I know this is a dumb question but how does this deck win? I am sure its a huge storm count but I cant figure out what cards you put in your doomsday pile to make it happen and protect it. What are the conditions that need to be met to "go off"?
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Quote from TJ-Whoopy »
From TMD
Round One: Bill Copes playing Stax
Bill seems like a nice guy till I see that he's playing Stax and realize (by way of a concrete Magic formula I learned from my 4th grade math teacher) he has no soul.
This deck is incredibly versatile in its winning methods. Here are several ways to win under different circumstances:
Gush kill (requires Gush in hand and two lands in play):
Black Lotus
Ancestral
Petal
Will
R/D
Gush, Lotus, pop for Blue, Recall floating UU, Petal, Will, Petal, Lotus, pop for GUUU, Research shuffling in Lotus, Petal, Tendrils. Recall again, play Lotus, Petal, Tendrils for a lot.
Ponder kill (UU needed post-DDay)
Recall
Lotus
Ritual
Will
Tendrils (There's probably a better, higher storm count somewhere using R/D)
With Brainstorm (2 extra cards in hand needed)
Lotus
Ritual
Will
Tendrils
Random (Again, there's probably a better kill with R/D)
Against Leyline of the Void: (Need Gush or Scroll for Gush, with mana to cast it obviously)
Lotus
Ancestral
Petal
R/D
Brainstorm
Lotus for UUU, Recall, Petal, R/D floating U, shuffling in Petal, Lotus, Tendrils. Brainstorm into them, put back the lands, cast Petal, Lotus, Tendrils.
Pass the turn, win next turn (requires UB or UG available next turn, later method requires 6 life as well):
Ancestral
Lotus
R/D
Yawgmoth's Will
Tendrils
Ancestral (U)
Lotus for GGG
Will (G)
Lotus for UUU
R/D (UU) -> shuffle in Lotus, Petal, Gush, Gush
Ancestral (U) (storm = 6)
Gush (storm = 7)
Lotus for BBB (storm = 8) (UBBB)
Petal (storm = 9)
Tendrils (storm = 10)
If you don't hit a Gush on R/D that means you've got Lotus, Petal, and Tendrils which is good enough for 18.
If you mana looks like Mox + Land you can follow the same stack except shuffle in Lotus and Chain of Vapor. This way you'll Ancestral into this line of play:
Lotus for BBB (UBBB) (storm =7)
Chain the mox (BBB) (storm =8)
Mox and tap it (1BBB) (storm = 9)
Tendrils for 20
OR
Gush
Fastbond
Gush
Yawgmoth's Will
R&D (Tendrils, Lotus, XXXX, XXXX)
Here's how it plays out:
Untap and draw Gush.
Float UB and cast Gush (s=1, UB)
Play Tropical and tap it for G
Cast Fastbond (s=2, UB)
Play and Tap Usea (UBB)*
Cast Gush (s=3, UBB)
Play and tap Underground and Trop (UG UBB)**
Cast Development targeting Tendrils, Lotus, Duress, Duress (s=4 UBB)
Cast Yawgmoth's Will (s=5)
Play and tap lands (UB)**
Cast Gush (s=6, UB)
Play and tap lands (UUBB)**
Gush (s=7, UUBB)
Cast Duress (s=8, UUB)
Cast Duress (s=9, UU)
Cast Black Lotus and break it for BBB (s=10, UUBBB)
Cast Tendrils for for 22 damage
Lotus can be replaced with Dark Rit, it doens't really matter. Also, if you have a Mox Jet the
Underground can be an Island.
Draw every card except Twister which is in the GY
Ritual (UU BBB)
Lotus (UU BBB BBB)
Cast Doomsday putting Twister, Lotus, and Ritual into the deck (yes you can fail to find if
only 3 cards are available) (UU BBB)
Cast Ancestral (U BBB)
Lotus (U BBB BBB)
Ritual (U BBB BBB BB)
Tendrils (U BBB B)
Repeat until dead opponent. Each iteration nets 3 mana, meaning you can tendrils ever other time.
And yes I know you're giving your opponent a new 7 every time you play Twister, which is why I suggest a Pact (if you play it) to protect the whole thing.
And those are just a few of the more commonly played piles. Given different circumstances, there are almost an infinite amount of ways to pull of a win if you think about the situation, and I'm sure that many of you can discover new piles and streamline the current ones.
