Man I miss this deck, I should put my list back together soon.
Zerodown, I'm very interested in that list you made using Tron, how did that turn out?
I didn't test it much, I've been without internet at home for over 2 weeks.
The problem I saw from the tests was getting the right colors at the right time, so the deck might need to be modified to maybe 1 or 2 colors to make sure you hit those colors.
Mostly I've been testing Etherwrought Page and I'm loving it, life gain, deck digging or deal damage each turn.
Also switching between:
Sands of Delirium to dump free mana on the late game Tezzeret, Agent of Bolas cause it's been discussed how much it synergizes with the deck Thopter Foundry for a bit of lifegain and free tokens post-lock (draw, attack, play drawn card to reactivate bridge)
Its a free slot on a deck that needs no win cons, so you can test anything you feel like, pick a win con of your choice and give it a try, remember you can dump it early game and recur it back late game to finish. Also, pick something well costed, otherwise your opponent will quit from the lock before you play your trump card.
Okay, I'm going to use Thopter Foundry, since I have a casual infinite turns deck with it so it's sort of a pet. But anyways, I was trying a second EE, since it's sooo freakin' good but I keep running into deathrite shamans and it's really lame not being able to blow up on 1, but I have been playing all my games out and winning by mill. Which reminds me, what are you supposed to do about Ancient Grudge? because I keep running into those game after game :/
I stopped using EE a while ago, its a good card that gets better with recursion, but I found myself dumping it most of the time, thats when Pyrite Spellbomb came in the picture. 2 spellbombs, 3 dispatch, 3 pyroclasm, 2 beast within, 2 pithing needle, shaman rarely represents trouble to this deck.
Would you mind posting the list you're running? so I can give you pointers based on the list.
Also Ancient Grudge comes out of the SB game 2, you can try Surgical Extraction which I run 4 of in the SB for these situations.
I stopped using EE a while ago, its a good card that gets better with recursion, but I found myself dumping it most of the time, thats when Pyrite Spellbomb came in the picture. 2 spellbombs, 3 dispatch, 3 pyroclasm, 2 beast within, 2 pithing needle, shaman rarely represents trouble to this deck.
Would you mind posting the list you're running? so I can give you pointers based on the list.
Also Ancient Grudge comes out of the SB game 2, you can try Surgical Extraction which I run 4 of in the SB for these situations.
Actually, I have a really close taste to your style, so I've been going off your exact list so, it was the one from the Primer, since you said your dropped EE and stuff, could you give me your full decklist? since mine is the one from the primer -EE +Beast Within -charm + Thopter Foundry
Yeah I'm running the primer list -1 Charm +1 Etherwrought Page.
You can switch the EP for Thopter Foundry, it'll work just fine, or you can up the count of something else for consistency in your meta.
My SB is different from the primer, I'll give you the SB list I'm running tomorrow cause I got the list at home and I'm at work now.
Alright, thanks but I just added a 2nd Beast within, apparently I changed something and wasn't aware lol. and could you give me some tips on how to play the deck and how to combat certain things?
@ajacobik
Looks like a fun list. Been a while since I saw the Horrifying Revelation.
I was wondering about this list combinig with another idea that was floating around. Using Meddling Mage, Tidehollow Sculler and Nevermore you deny them their most powerful threat even if you don't have the pieces out for your combo.
It would run Gitaxian probe and maybe other 1CC discard spells like Inquesition of Kosilek to get information for a turn two Mage or turn three Nevermore.
The principle of denial is the same but it deals with threats the opponent has in hand and in the grave yard, no Ancient Grudge iwth Mage or Nevermore around. The cards can be set aside to play the lantern and Codex Shredder if you can early but they com@pliment the deck by getting the threats that you can not.
I like Nevermore, I'll try it for a while out of the SB to see how useful it could be. Meddling Mage is a fragile creature though.
I believe the discard spells were tried by a few members and they didn't bring good news back. It has the same trouble as counters do, if you spend your early turns disrupting your opponent instead of locking them you will not be able to lock them properly because as you dirsupt them they just keep drawing threats. Thats why the plan is to lock them and THEN deal with whatever they got left.
Though Horrifying Revelation seems like a good choice as it disrupts and messes with their draws if you got a lantern out.
@Ajacobik: Nice list, its budget but if its working its all good. In fact you made me want to make a completely different deck based just on the Salvaging Station + lots of spellbombs. Maybe with the urza lands, academy ruins, buried ruins and maybe crucible of worlds.
