I agree with everything you said except for Teferi. I do not feel he is very good, and I think that most testing will show this.
I don't think he is good too... my current build doesn't run him... but I think I'll try some kind of "lock" with recurring tokens (Sacred Mesa and Urza's Factory) and Teferi to slow down my opponent, just for testing purposes. Maybe there's some way to explore his (good) ability.
I'll post my current list, some doubts and considerations soon. My main doubt right now is about the card drawing engine.
I use Telling Time to "filter" my draws instead of Court Hussar. Maybe I'm wrong, but I think we have to be able to deal with creatures without him. Yes, he's good against aggro, but is he really necessary?
I don't see any two color deck needing to use Terramorphic Expanse. Chances are that, if you're running 4 copies, you'll lose a lot of tempo early game. For two color decks, especially control ones, I think the storage lands will be better.
I've been reading some forums and articles and thinking if a deck with just Teferi and Sacred Mesa/Urza's Factory could work. I think I'll try something like this.
Yodafan - I think it really deserves some testing. If we manage to control the early game with counters, Condemn and Wrath of God, Teferi's Moat can create a kind of lock until we drop our big finisher. Surely it's a bit costly, maybe slow. It wasn't good in its first T2 appearance but, you know, things are different now. I'll test it in my SB and report my results soon.
I think Faith's Fetters still important, 'cause it can stop things like Vithu-Gazi and Urza's Factory. I think we'll see lots of these cards and many others "token makers", especially in green decks. The life gain is helpful too. I run 2 MD and 2 SB.
Question: Is Teferi's Moat worth the inclusion? I think it's great for the aggro matchups (most of them). I currently runs 3 SB.
I'm currently working on this archetype and I'm using Sacred Mesa. Sure you have to spend at least 2 mana every opponent's EOT, but it's a 1/1 with flying and you can put pressure with just 4 mana per turn, not 7 like with the Factory. Anyway, I'm using one copy of each, since enchantment hate is far more commom than LD by now.
I also think that Disenchant is a 4-of for the SB.
Although everybody is speculating what can be added to the deck after the release of TS. I certainly hope guys here can help with my deck that I am going to play this weekend at a local tournament.
I've been watching this deck and I'm considering switching from firemane control to this, I just have a few questions
What is this decks bad matchups?
What are this decks good match ups?
And what is the optimal creature base after rotation right now, Teferi, Windreaver, adakar valkeryie?
thanks
I haven't tested this enough to say exactly the good and bad matchups, but I think it's consistent enough to deal with aggro and control if you play well and have a good SB. This deck have enough creature hate and some life gain to deal with aggro and have some powerful spells to deal with control.
I like Firemane and the Zur's Weirding lock, and that's the only reason that could make me play Firemane instead of UW Control (I know red gives you some good spells, but I think that white is powerfull enough with blue). Graveyard hate is increasing and making the way harder to Firemane Control.
After the rotation I think taht Windreaver will still deserving 2-3 slots in this deck, and Teferi is a great SB for control matchups, since it's not a win condition alone, but stops the reactive control decks.
I still not sold on this, but I'm running Telling Time and it's doing great.
In a agressive deck like Izzetron you can tap out sometimes to cast Compulsive Research since it will help you find a missing Tron piece or a Wildfire for example, to blow out in the next few turns... UW Control always have to leave mana open for the counters (many builds run hard counters such as Rewind, Tron don't) or for instants like Condemn. Telling Time isn't *real* card advantage, but helps you filter your draws, which I consider a great deal for this kind of deck. You don't need pure raw power, you need the right card. You also don't need to throw things into the graveyard like Solar Flare and Firemane Wierding.
Debtors' Knell is like one more wincon in this deck. I love it.
The counters:
I think that Remand is a (kind of) MVP in decks like Izzetron (again :P), but here it's not that great (but still good). Replacing it with Spell Snare, Rune Snag or even Rewind is a good idea?
I don't think he is good too... my current build doesn't run him... but I think I'll try some kind of "lock" with recurring tokens (Sacred Mesa and Urza's Factory) and Teferi to slow down my opponent, just for testing purposes. Maybe there's some way to explore his (good) ability.