From 1st glance would Leyline be a problem for this deck or is it not sided in much?
Leylines are present in most sideboards nowadays, it's replaced Planar Void. And I would imagine yes, it does hurt you. You can't use your Doomsday plan to get a high storm count with a Leyline on the opposite side of the field. I would imagine that there is bounce or enchantment destruction in the SB though, I'd like to check one out.
No, you don't have to tell your opponent which cards you're taking from your library. You're searching a private zone for cards that don't have any specified characteristics.
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I am no longer on MTGS staff, so please don't contact me asking me to do staff things. :|
WOW, this deck is very complicated. Is this deck forgiving of play mistakes at all?
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Quote from TJ-Whoopy »
From TMD
Round One: Bill Copes playing Stax
Bill seems like a nice guy till I see that he's playing Stax and realize (by way of a concrete Magic formula I learned from my 4th grade math teacher) he has no soul.
From my experience, it can be pretty forgiving if all your mistakes are made up to just before the resolution of Doomsday, as there are very few situations where you can't put together a stack that will win you the game.
Screw up either with the assembly of your stack or after you've done so and you pretty much auto-lose.
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I am no longer on MTGS staff, so please don't contact me asking me to do staff things. :|
First of all, I would like to restate this win method:
Against Leyline of the Void: (Need Gush or Scroll for Gush, with mana to cast it obviously)
Lotus
Ancestral
Petal
R/D
Brainstorm
Lotus for UUU, Recall, Petal, R/D floating U, shuffling in Petal, Lotus, Tendrils. Brainstorm into them, put back the lands, cast Petal, Lotus, Tendrils.
What this means is that you can, without bounce, easily win through leyline.
As for being forgiving, the deck is probably more so forgiving than something like tropical storm, as it can just default into doomsday>win as long as you understand how to play doomsday itself. Doomsday itself is much like gifts, except probably less forgiving, while simultaneously being easier to play. That is, it is easier to just launch it and win, but you do need to know how to go about winning with it. I recommend memorizing not only the above piles, but WHY they win. In this manner, it becomes a lot easier to figure out a winning pile on the spot when situations aren't ideal.
That seems unnecessary. With the current build, we have a near infinite ways to easily kill when necessary with minimal slots in the deck consumed. To make room for a combo that is dead outside of the kill is counterproductive. R/D maximizes efficiency through providing versatile wins with only one slot in the deck consumed.
On a side note, to construct a board, I would recommend starting with 4 leyline, as per the format, and one R/D (because being able to cycle R/Ds outside of the combo often can prove to be a very strong use for the card, further adding to versatility). I would then probably use some combination of Confidants, silver bullet cards, as per your given meta, anti-stax elements, and maybe tinker/colossus or some other alternate win.
Grah, don't say that. I'm just expressing what my opinion and testing has yielded. I would love for you to further press any matter you feel has merit. That is how we, as a community, both gain greater insight and discover new tools.
The primary reason that the original decklist runs 2 Doomsdays is that you are not trying to combo off in the same manner as, say, belcher. Its not a matter of "ritual, dday, win". Never cast d-day unprotected, for instance. This deck is very much combo-control, emphesis on the control. It is very comparable to gifts, really. In this sense, while you are very able to combo off, don't try and rush it. You need to play the deck as a strait-forward gush-bond engine deck. Much like GAT is aggro-control, and therefore can play both roles given the choice, this deck plays a duel role, where it can win often, but shouldn't. This requires intelligent play.
To this end, you don't really need more than 2, maybe 3 ddays. You will be able to draw or tutor them up when you are prepared to win, but you don't want them cluttering up your hand while you are battling over your recalls, fastbonds, incremental card advantage, etc.
If you are removing power nine, especially TIME WALK, there is some kind of flaw in the way that you are playing. Timetwister is pretty good. It says "Get your threats back in your library. DRAW SEVEN CARDS". That's SICK.
Time walk just gives you another turn to combo off. I don't ever want to have to see this ever again:
Wraith is unnecessary and bad in this deck. The gushbond engine just does it so much better, while providing elements like storm. Streetwraith would be good if we were lacking in tools, but as it the deck is quite tight, and before you can even really consider street wraith you need to be maxing out on ponders. Furthermore, 2 life isn't insignificant given the engine. You don't really want to through away life when you don't need to, and you don't need to.
