Hibernation is coming in because I have a Sigarda player I can't much interact with otherwise (a blue deck with so few flyers...) This deck was basically a kingmaker for that deck so hopefully I can bounce her and then do some sort of Timetwister effect to get her away for a while.
These cards are good cards, but they're the first things I'm thinking of when it comes to cuts. I've been looking for a few more ways to make Thada unblockable, and the Merfolk additions also have the ability to gain islandwalk. The wizards also interact favorably with Azami when they can't be used for attacking.
I don't think every card I selected should go in, but I'd like some opinions as to what you guys might think will improve the deck. Other cards to take out that I may have missed will also be welcome suggestions.
It just creates another Layer 2 (control-changing) continuous effect. Any subsequent Layer 2 effects will have a newer timestamp and thus override the brand. That kind of effect is why I didn't want to go the route that a lot of other Thada decks on the boards have gone; sometimes you just do your opponent a favor. Usually the only creature I want to steal from their deck anyway is Duplicant.
And yeah, I'm not sure on the Lab, most of my turns go "dude, swing, go," but sometimes I want to do more stuff in one turn. I may just have to try and see, if I can ever clear up space for it, that is. I still need to make room for Archaeomancer and Grand Architect.
Hmm, that makes me wonder if running something like Arcane Laboratory might just be a good kick in the face against some of the combo decks that might give me trouble (though I run a decent amount of permission, so maybe it's not that bad.)
I'm already sneaking in for unblockable general damage and hopefully taking their ramp, slowing them down like that might be good enough to push through for victory... if only I had a way to search up enchantments...
But I agree, Niv-Mizzet should be smacked every turn and all his artifacts should be mine, or just exiled if I don't feel like putting something out he could Brand (not that anyone really runs that card, right?)
I like Copy Artifact, but I don't think I run enough rocks of my own to turn on Mox Opal. Typically I'm looking to accelerate out a turn two commander or have an early hinder up with my mana rocks, and I just don't think I'm heavy enough to make the Opal work when I would want it to most.
EDIT: Just noticed that I had a few cards under the wrong heading, one of them was Pact of Negation in Artifacts. It has been fixed. Basically I'm running 11 artifacts. The chances of an active Opal on turn 1 and 2 (when it's most valuable IMO) are very slim.
So I played a few games and I feel like this deck needs more draw, preferably something repeatable that's not susceptible to a wrath effect. I don't have any ideas at the moment though.
I think I need more draw in the deck, not sure. I may also have too much mana. We'll see. I like to make this a force to be reckoned with, and I know there are some easy additions to make that happen. The question is, what to take out? Suggestions are always welcome.
Every time they successfully resolve the charm spell, they get priority again and the game state doesn't advance forward (to combat damage) till both players pass on the empty stack.
The rest of what you said is correct, but this part is not. When a spell resolves, the active player gets priority, not the player who cast the spell. In the example mentioned, the player casting the Azorius Charm is the non-active player.
Not that is matters too much anyway, though, as if you wanted to cast something like Silence to stop him, you'd need to do it in response to the casting of Azorius Charm, instead of before, as he could just Azorius Charm in response, Tamiyo trigger with Silence still on the stack, etc.
Out:
In:
Hibernation is coming in because I have a Sigarda player I can't much interact with otherwise (a blue deck with so few flyers...) This deck was basically a kingmaker for that deck so hopefully I can bounce her and then do some sort of Timetwister effect to get her away for a while.
Out:
In:
On a side note, I am no longer wanting to include Tideshaper Mystic et al. into the deck. Not sure about the remaining 3 cards though.
Here's the list again for reference:
Cards I'm thinking of cutting:
These cards are good cards, but they're the first things I'm thinking of when it comes to cuts. I've been looking for a few more ways to make Thada unblockable, and the Merfolk additions also have the ability to gain islandwalk. The wizards also interact favorably with Azami when they can't be used for attacking.
I don't think every card I selected should go in, but I'd like some opinions as to what you guys might think will improve the deck. Other cards to take out that I may have missed will also be welcome suggestions.
Edit: Made potential cuts into a list.
