This is a really good write-up for this part of the primer. I really like the fact that you break apart the card selection in tiers to separate the Pauper/Peasant/Budget builds. I just have a few things that I think are worth including/changing.
- 3rd Paragraph - you say activate CoA's ability even though it's a trigger (I know, not really a big deal, but never know if someone may get confused)
- When talking about cards like Altar's Reap etc. that have sacrifice a creature as an additional cost, I think it is worth mentioning that these spells make it impossible for opponents to counter the sacrifice. When using targetted removal, things can end poorly with bounce / exile removal or counters. This is a good way to play around countermagic heavy metagames which is something I have found relevant. I even played Fling before.
- I agree with Overheat's opinion on more basic lands. Having so many ramp spells in the Pauper version leads to absurd mana advantages in the late game thanks to cards like Far Wanderings that help us keep opponents buried under our card advantage.
- I also think the Game Plan of the deck shoudl be in a section before this. Probably just before this. I would think that starting out with the history of the deck --> Game Plan --> Card Selection --> Other Resources would be a good plan, or something along those lines.
I really like how this is looking though. Very detailed and lots of information. I can't wait to see a thread where formatting makes it look that much more organized and cleaner.
Re: Looters - I'm not so sure I really want those effects. They do let me churn through my deck faster, but I also want to make sure I don't get completely hosed by GY hate. I envision just looping spellbombs alongside Mystic Remora and Rhystic Study to keep a steady supply of cards in my hand. This also means keeping a lot of my tricks on board and keeping my graveyard only partially stocked at any given time. That being said, I still think Stinkweed is valuable in refilling the yard once I do fall victim to Bojuka Bog and the like.
Mnemonic Wall is great for all the reasons you mentioned. At this point I have Scrivener strictly because it is a wizard and because I don't see the P/T being significant. If it ends up mattering, I will happily make that swap.
1x Muldrotha, Gravetide
Lands (37)
1x Bojuka Bog
1x Command Tower
1x Cradle of the Accursed
1x Dimir Aqueduct
1x Evolving Wilds
5x Forest
1x Golgari Rot Farm
1x Ice Tunnel
9x Island
1x Mystic Sanctuary
1x Path of Ancestry
1x Rimewood Falls
1x Seat of the Synod
1x Simic Growth Chamber
7x Swamp
1x Terramorphic Expanse
1x Tree of Tales
1x Vault of Whispers
1x Woodland Chasm
Enchantments (13)
1x Diplomatic Immunity
1x Font of Fertility
1x Kaya's Ghostform
1x Lingering Death
1x Mire's Grasp
1x Mystic Remora
1x Pestilence
1x Rhystic Study
1x Seal of Doom
1x Seal of Primordium
1x Seal of Removal
1x Shade's Form
1x Vessel of Nascency
1x Archaeomancer
1x Bottle Gnomes
1x Brine Shaman
1x Caustic Caterpillar
1x Crypt Rats
1x Dimir Infiltrator
1x Drift of Phantasms
1x Fleshbag Marauder
1x Mulldrifter
1x Sakura-Tribe Elder
1x Scribe of the Mindful
1x Sidisi's Faithful
1x Spore Frog
1x Springbloom Druid
1x Stinkweed Imp
1x Sylvok Replica
1x Trinket Mage
Sorceries (9)
1x Bone Shards
1x Cultivate
1x Kodama's Reach
1x Merchant Scroll
1x Night's Whisper
1x Notion Rain
1x Ponder
1x Preordain
1x Read the Bones
Artifacts (9)
1x Aether Spellbomb
1x Alchemist's Vial
1x Commander's Sphere
1x Executioner's Capsule
1x Expedition Map
1x Lifespark Spellbomb
1x Neurok Stealthsuit
1x Nihil Spellbomb
1x Wayfarer's Bauble
1x Arcane Denial
1x Brainstorm
1x Counterspell
1x Crop Rotation
1x Deprive
1x Dispel
1x Dizzy Spell
1x Muddle the Mixture
1x Mystical Teachings
1x Negate
1x Perplex
1x Resculpt
1x Shred Memory
1x Undying Evil
This is the current list of cards I am considering:
1x Wavesifter
Sorceries (3)
1x Mulch
1x Ravenform
1x Spark Harvest
1x Mind Stone
1x Moonglove Extract
Enchantments (1)
1x Alexi's Cloak
1x Darkmoss Bridge
1x Mistvault Bridge
1x Tanglepool Bridge
1) Why isn't there any love for Altar's Reap and Costly Plunder? I get the appeal of Perilous Research because it is searchable by Merchant Scroll as well, but I feel like the ability to blow up Child and dodge counterspells (except for Stifle, Trickbind, etc.) is very valuable.