Salvaging station makes the necrogen spellbomb lock very possible, nice.
Along with the Primer decklist -1 Charm +1 Timesifter
Which brings me to a major update.
I knew there was a card that could break this deck apart:
I commented about this card on the second page of the topic but didn't pay much attention and never got tested. Drop this thing with a lantern and 2-4 combo pieces on the field and wish your opponent good luck on his last turn of the game.
Step 3: Mill your opponent while taking infinite turns.
You just need to set both tops to have yours with a higher cmc card, pass the turn, trigger timesifter, let the opponent finish his last turn of the game, untap your combo on your extra turn's upkeep, fix the tops again and pass the turn into yet another extra turn and do it again until your opponent has no cards left in the library. All the while playing more combo pieces during your extra turns.
i think this idea is awesome and i kinda wanna build a deck with it but not totally focused on it. i need to test the numbers still but something like this.
I'm not sure you can reliably hit the combo running 3 lanterns and 3 codexes.
4 Lanterns is a must and 4 Codex as well if you're not running bells. Just keep in mind Leyline of Sanctity shuts down codex, which is why the bell is a must because it is unaffected by leyline.
You're running a lot of bullets like we used to in the begining, its better to run thing in pairs for consistency.
-3 Thirst for knowledge + 3 ancient stirring will do wonders for you.
-chalice, -relic, +2 ensnaring brige, without the lock combo, the bridge is your go to lock.
Tidehollow could go as well as 2 tezz.
Test it and let me know how it feels, but I think you'll have a lot of consistency issue with that build.
@Systemfiend: Please after some tests let me know how Timesifter works for you, I haven't tested it myself yet but in theory it sounds broken.
i see what you are saying. i built the deck as more of a u/b control deck that uses the lock to help with controlling what the target is drawing. i mean it remind's me of a top/counterbalance in a sense but instead of countering the spell it just chucks it to the gy instead of letting them play it.
so its more of a if i draw it great but im trying to make the deck work without it at the same time. i just never saw that interaction until today and it seemed to fit with the u/b deck i was allrdy trying to build lol
well just played against a g/r aggro deck and we only played one game he had to go. but i got him to 3 and had no answers to his burn. i must admit tho that the interaction of those two cards is amazing! i had it set up turn 2 and was controlling his land draws(he kept land lite hand). my deck needs more md removal i think. there was so many cards that hit his gy that would have been a game ender for me. it is so awesome to see a card he would need hit the gy. its def going to be added to the deck.
the lifegain from wurmcoil seems almost needed against aggro matchups. the trinket mage count will prob go back up tho. to at least two. thank you for seeing that interaction tho. it helps slow down the game in a big way so far
EDIT: i also should have won that game. i kept +1ing tezz instead of making dudes. if i just made the dudes while he was land locked i would have beat him. just gotta learn to play my deck i guess lol
EDIT2: i like ensnaring bridge but for this deck is might be better as a sb card. it would give me another trinket mage spot
the only reason i run them over pristine is because of the CMC 2 > 3 and the color fixing.
EDIT:
ok so the list that i reposted above. just played against jund and 2-0d him. sadly i dident get the combo off but the deck played beautiful. dident use sb either since i dont have one yet lol
So I've been testing Timesifter, works exactly as expected. Insane. Basically its an instant win, your opponent just gets one last turn under your control before you mill them. I would run more than one just to find it before my opponents quit, but with so much digging and tutoring I don't feel it warrants the risk of having multiples, specially when the deck functions without it.
F.Y.I. after taking the first extra turn no one will actually watch you mill them, they quit, but if a game does go to the end I believe you have to get them down to 2-5 cards and fix the tops to force them to take an extra turn, then empty their library with the combo before their draw step. If you forget and mill them, they will not lose until they get to their draw step, but since they have no cards left you will just keep taking free turns until you mill yourself and have no cards left, then let that final extra turn end and go to your next turn's upkeep (your actual real turn), timesifter wont trigger on empty libraries, use academy ruins to put a card on your top, draw it, pass the turn and win.
Anyways, I'm still keeping track of matches, expect % ratios vs tier decks soon.
the only reason i run them over pristine is because of the CMC 2 > 3 and the color fixing.
EDIT:
ok so the list that i reposted above. just played against jund and 2-0d him. sadly i dident get the combo off but the deck played beautiful. dident use sb either since i dont have one yet lol
Oh, maybe your colors don't support it, but pyroclasm hits multiple targets and dispatch has no drawbacks like "no artifacts", I'd run them over gftt.