Timetwister has several functions in this deck. First of all, it facilitates several kill mechanisms. I mentioned the infinite pile, which is useful at times. It provides other ones as well. I won using a specialized one just the other day when I had 4 lands, a twister, ritual, doomsday, and pact of negation in hand. Furthermore, twister by itself is a powerful spell. It is a maindeck solution to ichorid, it allows for pure storm based wins. More importantly, it allows you to commit all of your resources to the board (usually you want to hold mox, etc in your hand) and reset the hands, which often gains a rather substantial amount of card advantage. Also, since this deck is less reliant on the yard than other such decks, it allows you to remove this entire resource from your opponant.
As for walk, walk does a bunch of things that you just want access to. It often is a free card at minimum, which makes it better than wraith outright. It can also generate mana, restrict opponent's resources, and allow you to play around opponent's, particularly in the early game. Late game it can serve as a cantriping fog, etc. All in all, it is extremely versatile, and I'm not sure if ponder is better than it.
As for stax, EE is your friend. EE is absolutely necessary as a 2 of in the board, minimum, almost solely for decimating spheres. Now, it should be noted that you shouldn't have to fear trinisphere, as it is restricted. However, EE can get rid of it, and EE at 2 gets rid of all of the regular spheres/thorns. Another thing to remember is that trinisphere is applied after normal spheres, so if they have a sphere of resistance and trinipshere in play, hurk's recall costs 3. Between this and EEs you should be able to get around spheres. Furthermore, this is the reason for running confidants in the board, in part. Confidants are boarded in against stax where they provide early action that allows you overcome stax elements while applying pressure, and against control decks where they allow you out control them, or at least force them to expend resources dealing with them while you gain incremental card advantage with minimal investment.
Furthermore, all countermagic can be used proactively against stax, they can't counter so you can "waste" force on lock elements and cast d-day fearlessly. Another point is that, against stax, ALWAYS do the following with fetches: Don't break them if you can help it, and if you have to, search up basic islands unless you absolutely require non-blue mana. In this way, stax elements will be minimally effective against you.
NEVER board duress out against Flash, are you insane? Duress is MORE effective than counters against flash because, under normal circumstances, Flash just has a larger quantity of raw counters with less resource investment (pacts). In this manner, seeking to win counter wars is inheritly flawed. By using proactive disruption, you are able to activly disrupt their win condition. You also want to board in extirpates against them to compliment Duresses. I would board things like ponder and disadvantage tutors out first against Flash. Furthermore, leyline beats all flash kills because hulk doesn't trigger with leyline in play. Therefore the sliver kill is just as effective as anything else against leyline. It should be noted that EE is also strong in the Flash matchup as dropping it for 1 early acts as similar disruption against all flash kills and diversifies your hate.
This deck is incredibly versatile in its winning methods. Here are several ways to win under different circumstances:
Gush kill (requires Gush in hand and two lands in play):
Black Lotus
Ancestral
Petal
Will
R/D
Gush, Lotus, pop for Blue, Recall floating UU, Petal, Will, Petal, Lotus, pop for GUUU, Research shuffling in Lotus, Petal, Tendrils. Recall again, play Lotus, Petal, Tendrils for a lot.
Ponder kill (UU needed post-DDay)
Recall
Lotus
Ritual
Will
Tendrils (There's probably a better, higher storm count somewhere using R/D)
With Brainstorm (2 extra cards in hand needed)
Lotus
Ritual
Will
Tendrils
Random (Again, there's probably a better kill with R/D)
Against Leyline of the Void: (Need Gush or Scroll for Gush, with mana to cast it obviously)
Lotus
Ancestral
Petal
R/D
Brainstorm
Lotus for UUU, Recall, Petal, R/D floating U, shuffling in Petal, Lotus, Tendrils. Brainstorm into them, put back the lands, cast Petal, Lotus, Tendrils.
Pass the turn, win next turn (requires UB or UG available next turn, later method requires 6 life as well):
Ancestral
Lotus
R/D
Yawgmoth's Will
Tendrils
Ancestral (U)
Lotus for GGG
Will (G)
Lotus for UUU
R/D (UU) -> shuffle in Lotus, Petal, Gush, Gush
Ancestral (U) (storm = 6)
Gush (storm = 7)
Lotus for BBB (storm = 8) (UBBB)
Petal (storm = 9)
Tendrils (storm = 10)
If you don't hit a Gush on R/D that means you've got Lotus, Petal, and Tendrils which is good enough for 18.
