When we are not looking for a specific card (because of the redundancy in the deck) but are instead just looking to chain through our deck, doesnt Visions dig further than other cantrips anyway?
Surgical is free, a spell, and often times will hit a target that while not critical to the opponents plan could be relevant to stopping yours. I've hit Push before, and suddenly my opponent has no removal in hand for my 2nd Thing.
The minus ability is one of the very few things UR can use to boost targets over 5 toughness, while the + gives you one in the hand and a phoenix (ideally) in the yard.
The ultimate literally is a 'I win' with all the cantrips.
Push or Path. Honestly the worst games for me have been ones where I'm getting hit with single mana removal over and over. Yes the Phoenix may come back, but it can all come down to those early turns.
If you are on Fiend, then Bolt is also in that group.
Actually yes, with all the cantrips, chart and charm AND thing in the ice, disrupting shoal should be decent? Commandeer is always a hilarious blowout.
I had AV in some of my lists last week. The idea was cast it turn 1, durdle and craft a hand, drop a threat (Thing/Kiln Fiend) turn 4 and go off. It never worked out as its simply too slow, or at least seems to be online.
I've had far more success with just chains of cantrips. 4 x Serum, Opt, Manamorphose and 2 Sleight has allowed for some very well managed turns that have resulted in wins where less cantrips, or less control (Thought Scour) would not have.
The ideal still seems to be, land a Thing/Fiend on Turn 2, ideally with Swiftspear Turn 1, and then Turn 3 go off with a Manamorphose and swing in with Thing, or they just die if you have a Fiend out.
That said, long games do happen. I had one go to Turn 13 against a Red Ritual/Hazoret/Prison deck, I was down to 11 Cards, empty hand, but that turn started with my Thing at 4 Counters, and ended with me swinging in for 13 (Thing + 2 Phoenix).
If MTGO wasnt an absolute chore to watch replay's I would go back and look at how it unfolded again.
EDIT: A later match was even better against Mono-R Phoenix. We both had 2 Phoenix's in the GY Turn 1. They got theirs out and Swinging Turn 2, I played a Kiln Fiend. They didnt kill it, and swing in both on their Turn 3, tapping out to Flashback Faithless.
I for sure agree with Kiln Fiend inclusion. It was in most of my early builds, and yesterday it would have helped me a ton and its going back in my lists side or even main.
Essentially if you dont get anything out of the Evacuation mode on Thing, Fiend is going to be more helpful against the decks we need to race so depending on meta (humans, spirits, GW combo) it may be correct to play Fiend instead?
Feels like Control is pretty miserable. Ran into it 3 times today, was able to take a game in each, but not the match. Perhaps something Clique or Obstructionist may be needed to force action on their turn.
Was able to beat split 2 Tron Matches, and beat Skred/Prison, and Merfolk.
Mine was way way late game, like 10 lands each in play, and I had him at 6 but he was firmly in control looping Disinformation, and attacking me with my own stuff due to Thief of Sanity that he was slow roll killing me with.
I dont run the pure Phoenix deck in Standard though, because of the best of 1 format, and I have 3 one of's that steal games.
He kept just toying with me when he had me lethal, and cast a Notion Rain taking himself to 4.
I'll probably try it out over the next few days, I've been grinding up rank in Arena, just hit the most epic of top decks to win out against UB Surveil. I can taste the salt from over the internet...
Spirits
Spirits
The R version certainly is viable, very explosive and does play an interesting game between burn and creature aggro and combo.
Spirits
That's often enough to take the game.
Spirits
The ultimate literally is a 'I win' with all the cantrips.
Spirits
If you are on Fiend, then Bolt is also in that group.
Spirits
Spirits
I've had far more success with just chains of cantrips. 4 x Serum, Opt, Manamorphose and 2 Sleight has allowed for some very well managed turns that have resulted in wins where less cantrips, or less control (Thought Scour) would not have.
The ideal still seems to be, land a Thing/Fiend on Turn 2, ideally with Swiftspear Turn 1, and then Turn 3 go off with a Manamorphose and swing in with Thing, or they just die if you have a Fiend out.
That said, long games do happen. I had one go to Turn 13 against a Red Ritual/Hazoret/Prison deck, I was down to 11 Cards, empty hand, but that turn started with my Thing at 4 Counters, and ended with me swinging in for 13 (Thing + 2 Phoenix).
If MTGO wasnt an absolute chore to watch replay's I would go back and look at how it unfolded again.
Spirits
EDIT: A later match was even better against Mono-R Phoenix. We both had 2 Phoenix's in the GY Turn 1. They got theirs out and Swinging Turn 2, I played a Kiln Fiend. They didnt kill it, and swing in both on their Turn 3, tapping out to Flashback Faithless.
Turn 3, I go off taking him from 18. lol
Spirits
EDIT: Oh and another thing, I'm not huge on Thought Scour. I'm going to go back to the 4 Opt/Serum, and try Sleight of Hand instead as the 2 of.
Spirits
Essentially if you dont get anything out of the Evacuation mode on Thing, Fiend is going to be more helpful against the decks we need to race so depending on meta (humans, spirits, GW combo) it may be correct to play Fiend instead?
Spirits
Was able to beat split 2 Tron Matches, and beat Skred/Prison, and Merfolk.
Spirits
I dont run the pure Phoenix deck in Standard though, because of the best of 1 format, and I have 3 one of's that steal games.
He kept just toying with me when he had me lethal, and cast a Notion Rain taking himself to 4.
What do I top? One of my one of's, Inescapable Blaze
He cast Vraska's Contempt, and died at 0.
Spirits
Spirits
Spirits