I'd recommend freeing the talisman spots, that'll give you space for more combo pieces or tutors and you don't seem to need the extra mana if your getting wins without them.
I haven't tested your build, but with mine Jund decks are surprisingly easy (Specially without bloodbraid elf) since their only threat to me is really just maelstrom pulse and abrupt decay, if I can keep them from getting to those two the bridge takes care of their creatures so I can let them draw most everything else (exept deathrite shaman). I beat a Jund player early today and just watched second one rage quit after losing two deathrite shamans to dimir charms and having 12 spirit tokens (3 lingering souls) and tarmogoyfs sitting idle on the field.
Timesifter sounds pretty fun and solid all around. But yeah you do end with the scenario of both of you with cards getting milled you need to have Academy Ruins to save your last card.
Overall I'm loving the deck and I'll be looking to build it soon. Finding the lantern is a little hard without the internet or some Ancient Stirrings.
I think I would be cool with the concept of a very, VERY, low CC deck. Have you considered Oust? Also I feel like the deck needs to have immediate answers to Dark Confidents and other means of draw spells.
The biggest problem is if they can draw cards from a constant source, ie. Bob, Howling Mine, etc.
How do we deal with these things once they are on the field? Granted we can deny them one draw with the 8 1 mana mill options but two is pushing it.
Timesifter sounds pretty fun and solid all around. But yeah you do end with the scenario of both of you with cards getting milled you need to have Academy Ruins to save your last card.
Overall I'm loving the deck and I'll be looking to build it soon. Finding the lantern is a little hard without the internet or some Ancient Stirrings.
Yeah, I haven't been able to actually mill an opponent with timesifter, as I said its an instant win, no one will actually sit it out. I went through the steps in my mind and figured out that is how it would end.
Finding a lantern shouldn't be too hard, but originally we were running 4 Mishra's Bauble as pseudo-lanterns to start controlling without the lantern, give it a try if you feel you need to.
I think I would be cool with the concept of a very, VERY, low CC deck. Have you considered Oust?
It was in my first decklist, its awesome for this deck since you can use your codex/bells without a lantern to mill creatures. Its only drawback was being a sorcery, so Dispatch replaced it. We also ran Porphyry Nodes for a while.
Also I feel like the deck needs to have immediate answers to Dark Confidents and other means of draw spells.
The biggest problem is if they can draw cards from a constant source, ie. Bob, Howling Mine, etc.
Bob has to be really "confident" to show up on the other side of the table. Seriously though, I have no problem dealing with Confidant, Deathrite, Grim or any of the utility creatures. Actually, confidant is a double edge sword, with Ensnaring Bridge on the field, I just need to make sure they don't draw something to blow up the bridge and confidant will kill their owner himself. Had a jund match the other day where I killed the opponent with his two confidants (that I could have killed at will) and just earlier today played a mono B deck with phyrexian arena, he quit right after I played the bridge.
Once a bridge is out, draw engines just help me mill them faster. All I need is to make sure they don't draw something to blow the bridge.
How do we deal with these things once they are on the field? Granted we can deny them one draw with the 8 1 mana mill options but two is pushing it.
With things like dark confidant or phyrexian arena that have life costs, you can remove them or you can use them against them by controlling the draws as they pay life. Versus artifacts like howling mine you have Beast Within on the MD and Abrupt Decay on the SB.
Its important to not let them generate that card advantage before a bridge is out or they'll overwhelm you and kill you, but with bridge most of their deck is dead, so if you can just make sure the bridge stays on the field the extra draws won't hurt and in many cases will hurt them.
Also remember that these things draw them one card at a time, example:
Say a confidant is on the field. They get to draw a land you had set up, then they get to draw another card but you see Maelstrom Pulse on top. You can mill that second (or third, fourth, etc) card before the draw.
The only instance that wont work is with cards like Thirst for Knowledge that make you draw 3 cards in a row, so you can respond to thirst and fix the top card before resolution but once it starts resolving you cant mill the second or third card.
Well I'm sold on the list, I'll look to procure the lanterns and some glimmervoids.
I'm thinking of just running a list similar to the current list you have but maybe -1 Opal for the +1 Bauble. I feel like the top peek effects are almost too strong to ignore for this deck.
Pithing Needle seems like it's a safety net for a Planeswalker or Pridemage or what have you that would destroy the lock.