If you mana looks like Mox + Land you can follow the same stack except shuffle in Lotus and Chain of Vapor. This way you'll Ancestral into this line of play:
Lotus for BBB (UBBB) (storm =7)
Chain the mox (BBB) (storm =8)
Mox and tap it (1BBB) (storm = 9)
Tendrils for 20
OR
Gush
Fastbond
Gush
Yawgmoth's Will
R&D (Tendrils, Lotus, XXXX, XXXX)
Here's how it plays out:
Untap and draw Gush.
Float UB and cast Gush (s=1, UB)
Play Tropical and tap it for G
Cast Fastbond (s=2, UB)
Play and Tap Usea (UBB)*
Cast Gush (s=3, UBB)
Play and tap Underground and Trop (UG UBB)**
Cast Development targeting Tendrils, Lotus, Duress, Duress (s=4 UBB)
Cast Yawgmoth's Will (s=5)
Play and tap lands (UB)**
Cast Gush (s=6, UB)
Play and tap lands (UUBB)**
Gush (s=7, UUBB)
Cast Duress (s=8, UUB)
Cast Duress (s=9, UU)
Cast Black Lotus and break it for BBB (s=10, UUBBB)
Cast Tendrils for for 22 damage
Lotus can be replaced with Dark Rit, it doens't really matter. Also, if you have a Mox Jet the
Underground can be an Island.
Draw every card except Twister which is in the GY
Ritual (UU BBB)
Lotus (UU BBB BBB)
Cast Doomsday putting Twister, Lotus, and Ritual into the deck (yes you can fail to find if
only 3 cards are available) (UU BBB)
Cast Ancestral (U BBB)
Lotus (U BBB BBB)
Ritual (U BBB BBB BB)
Tendrils (U BBB B)
Repeat until dead opponent. Each iteration nets 3 mana, meaning you can tendrils ever other time.
And yes I know you're giving your opponent a new 7 every time you play Twister, which is why I suggest a Pact (if you play it) to protect the whole thing.
And those are just a few of the more commonly played piles. Given different circumstances, there are almost an infinite amount of ways to pull of a win if you think about the situation, and I'm sure that many of you can discover new piles and streamline the current ones.
i don't think i could win with this deck if i tried
1 Tropical Island
4 Underground Sea
2 Flooded Strand
4 Polluted Delta
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Sapphire
1 Lotus Petal
4 Dark Ritual
1 Ancestral Recall
4 Brainstorm
2 Ponder
3 Merchant Scroll
4 Gush
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Fastbond
1 Yawgmoth's Will
1 Timetwister
1 Time Walk
2 Doomsday
1 Research/Development
1 Tendrils of Agony
4 Force of Will
1 Misdirection
4 Duress
1 Thoughtseize
1 Chain of Vapor
1 Hurkyl's Recall
This thread will be for the discussion and analysis of the above archetype.
Gush kill (requires Gush in hand and two lands in play):
Black Lotus
Ancestral
Petal
Will
R/D
Gush, Lotus, pop for Blue, Recall floating UU, Petal, Will, Petal, Lotus, pop for GUUU, Research shuffling in Lotus, Petal, Tendrils. Recall again, play Lotus, Petal, Tendrils for a lot.
Ponder kill (UU needed post-DDay)
Recall
Lotus
Ritual
Will
Tendrils (There's probably a better, higher storm count somewhere using R/D)
With Brainstorm (2 extra cards in hand needed)
Lotus
Ritual
Will
Tendrils
Random (Again, there's probably a better kill with R/D)
Against Leyline of the Void: (Need Gush or Scroll for Gush, with mana to cast it obviously)
Lotus
Ancestral
Petal
R/D
Brainstorm
Lotus for UUU, Recall, Petal, R/D floating U, shuffling in Petal, Lotus, Tendrils. Brainstorm into them, put back the lands, cast Petal, Lotus, Tendrils.
