Hey, Pod and delver are out of they way, we are back in business!
I do not agree. I loved playing against Pod (assuming no Choke). I felt that we had great game 1 advantage.
I have been on the fence about Cruel Control for a little while and I think that today might spur my attention towards investigating a different archetype. It has been a blast discussing card selection and play style with you all.
I am not playing any discard spells (burn and treasure cruise are too prevalent in my local meta). I think that I will hold off on any further mana base discussion until after Monday.
My current main deck is listed towards the bottom of page 99.
Do you mean to say that you consider 4 basic Islands as being plenty and 3 being doable? With a total number of basics in the deck being ~6 (including Islands, Mountains and Swamps?
Technically i am not removing any 'Islands' from the list. I am theoretically changing my buddy lands for untapped lands that enable my Mountain, Swamp, Urborg, and Blood Crypt to also tap for blue.
I think that version 2 may be a little aggressive of a change. This will affect my percentages slightly (reduces my access to early red, reduces my chance of an early Dig Through Time). However, I think that what it adds (considering the potential for a choke) far outweighs the negative impact. I think that it is easier to make this maindeck change to my manabase than to use a SB slot (unless i can find something like Engineered Explosives or Ratchet Bomb will add a significant edge in other difficult match-ups). SB hand disruption would also be a great idea to protect against the choke.
My Scalding Tarns and Polluted Deltas each have 9 targets. I don't remember what the 'right' balance of fetches to targets are for a control deck (I have read at least one article/comment proposing a number). When a Choke is in play, you have to consider each fetch to also be an island.
Well, I have been looking at this mana base (with Choke in consideration) a little closer and I found another couple of possibilities.
How relevant do you think that Urborg, the Tomb of Yawgmoth is? Tapping Fetch lands for black is pretty cute but do I really need this much access to black mana? Is it relevant?
I didn't think about the potential for a game warning with River of Tears. If you needed blue you have to tap prior to your land drop and float the mana. River of Tears requires a higher level of communication than most other lands. I think that this would more often be an oversight than a play limitation. Imagine fetching during an opponent's turn...
I never realized the awareness and potential foresight that River of Tears requires.
Technically i am not removing any 'Islands' from the list. I am theoretically changing my buddy lands for untapped lands that enable my Mountain, Swamp, Urborg, and Blood Crypt to also tap for blue.
I think that version 2 may be a little aggressive of a change. This will affect my percentages slightly (reduces my access to early red, reduces my chance of an early Dig Through Time). However, I think that what it adds (considering the potential for a choke) far outweighs the negative impact. I think that it is easier to make this maindeck change to my manabase than to use a SB slot (unless i can find something like Engineered Explosives or Ratchet Bomb will add a significant edge in other difficult match-ups). SB hand disruption would also be a great idea to protect against the choke.
My Scalding Tarns and Polluted Deltas each have 9 targets. I don't remember what the 'right' balance of fetches to targets are for a control deck (I have read at least one article/comment proposing a number). When a Choke is in play, you have to consider each fetch to also be an island.
I am currently running 7 blue sources that are not islands. If I were to change my Drowned Catacombs and Sulfur Falls into Sunken Ruins and Cascade Bluffs this would change my total amount of accessible (non-island) blue mana to 9.
This seems very promising in itself. I know that Joe Lossett was using this technology to combat Choke in Legacy Miracles.
The filter lands do provide new options for accessing Teferi and Cryptic mana. But they also introduce 3 variations of a 2 land opening hand that does not allow for access to blue mana on turn 2 (assuming that you do not draw a third land until turn 3). This may not be important for 7 land hands (it would be an easy mulligan decision). However I think that this might be relevant for 5-6 card hands.
Unless someone else is eager to do it, I'll work on the math later today.
It gives me a heavy heart, but my PPTQ performance was mediocre at best. I finished 11th place of 20 contestants with a record of 2-2-1.
Round 1 Abzan Birthing Pod (2-0)
Let's say that this was a great place to start the tournament.
- Game 1 He drew land heavy in and I was able to answer all of his relevant threats. He resolved a late game Shriekmaw and was able to attack in for 3. I played a Batterskull on the following turn with Cryptic Command back-up. Realizing that my BBD Germ token was black, he did not attack into me. I untapped, activated my Creeping Tar Pit, attached Batterskull and attacked. This took him from 14 to 7.
- Game 2 he fetched and shocked into a Noble Hierarch. I fetched into an Island and Dismembered his Noble. I spent the following turns keeping him off of lands. I won with creeping tar pit.
Round 2 Abzan Thune Pod (Draw)
I played my Pod opponent from yesterday's tournament.
