constrictor. Dispel wasn't relevant in my local meta so I'm siding it.
I'm having difficulties with the sideboard in general though.
That's due to the "if you do", I presume?
I'm not 100%. I know there is some weird rule regarding it not mattering what source put a card in exile as long as it still ends up there, but I'm not sure if that is applicable in this case.
https://magic.wizards.com/en/articles/archive/news/unstable-variants-2017-12-06
Hieroglyphic is versatile. It cycles early to help you find land, it draws gas mid game, and draws into Suns. The one mana cycling is relevant as you hold up countermagic and let's you both counter and draw deeper.
Pull serves one purpose alone basically and that's to draw a lot. At 4 mana, it's worse than Hieroglyphic because it only nets 1 total after the discard. It's essentially a 6 mana spell and this deck needs early draw options.
Essentially, Hieroglyphic does everything we ever want it to whenever we want it to and Pull is too situational to be viable.
Think of it like this:
The first time you CAST Approach of the Second Sun it essentially reads: "Gain 7 life. Put this card in your library 7 down."
The second time you CAST Approach, it reads: "You win the game."
An opponent can counter it when it's in either one of the "modes" and it simply is countered and goes to grave as all spells do. A spell has to resolve in order for it's effect to occur, so if the 2nd Second Sun is countered, you don't get the effect of "you win the game".
One thing to note, is that it doesn't matter what happens with the first one. In order to activate the "you win the game" effect on your future copies, it only cares about a previous one being cast and doesn't matter if the first one resolves nor where it was cast from.
Correct, the only way to beat it is to outrace it or to counter the 2nd copy of Second Sun, so it needs no other win con. However, there are multiple options to bring in for Game 2 so we don't just straight out lose to something like Lost Legacy. I'm considering running a single Sphinx of the Final Word both as a guaranteed win vs control and an alternate win-con.
Immolating Glare although not nearly as versatile is often substituted for Blessed. If you're in an aggro meta, you need the life gain aspect. If you're in a big creature meta, then Glare is better usually.
I'm also curious as to when the Caracals are boarded in. I assume when life gain is needed but don't honestly know as they're pretty slow.
At my LGS, I'm just walking through easily with no competition but no one there likes to play control so it's not a real meta.
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=115372
https://www.mtggoldfish.com/deck/729562#paper
I'm having difficulties with the sideboard in general though.
I have considered some Ramunap Ruins for sure also.
I'm planning on playing Prowess based upon this deck:
4 Soul-Scar Mage
4 Stormchaser Mage
Enchantments
4 Fevered Visions
4 Riddleform
Instants
2 Abrade
4 Shock
2 Unsummon
Planeswalkers
3 Chandra, Torch of Defiance
4 Crash Through
4 Incendiary Flow
2 Insult
Lands
5 Island
8 Mountain
2 Highland Lake
4 Spirebluff Canal
4 Wandering Fumarole
2 Dispel
1 Jace's Defeat
2 Magma Spray
2 Negate
2 Refuse
2 Baral's Expertise
1 By Force
3 Sweltering Suns
Any thoughts on how to improve this or any variants that can also be successful?
Source: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=114880
Other Discussion: https://www.reddit.com/r/spikes/comments/6nodn0/standard_after_a_lot_of_testing_i_present_you_ur/