What are our options against graveyard decks? Relic and Surgical are good options but is that enough to stop something like dresdgevine? I know we will be controllingtheir draws but I just feel like Rest in Peace maybe a safer route to stopping them. It would hurt our graveyard plays with the Ruins but over all it might be ok.
How aggressively should I mulligan for the Leyline of Sanctity against Burn? The deck has gotten stronger since the introduction of Boros Charm and has seen a bit of resurgence.
One thing on timesifter. The opponent might be able to take the turns back from you just because of how low this deck's mana curve is. If their top two cards aren't lands we don't stand a huge chance to beat them in the exchange.
Last on my mind is Maybe the addition of Inkmoth Nexus for some time saving. The manabase is dangerous as is but two or three of this would be able to sneak past the enemy and then ten turns later it's game, unless you are certain you can get enough mill done. The opponents can take their time and make decisions which can drag the game out even if we limit options, so I jsut thought I should meantion that.
Again I love the deck concept.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I didn't test it much, I've been without internet at home for over 2 weeks.
The problem I saw from the tests was getting the right colors at the right time, so the deck might need to be modified to maybe 1 or 2 colors to make sure you hit those colors.
"When you get your opponent down to 0 sanity, you win the game!"
Okay, I'm going to use Thopter Foundry, since I have a casual infinite turns deck with it so it's sort of a pet. But anyways, I was trying a second EE, since it's sooo freakin' good but I keep running into deathrite shamans and it's really lame not being able to blow up on 1, but I have been playing all my games out and winning by mill. Which reminds me, what are you supposed to do about Ancient Grudge? because I keep running into those game after game :/
Would you mind posting the list you're running? so I can give you pointers based on the list.
Also Ancient Grudge comes out of the SB game 2, you can try Surgical Extraction which I run 4 of in the SB for these situations.
"When you get your opponent down to 0 sanity, you win the game!"
Actually, I have a really close taste to your style, so I've been going off your exact list so, it was the one from the Primer, since you said your dropped EE and stuff, could you give me your full decklist? since mine is the one from the primer -EE +Beast Within -charm + Thopter Foundry
You can switch the EP for Thopter Foundry, it'll work just fine, or you can up the count of something else for consistency in your meta.
My SB is different from the primer, I'll give you the SB list I'm running tomorrow cause I got the list at home and I'm at work now.
"When you get your opponent down to 0 sanity, you win the game!"
Alright, thanks but I just added a 2nd Beast within, apparently I changed something and wasn't aware lol. and could you give me some tips on how to play the deck and how to combat certain things?
Looks like a fun list. Been a while since I saw the Horrifying Revelation.
I was wondering about this list combinig with another idea that was floating around. Using Meddling Mage, Tidehollow Sculler and Nevermore you deny them their most powerful threat even if you don't have the pieces out for your combo.
It would run Gitaxian probe and maybe other 1CC discard spells like Inquesition of Kosilek to get information for a turn two Mage or turn three Nevermore.
The principle of denial is the same but it deals with threats the opponent has in hand and in the grave yard, no Ancient Grudge iwth Mage or Nevermore around. The cards can be set aside to play the lantern and Codex Shredder if you can early but they com@pliment the deck by getting the threats that you can not.
Just an idea.
I believe the discard spells were tried by a few members and they didn't bring good news back. It has the same trouble as counters do, if you spend your early turns disrupting your opponent instead of locking them you will not be able to lock them properly because as you dirsupt them they just keep drawing threats. Thats why the plan is to lock them and THEN deal with whatever they got left.
Though Horrifying Revelation seems like a good choice as it disrupts and messes with their draws if you got a lantern out.
@Ajacobik: Nice list, its budget but if its working its all good. In fact you made me want to make a completely different deck based just on the Salvaging Station + lots of spellbombs. Maybe with the urza lands, academy ruins, buried ruins and maybe crucible of worlds.
Salvaging station makes the necrogen spellbomb lock very possible, nice.
"When you get your opponent down to 0 sanity, you win the game!"
4 Leyline of Sanctity
4 Surgical Extraction
3 Abrupt Decay
2 Elixir of Immortality
1 Pithing Needle
1 Dimir Charm
Along with the Primer decklist -1 Charm +1 Timesifter
Which brings me to a major update.
I knew there was a card that could break this deck apart:
I commented about this card on the second page of the topic but didn't pay much attention and never got tested. Drop this thing with a lantern and 2-4 combo pieces on the field and wish your opponent good luck on his last turn of the game.