Pass the turn, win next turn (requires UB or UG available next turn, later method requires 6 life as well):
Ancestral
Lotus
R/D
Yawgmoth's Will
Tendrils
Ancestral (U)
Lotus for GGG
Will (G)
Lotus for UUU
R/D (UU) -> shuffle in Lotus, Petal, Gush, Gush
Ancestral (U) (storm = 6)
Gush (storm = 7)
Lotus for BBB (storm = 8) (UBBB)
Petal (storm = 9)
Tendrils (storm = 10)
If you don't hit a Gush on R/D that means you've got Lotus, Petal, and Tendrils which is good enough for 18.
If you mana looks like Mox + Land you can follow the same stack except shuffle in Lotus and Chain of Vapor. This way you'll Ancestral into this line of play:
Lotus for BBB (UBBB) (storm =7)
Chain the mox (BBB) (storm =8)
Mox and tap it (1BBB) (storm = 9)
Tendrils for 20
OR
Gush
Fastbond
Gush
Yawgmoth's Will
R&D (Tendrils, Lotus, XXXX, XXXX)
Here's how it plays out:
Untap and draw Gush.
Float UB and cast Gush (s=1, UB)
Play Tropical and tap it for G
Cast Fastbond (s=2, UB)
Play and Tap Usea (UBB)*
Cast Gush (s=3, UBB)
Play and tap Underground and Trop (UG UBB)**
Cast Development targeting Tendrils, Lotus, Duress, Duress (s=4 UBB)
Cast Yawgmoth's Will (s=5)
Play and tap lands (UB)**
Cast Gush (s=6, UB)
Play and tap lands (UUBB)**
Gush (s=7, UUBB)
Cast Duress (s=8, UUB)
Cast Duress (s=9, UU)
Cast Black Lotus and break it for BBB (s=10, UUBBB)
Cast Tendrils for for 22 damage
Lotus can be replaced with Dark Rit, it doens't really matter. Also, if you have a Mox Jet the
Underground can be an Island.
The "infinite" pile:
Dday in GY
2 cards in hand
Ancestral
Lotus
Ritual
Twister
Tendrils
Untap cast Ancestral
Lotus (UUU)
Ritual (UUU BBB)
Twister (UU B)
Draw every card except Twister which is in the GY
Ritual (UU BBB)
Lotus (UU BBB BBB)
Cast Doomsday putting Twister, Lotus, and Ritual into the deck (yes you can fail to find if
only 3 cards are available) (UU BBB)
Cast Ancestral (U BBB)
Lotus (U BBB BBB)
Ritual (U BBB BBB BB)
Tendrils (U BBB B)
Timetwister (B)
Lotus (UUU B)
Ritual (UUU BBB)
Dday (UUU)
Ancestral (UU)
Lotus (UU BBB)
Ritual (UU BBB BB)
Twister (U BBB)
Repeat until dead opponent. Each iteration nets 3 mana, meaning you can tendrils ever other time.
And yes I know you're giving your opponent a new 7 every time you play Twister, which is why I suggest a Pact (if you play it) to protect the whole thing.
And those are just a few of the more commonly played piles. Given different circumstances, there are almost an infinite amount of ways to pull of a win if you think about the situation, and I'm sure that many of you can discover new piles and streamline the current ones.
This has come a long way! Dayum!
NO RUG
Team America
U/W Stoneblade
Zoo
No FOW bant
Modern:
In testing
Leylines are present in most sideboards nowadays, it's replaced Planar Void. And I would imagine yes, it does hurt you. You can't use your Doomsday plan to get a high storm count with a Leyline on the opposite side of the field. I would imagine that there is bounce or enchantment destruction in the SB though, I'd like to check one out.
Screw up either with the assembly of your stack or after you've done so and you pretty much auto-lose.
Against Leyline of the Void: (Need Gush or Scroll for Gush, with mana to cast it obviously)
Lotus
Ancestral
Petal
R/D
Brainstorm
Lotus for UUU, Recall, Petal, R/D floating U, shuffling in Petal, Lotus, Tendrils. Brainstorm into them, put back the lands, cast Petal, Lotus, Tendrils.
What this means is that you can, without bounce, easily win through leyline.
As for being forgiving, the deck is probably more so forgiving than something like tropical storm, as it can just default into doomsday>win as long as you understand how to play doomsday itself. Doomsday itself is much like gifts, except probably less forgiving, while simultaneously being easier to play. That is, it is easier to just launch it and win, but you do need to know how to go about winning with it. I recommend memorizing not only the above piles, but WHY they win. In this manner, it becomes a lot easier to figure out a winning pile on the spot when situations aren't ideal.