2) I was also surprised at some people passing up on Displace. Ghostly Flicker feels like such an essential part of the deck that I'd love an extra. Sure, when I am about to combo off I tend to have plenty of counters and answers to things that could stop me. However, oftentimes I find myself just flickering recursion wizards and ETB creatures to generate a ton of value and create a softlock while I am digging my way to Cloud of Faeries.
3) I have yet to be sold on Mistmoon Griffin. I like the idea, but I feel like it is just so much easier to get False Defeat / Breath of Life to work than Mistmoon Griffin. I would love to hear more feedback on how testing that card has gone for others.
4)I haven't personally added Strip Mine or Maze of Ith to my list yet, but I've always considered adding them. I may just bite the bullet and try that soon.
Other than that, I really enjoyed going over the last few posts from everyone. I'll be updating my list over the next few days. I look forward to hearing everyone's thoughts and checking out the updated primer.
1 Child of Alara
Creatures (16)
1 Sidisi's Faithful
1 Spore Frog
1 Cloud of Faeries
1 Dimir Infiltrator
1 Qasali Pridemage
1 Sakura-Tribe Elder
1 Vedalken Aethermage
1 Cadaver Imp
1 Drift of Phantasms
1 Farhaven Elf
1 Sea Gate Oracle
1 Tilling Treefolk
1 Archaeomancer
1 Izzet Chronarch
1 Mnemonic Wall
1 Mulldrifter
Sorceries (12)
1 Ponder
1 Preordain
1 Distrubed Burial
1 Merchant Scroll
1 Rolling Thunder
1 Cultivate
1 Far Wanderings
1 Kodama's Reach
1 Mind Extraction
1 Read the Bones
1 Deep Analysis
1 Treasure Cruise
1 Blue Elemental Blast
1 Brainstorm
1 Crop Rotation
1 Dizzy Spell
1 Reclaim
1 Red Elemental Blast
1 Altar's Reap
1 Arcane Denial
1 Counterspell
1 Diabolic Edict
1 Grim Harvest
1 Muddle the Mixture
1 Perilous Research
1 Shred Memory
1 Terminate
1 Capsize
1 Faerie Trickery
1 Ghostly Flicker
1 Perplex
1 Pulse of Murasa
1 Reaping the Graves
1 Soul Manipulation
1 Mystical Teachings
1 Rewind
1 Scour from Existence
Artifacts (4)
1 Expedition Map
1 Nihil Spellbomb
1 Wayfarer's Bauble
1 Darksteel Ingot
1 Command Tower
1 Opal Palace
1 Rupture Spire
1 Transguild Promenade
1 Evolving Wilds
1 Terramorphic Expanse
1 Grixis Panorama
1 Jund Panorama
1 Dimir Guildgate
1 Simic Guildgate
1 Dismal Backwater
1 Jungle Hollow
1 Swiftwater Cliffs
1 Thornwood Falls
1 Dimir Aqueduct
1 Izzet Boilerworks
1 Simic Growth Chamber
1 Barren Moor
1 Lonely Sandbar
1 Tranquil Thicket
1 Bojuka Bog
1 Halimar Depths
1 Mortuary Mire
1 Strip Mine
1 Plains
7 Island
4 Swamp
2 Mountain
4 Forest
As I mentioned before, I'm going to add in Deprive, probably overRewind. I'm also considering adding Reap and Sow, Azorius Chancery, and some of the other ETB lands. Very open to suggestions on how to make room. I've always wanted this deck to move towards a more land-centric theme, and the pieces that are necessary for that to be a reality are starting to finally come to fruition.