Step 1: Play Timesifter
Step 2: Pass the turn
Step 3: Mill your opponent while taking infinite turns.
You just need to set both tops to have yours with a higher cmc card, pass the turn, trigger timesifter, let the opponent finish his last turn of the game, untap your combo on your extra turn's upkeep, fix the tops again and pass the turn into yet another extra turn and do it again until your opponent has no cards left in the library. All the while playing more combo pieces during your extra turns.
Comments?
"When you get your opponent down to 0 sanity, you win the game!"
4 tidehollow strix
4 tezzeret, agent of bolas
3 codex shredder
3 lantern of insight
1 ensnaring bridge
1 engineered explosives
1 chalice of the void
1 relic of progenetus
3 thirst for knowledge
1 go for the throat
2 damnation
4 mana leak
4 talisman of dominance
3 mox opal
if u can drop the combo turn 1 will help a lot will controlling threats. and late game its either tezz ult fodder or used for making 5/5s
4 Lanterns is a must and 4 Codex as well if you're not running bells. Just keep in mind Leyline of Sanctity shuts down codex, which is why the bell is a must because it is unaffected by leyline.
You're running a lot of bullets like we used to in the begining, its better to run thing in pairs for consistency.
-3 Thirst for knowledge + 3 ancient stirring will do wonders for you.
-chalice, -relic, +2 ensnaring brige, without the lock combo, the bridge is your go to lock.
Tidehollow could go as well as 2 tezz.
Test it and let me know how it feels, but I think you'll have a lot of consistency issue with that build.
@Systemfiend: Please after some tests let me know how Timesifter works for you, I haven't tested it myself yet but in theory it sounds broken.
"When you get your opponent down to 0 sanity, you win the game!"
so its more of a if i draw it great but im trying to make the deck work without it at the same time. i just never saw that interaction until today and it seemed to fit with the u/b deck i was allrdy trying to build lol
"When you get your opponent down to 0 sanity, you win the game!"
might try it like this
2 wurmcoil engine
2 trinket mage
4 Tezzeret, Agent of Bolas
3 codex shredder
3 lantern of insight
1 chalice of the void
1 relic of progenitus
3 thirst for knowledge
2 damnation
2 go for the throat
4 mana leak
4 talisman of dominance
3 mox opal
the lifegain from wurmcoil seems almost needed against aggro matchups. the trinket mage count will prob go back up tho. to at least two. thank you for seeing that interaction tho. it helps slow down the game in a big way so far
EDIT: i also should have won that game. i kept +1ing tezz instead of making dudes. if i just made the dudes while he was land locked i would have beat him. just gotta learn to play my deck i guess lol
EDIT2: i like ensnaring bridge but for this deck is might be better as a sb card. it would give me another trinket mage spot
I would switch the trinket mages and tidehollows for faithless looting or ancient stirrings as well, for speed purposes.
For removal try pyroclasm or dispatch.
what is gftt?
Are the talismans working well? I'd maybe switch them for pristine talisman to stay alive until longer.
just ideas... im getting out of work i'll get back later.
"When you get your opponent down to 0 sanity, you win the game!"
as for the talismans i never drew one sadly
the only reason i run them over pristine is because of the CMC 2 > 3 and the color fixing.
EDIT:
ok so the list that i reposted above. just played against jund and 2-0d him. sadly i dident get the combo off but the deck played beautiful. dident use sb either since i dont have one yet lol
F.Y.I. after taking the first extra turn no one will actually watch you mill them, they quit, but if a game does go to the end I believe you have to get them down to 2-5 cards and fix the tops to force them to take an extra turn, then empty their library with the combo before their draw step. If you forget and mill them, they will not lose until they get to their draw step, but since they have no cards left you will just keep taking free turns until you mill yourself and have no cards left, then let that final extra turn end and go to your next turn's upkeep (your actual real turn), timesifter wont trigger on empty libraries, use academy ruins to put a card on your top, draw it, pass the turn and win.
Anyways, I'm still keeping track of matches, expect % ratios vs tier decks soon.
Oh, maybe your colors don't support it, but pyroclasm hits multiple targets and dispatch has no drawbacks like "no artifacts", I'd run them over gftt.
I'd recommend freeing the talisman spots, that'll give you space for more combo pieces or tutors and you don't seem to need the extra mana if your getting wins without them.