On a side note, to construct a board, I would recommend starting with 4 leyline, as per the format, and one R/D (because being able to cycle R/Ds outside of the combo often can prove to be a very strong use for the card, further adding to versatility). I would then probably use some combination of Confidants, silver bullet cards, as per your given meta, anti-stax elements, and maybe tinker/colossus or some other alternate win.
The primary reason that the original decklist runs 2 Doomsdays is that you are not trying to combo off in the same manner as, say, belcher. Its not a matter of "ritual, dday, win". Never cast d-day unprotected, for instance. This deck is very much combo-control, emphesis on the control. It is very comparable to gifts, really. In this sense, while you are very able to combo off, don't try and rush it. You need to play the deck as a strait-forward gush-bond engine deck. Much like GAT is aggro-control, and therefore can play both roles given the choice, this deck plays a duel role, where it can win often, but shouldn't. This requires intelligent play.
To this end, you don't really need more than 2, maybe 3 ddays. You will be able to draw or tutor them up when you are prepared to win, but you don't want them cluttering up your hand while you are battling over your recalls, fastbonds, incremental card advantage, etc.
Time walk just gives you another turn to combo off. I don't ever want to have to see this ever again:
At the very least, it also gives you another untap, too...
NO RUG
Team America
U/W Stoneblade
Zoo
No FOW bant
Modern:
In testing
Timetwister has several functions in this deck. First of all, it facilitates several kill mechanisms. I mentioned the infinite pile, which is useful at times. It provides other ones as well. I won using a specialized one just the other day when I had 4 lands, a twister, ritual, doomsday, and pact of negation in hand. Furthermore, twister by itself is a powerful spell. It is a maindeck solution to ichorid, it allows for pure storm based wins. More importantly, it allows you to commit all of your resources to the board (usually you want to hold mox, etc in your hand) and reset the hands, which often gains a rather substantial amount of card advantage. Also, since this deck is less reliant on the yard than other such decks, it allows you to remove this entire resource from your opponant.
As for walk, walk does a bunch of things that you just want access to. It often is a free card at minimum, which makes it better than wraith outright. It can also generate mana, restrict opponent's resources, and allow you to play around opponent's, particularly in the early game. Late game it can serve as a cantriping fog, etc. All in all, it is extremely versatile, and I'm not sure if ponder is better than it.
As for stax, EE is your friend. EE is absolutely necessary as a 2 of in the board, minimum, almost solely for decimating spheres. Now, it should be noted that you shouldn't have to fear trinisphere, as it is restricted. However, EE can get rid of it, and EE at 2 gets rid of all of the regular spheres/thorns. Another thing to remember is that trinisphere is applied after normal spheres, so if they have a sphere of resistance and trinipshere in play, hurk's recall costs 3. Between this and EEs you should be able to get around spheres. Furthermore, this is the reason for running confidants in the board, in part. Confidants are boarded in against stax where they provide early action that allows you overcome stax elements while applying pressure, and against control decks where they allow you out control them, or at least force them to expend resources dealing with them while you gain incremental card advantage with minimal investment.
Furthermore, all countermagic can be used proactively against stax, they can't counter so you can "waste" force on lock elements and cast d-day fearlessly. Another point is that, against stax, ALWAYS do the following with fetches: Don't break them if you can help it, and if you have to, search up basic islands unless you absolutely require non-blue mana. In this way, stax elements will be minimally effective against you.
NEVER board duress out against Flash, are you insane? Duress is MORE effective than counters against flash because, under normal circumstances, Flash just has a larger quantity of raw counters with less resource investment (pacts). In this manner, seeking to win counter wars is inheritly flawed. By using proactive disruption, you are able to activly disrupt their win condition. You also want to board in extirpates against them to compliment Duresses. I would board things like ponder and disadvantage tutors out first against Flash. Furthermore, leyline beats all flash kills because hulk doesn't trigger with leyline in play. Therefore the sliver kill is just as effective as anything else against leyline. It should be noted that EE is also strong in the Flash matchup as dropping it for 1 early acts as similar disruption against all flash kills and diversifies your hate.
i don't think i could win with this deck if i tried