The Jace thing is a bit weird but if your putting up results, I can't argue.
I agree on the Inferno Titan. Primeval is better for the right deck, but this isn't it. It kills threats after a D-force that Primeval titan cannot. Two lands are great after you blow all the lands away, but to clear the room of any big threat is just amazing.
Because then you run into Modern's problem. Legacy has enough "This hates on 75% of the combo" cards that you can be prepared for combo decks. But as the card pool shrinks, the answers do too.
Now in Modern, Infect needed to go because if you ever took a point of damage, you lost the game. Then Storm needed to take a hit because if you didn't play counterspells or tons of hand disruption, you were dead. Then Eggs took a hit because it took forever and forced people to play 8 hate cards and hope they drew them.
The issue wasn't the decks, but that there are very few cards that answer all of them.
In standard it's even worse. If there was some infinite combo in standard, as well as a graveyard combo in standard, that is well over half of everyone's board at any one time.
So you either have a format where no combo gets hated out because it's too hard to predict which one you will face, or one with a single combo, and it will be a bad deck because everyone can bullseye on it. Again with Modern, but it is real easy to win a match against Splinter Twin. It is real hard to win all the match ups against Splinter Twin, 2 Different Pod decks with 4 combo kills, RG Tron, and Goryo's Vengence decks.
Ah-ha. My opponently ca't possibly win when I play my blank 5 drop, then on turn 6, play some one drops to get mana for the rest of the cards that aren't in my hand because I played two 1 drops late in the game.
You clearly broke it.
This is a different card. You can play it on a board without creatures and it's an 0/1.
But it isn't anymore.
It can be, but giving up your 5 drop to start gaining small edges isn't worth it when the power level of 5 drops is high.
Basically, if you play this, and your opponent plays Stormbreath Dragon, you might get the advantage in 4 turns, but you are dead in 2.
Oh no. This will see lots of play. The issue with anger is that it dealt 3 damage. this leaves X/3s alive.
Now you have a sweeper that clears out aggro, but doesn't kill your Sylvan Caryatid, leaving you with a 0/3 blocking mana dork. This card instantly makes the idea of a ramp deck much much better.
She's still blue/green. She is striving to save nature through blue means. She is going to learn about the massive sea monsters on Theros and use that info to try and save Zendikar. I don't think that sentence refers to self sacrifice, like it would in white. I think it is meant to show the callousness of blue.
She doesn't care what damage she causes (angering Thassa and causing massive tidal waves) if it is in the name of knowledge.
She seems really good. She looks like Tamiyo 2.0
Her +1 protects her, her -1 is pure upside if you need it, and her ultimate will win the game. She's got all the makings of being very good.
It's not hard to see her being played on turn 4, then verdict/anger on turn 5 and then the game ends unless they have a non-creature answer.
It's just not good enough. If you let them Rev for 3-4, then they are super ahead even without the life. You did 3 (7-8ish?) "damage" to them with one card, but then they get to untap and either cast a bigger one or verdict away your threats so you can't finish the job before they get to stabilize.
People always think control needs a bunch of win conditions. The only one it needs is not losing. It doesn't matter how last you win if you have control of the game and with this deck, that is the goal.
Frankly, it doesn't even need the Elspeth. All this deck wants to do is chain revelations, and eventually use the elixir so that you they don't draw out. It can will will often win from the old 53 turn clock.
Once the pressure is off it's just going to cast sphinx's until it's hand has 2 counters, 2 removal spells, another sphinx's and some more draw and that it. It's hand will always be able to answer you because the entire deck is answers, cards to draw answers, land and 2 other cards.
A Bant Primespeaker build or something with more creatures could work but when you want to be a hard control deck, what does green get you that black doesn't.
Green gives you access to Caryatid and a few cheap beaters. Unfortunately all those have real issues when you plan is to sweep the board on turn 4 or 5.
For Black you get Hero's Downfall and then a bunch of 2 mana cost removal. It also brings in access to much more powerful multicolor cards in Far/Away, Blood Baron, Obzedat, and Ashiok.
I love me some Bant, but there is just no reason to play a Bant Control deck right now.
They just need an earthquake that says damage can't be prevented. That is right up their alley and for some reason doesn't exist. There isn't a single pyroclasm/earthquake type effect with "Damage can't be prevented" on it.
RIP/Helm in itself is pretty unfair, but it isn't used in an unfair way. RIP/Helm is a finisher in U/W control decks that play fair magic and use that as a win condition of choice. It isn't like a show and tell deck where the entire game is about them digging and accelerating out their combo pieces.
That is still the traditional magic definition of "Fair". It isn't about how good it is, it is about it's route to victory.
If anything, Cawblade was the fairest deck around at the time. Everything it did was just about gaining value and winning through fair means. It drew cards, it killed things, it played threats and it did it all in fair ways.