I haven't tested your build, but with mine Jund decks are surprisingly easy (Specially without bloodbraid elf) since their only threat to me is really just maelstrom pulse and abrupt decay, if I can keep them from getting to those two the bridge takes care of their creatures so I can let them draw most everything else (exept deathrite shaman). I beat a Jund player early today and just watched second one rage quit after losing two deathrite shamans to dimir charms and having 12 spirit tokens (3 lingering souls) and tarmogoyfs sitting idle on the field.
"When you get your opponent down to 0 sanity, you win the game!"
Overall I'm loving the deck and I'll be looking to build it soon. Finding the lantern is a little hard without the internet or some Ancient Stirrings.
I think I would be cool with the concept of a very, VERY, low CC deck. Have you considered Oust? Also I feel like the deck needs to have immediate answers to Dark Confidents and other means of draw spells.
The biggest problem is if they can draw cards from a constant source, ie. Bob, Howling Mine, etc.
How do we deal with these things once they are on the field? Granted we can deny them one draw with the 8 1 mana mill options but two is pushing it.
Yeah, I haven't been able to actually mill an opponent with timesifter, as I said its an instant win, no one will actually sit it out. I went through the steps in my mind and figured out that is how it would end.
Finding a lantern shouldn't be too hard, but originally we were running 4 Mishra's Bauble as pseudo-lanterns to start controlling without the lantern, give it a try if you feel you need to.
It was in my first decklist, its awesome for this deck since you can use your codex/bells without a lantern to mill creatures. Its only drawback was being a sorcery, so Dispatch replaced it. We also ran Porphyry Nodes for a while.
MD: 3 Dispatch, 3 Pyroclasm, 2 Dimir Charm, 2 Pyrite Spellbomb, 2 Beast Within
SB: 3 Abrupt Decay, 1 Dimir Charm
Bob has to be really "confident" to show up on the other side of the table. Seriously though, I have no problem dealing with Confidant, Deathrite, Grim or any of the utility creatures. Actually, confidant is a double edge sword, with Ensnaring Bridge on the field, I just need to make sure they don't draw something to blow up the bridge and confidant will kill their owner himself. Had a jund match the other day where I killed the opponent with his two confidants (that I could have killed at will) and just earlier today played a mono B deck with phyrexian arena, he quit right after I played the bridge.
Once a bridge is out, draw engines just help me mill them faster. All I need is to make sure they don't draw something to blow the bridge.
With things like dark confidant or phyrexian arena that have life costs, you can remove them or you can use them against them by controlling the draws as they pay life. Versus artifacts like howling mine you have Beast Within on the MD and Abrupt Decay on the SB.
Its important to not let them generate that card advantage before a bridge is out or they'll overwhelm you and kill you, but with bridge most of their deck is dead, so if you can just make sure the bridge stays on the field the extra draws won't hurt and in many cases will hurt them.
Also remember that these things draw them one card at a time, example:
Say a confidant is on the field. They get to draw a land you had set up, then they get to draw another card but you see Maelstrom Pulse on top. You can mill that second (or third, fourth, etc) card before the draw.
The only instance that wont work is with cards like Thirst for Knowledge that make you draw 3 cards in a row, so you can respond to thirst and fix the top card before resolution but once it starts resolving you cant mill the second or third card.
"When you get your opponent down to 0 sanity, you win the game!"
I'm thinking of just running a list similar to the current list you have but maybe -1 Opal for the +1 Bauble. I feel like the top peek effects are almost too strong to ignore for this deck.
Pithing Needle seems like it's a safety net for a Planeswalker or Pridemage or what have you that would destroy the lock.
What are our options against graveyard decks? Relic and Surgical are good options but is that enough to stop something like dresdgevine? I know we will be controllingtheir draws but I just feel like Rest in Peace maybe a safer route to stopping them. It would hurt our graveyard plays with the Ruins but over all it might be ok.
How aggressively should I mulligan for the Leyline of Sanctity against Burn? The deck has gotten stronger since the introduction of Boros Charm and has seen a bit of resurgence.
One thing on timesifter. The opponent might be able to take the turns back from you just because of how low this deck's mana curve is. If their top two cards aren't lands we don't stand a huge chance to beat them in the exchange.
Last on my mind is Maybe the addition of Inkmoth Nexus for some time saving. The manabase is dangerous as is but two or three of this would be able to sneak past the enemy and then ten turns later it's game, unless you are certain you can get enough mill done. The opponents can take their time and make decisions which can drag the game out even if we limit options, so I jsut thought I should meantion that.
Again I love the deck concept.