I'll post my current list, some doubts and considerations soon. My main doubt right now is about the card drawing engine.
I use Telling Time to "filter" my draws instead of Court Hussar. Maybe I'm wrong, but I think we have to be able to deal with creatures without him. Yes, he's good against aggro, but is he really necessary?
In addition to Telling Time I have Careful Consideration. I'm thinking of replacing Telling Time with Think Twice, even with the "new wave" of graveyard hate. Thoughts?
I've been reading some forums and articles and thinking if a deck with just Teferi and Sacred Mesa/Urza's Factory could work. I think I'll try something like this.
Question: Is Teferi's Moat worth the inclusion? I think it's great for the aggro matchups (most of them). I currently runs 3 SB.
I also think that Disenchant is a 4-of for the SB.
What about Azorius Signet? When I started to build this deck it had 3 signets, but I dropped all for Faith's Fetters, Prahv and the Debtor's Knell.
Anyone tested with some signets to tell us the results?
I think that 7 creatures and Debtor's Knell is a bit too much. The changes I would do:
-1 Adarkar Valkyrie
-1 Plains
-1 Meloku, the Clouded Mirror
+1 Windreaver
+2 Faith's Fetters
24 lands is enough for me, but 25 don't hurt too.
For the SB you could pack some enchantment hate, Descendant of Kiyomaro for the aggro matchup, Guardian of the Guildpact against 'Vore, Azorius Guildmage for Heartbeat and protection from burn (CoP: Red, Story Circle or Ivory Mask).
Just my two cents.
I haven't tested this enough to say exactly the good and bad matchups, but I think it's consistent enough to deal with aggro and control if you play well and have a good SB. This deck have enough creature hate and some life gain to deal with aggro and have some powerful spells to deal with control.
I like Firemane and the Zur's Weirding lock, and that's the only reason that could make me play Firemane instead of UW Control (I know red gives you some good spells, but I think that white is powerfull enough with blue). Graveyard hate is increasing and making the way harder to Firemane Control.
After the rotation I think taht Windreaver will still deserving 2-3 slots in this deck, and Teferi is a great SB for control matchups, since it's not a win condition alone, but stops the reactive control decks.
I'll post my current build for some suggestions:
4 Hallowed Fountain
4 Adarkar Wastes
2 Plains
3 Azorius Chancery
1 Prahv, Spires of Order
10 Island
Creatures
2 Keiga, the Tide Star
2 Windreaver
4 Wrath of God
4 Faith's Fetters
4 Remand
4 Mana Leak
2 Tidings
4 Condemn
2 Debtors' Knell
4 Telling Time
4 Hinder
4 Azorius Guildmage
2 Confiscate
3 Spell Snare
3 Terashi's Verdict
3 Circle of Protection: Red
Some considerations:
Telling Time vs Compulsive Research
I still not sold on this, but I'm running Telling Time and it's doing great.
In a agressive deck like Izzetron you can tap out sometimes to cast Compulsive Research since it will help you find a missing Tron piece or a Wildfire for example, to blow out in the next few turns... UW Control always have to leave mana open for the counters (many builds run hard counters such as Rewind, Tron don't) or for instants like Condemn. Telling Time isn't *real* card advantage, but helps you filter your draws, which I consider a great deal for this kind of deck. You don't need pure raw power, you need the right card. You also don't need to throw things into the graveyard like Solar Flare and Firemane Wierding.
Debtors' Knell is like one more wincon in this deck. I love it.
The counters:
I think that Remand is a (kind of) MVP in decks like Izzetron (again :P), but here it's not that great (but still good). Replacing it with Spell Snare, Rune Snag or even Rewind is a good idea?
The sideboard:
Azorius Guildmage - Heartbeat and abilities in general
Confiscate - heavy control
Spell Snare - BW and decks with low mana curve
Terashi's Verdict - Zoo, Gruul
Circle of Protection: Red - Tron, Gruul
Thanks in advance.
PS: I think I'll search some help with the deck and card tags
PS2: Done!