And yeah, I'm not sure on the Lab, most of my turns go "dude, swing, go," but sometimes I want to do more stuff in one turn. I may just have to try and see, if I can ever clear up space for it, that is. I still need to make room for Archaeomancer and Grand Architect.
I'm already sneaking in for unblockable general damage and hopefully taking their ramp, slowing them down like that might be good enough to push through for victory... if only I had a way to search up enchantments...
But I agree, Niv-Mizzet should be smacked every turn and all his artifacts should be mine, or just exiled if I don't feel like putting something out he could Brand (not that anyone really runs that card, right?)
EDIT: Just noticed that I had a few cards under the wrong heading, one of them was Pact of Negation in Artifacts. It has been fixed. Basically I'm running 11 artifacts. The chances of an active Opal on turn 1 and 2 (when it's most valuable IMO) are very slim.
Out:
In:
As a side note, anyone interested in this at all? This is a different direction than all the other Thada Adel decks on the site.
1 Thada Adel, Acquisitor
//Land
1 Minamo, School at Water's Edge
1 Academy Ruins
1 Vesuva
1 Reliquary Tower
1 Thespian's Stage
1 Wasteland
1 Strip Mine
1 Temple of the False God
1 Rogue's Passage
27 Island
//Creature
1 Cosi's Trickster
1 Stonybrook Banneret
1 Lord of Atlantis
1 Master of the Pearl Trident
1 Coralhelm Commander
1 Phantasmal Image
1 Spellskite
1 Merfolk Sovereign
1 Merrow Reejerey
1 Trinket Mage
1 Vedalken Plotter
1 Grand Architect
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Llawan, Cephalid Empress
1 Glen Elendra Archmage
1 Archaeomancer
1 Mnemonic Wall
1 Magus of the Future
1 Azami, Lady of Scrolls
1 Steel Hellkite
1 Consecrated Sphinx
1 Stormtide Leviathan
1 Inkwell Leviathan
1 Mox Diamond
1 Chrome Mox
1 Sol Ring
1 Mana Vault
1 Sensei's Divining Top
1 Sapphire Medallion
1 Mind Stone
1 Quicksilver Fountain
1 Cloud Key
1 Proteus Staff
1 Crystal Shard
//Instant
1 Pact of Negation
1 Mystical Tutor
1 Pongify
1 Rapid Hybridization
1 Mana Drain
1 Counterspell
1 Arcane Denial
1 Cyclonic Rift
1 Thirst for Knowledge
1 Spell Crumple
1 Hinder
1 Cryptic Command
1 Force of Will
1 Blue Sun's Zenith
1 Merchant Scroll
1 Timetwister
1 Windfall
1 Sleep
1 Time Warp
1 Temporal Manipulation
1 Time Spiral
1 Time Stretch
//Enchantment
1 Spreading Seas
1 Rhystic Study
1 Coastal Piracy
1 Future Sight
//Planeswalker
1 Jace Beleren
1 Tamiyo, the Moon Sage
DeckStats analysis of deck:
http://deckstats.net/deck-2821460-19857acf29dec15a7d4e79182a6f09dc.html
Some combos:
Future Sight/Magus of the Future + Sensei's Divining Top + Cloud Key
Draws your deck.
Crystal Shard + Archaeomancer/Mnemonic Wall + Time Warp/Temporal Manipulation/Time Stretch
All the turns.
Cards I have that may fit:
I think I need more draw in the deck, not sure. I may also have too much mana. We'll see. I like to make this a force to be reckoned with, and I know there are some easy additions to make that happen. The question is, what to take out? Suggestions are always welcome.
The rest of what you said is correct, but this part is not. When a spell resolves, the active player gets priority, not the player who cast the spell. In the example mentioned, the player casting the Azorius Charm is the non-active player.
Not that is matters too much anyway, though, as if you wanted to cast something like Silence to stop him, you'd need to do it in response to the casting of Azorius Charm, instead of before, as he could just Azorius Charm in response, Tamiyo trigger with Silence still on the stack, etc.
Homeward Path, Temple of the False God -> 2 Island
Cavern of Souls -> Underground Sea