- Game 1 went as predicted and I won with little effort.
- Game 2 he took my advise from our playtesting and brought in Choke from his SB. This card is nasty against my mana base. He locked me out of the game and beat-down with Siege Rhino.
- Game 3 went the same way as Game 2, he cast a choke in the late game but there was not enough pressure to finish the game before time was called.
Round 3 Affinity (0-2)
- Game 1 my opponent is on the play. Turn 1 Ornithopter, Ornithopter, Mox Opal, Darksteel Citadel, and Ensoul Artifact on his Ornithopter (yep, i was going to have a hard time winning that one).
- Game 2 I mulligan to a hand of Bolt, Spell Snare, Island, Shatterstorm. Before I can find and play a second land, he plays Choke. I didn't know that this was something that Affinity does.
I could still make it into the TOP 8 with 2 more wins.
Round 4 UR Delver (2-0)
I was able to counter his Treasure Cruise. I killed his Monastery Swiftspears after combat and he did not get an early delver. He could have mulligan more aggressively and not played into my counter spells.
- Game 1 was won with casting Keranos, God of Storms into an empty board and a tapped out opponent. I hit running lands with Keranos but was able to attack with Tar Pit and keep the board devoid of threats.
- Game 2 I answered 2 Young Pyromancers that he tapped out for on turn 2 and 3. He never really stabilized after that. I resolved a Teferi, Mage of Zhalfir with perfect information from an earlier Vendilion Clique. He didn't concede but I could tell that he had given up.
Round 5 Abzan Pod (2-0)
I wish that I remembered my opening hand.
- Game 1 I was able to answer a couple of his early spells. He was able to maintain momentum, but i quickly ran out of answers. I believe that the issue was Gavony Township + Kitchen Finks I was never in a position where I could clear the board.
- Game 2 My pacing is starts at the same rate and maybe even a little better than Game 1. On turn 4 he Thoughtseizes me. I have Batterskull, Snapcaster, Cryptic, and Counterflux in hand with only the 3 mana for Counterflux available. I decide that this is a hand that is worth keeping and decide to Counterflux the Thoughtsieze. Then, with his remaining 3 mana he casts the only Choke in his 75. I fell for the bait but would not have had any answer to the Choke had he taken the Counterflux.
I did not make it to the TOP 8.
The lessons that I learned today are that choke is a nightmare and is my least favorite Magic card to see when playing Cruel Control.
Does anyone else have experience with Choke?
How do you deal with it if it resolves?
Is this something that we name with Slaughter Games if we think that they might bring it in?
No need to apologize, I agree that the Volcanic Fallout has great upside. The fact that it is uncounterable is pretty great. My point with my UR Delver match-up is that he had the perfect number of answers to an impossible number of sweepers from my side. I do not expect them to have that level of protection consistently. It is also important acknowledge that I did not have any counterspell back-up.
The tournament tourney out to not be a 1k. Instead it was just an average local modern event (12 players). I had changed my 75 for a larger tournament. The field consisted of a little more than 50% delver and burn.
Round 1 - Mono Red 'Vexing Devil' Burn (0-2)
I resolve a batterskull at 6 life. He Skull Cracks me at my upkeep and casts Searing Blaze with landfall on his following turn (targeting my BBD germ token). I have access to ~10 mana with V Clique, 1-2 land and Damnation in hand. I cast clique in response, target myself on resolution, revealing Damnation, and draw a dismember. I had the idea of countering the spell so engrained in my mind that I didn't consider returning batterskull (duh) or even casting dismember on the germ. I realized my mistake as I picked up my cards. I also lost game 2, he mana flooded (with 3-4 cards in hand) after putting me to 9. I lost the game the turn after resolving a spellskite (at 5 life) where he cast 2 smash to smithereens (I countered both) and 3 skull crack (I countered 2 of them). This left me tapped out at 2 with a grim lavamancer on his side of the field.
Round 2 RWu Burn w/ Treasure Cruise (2-0)
He was borrowing the deck through some of his sub-optimal, I was able to take an advantage stabilize.
-in both burn match-ups I side out my Cliques and dismember for Dispel and Olivia.
Round 3 Abzan Angel Pod (2-0)
The games were pretty grindy but I feel that this match is hugely favored for me. I SB in rakdos charm but I don't think that it is necessary.
Round 4 UR Delver (1-2)
This is probably one of the most skilled players in the room. I was able to grind out game 1 and worked towards grinding out game 2. Game 3 came down to him countering 3 attempts at Anger of the gods (yes, I snapcaster anger) and a Damnation.
I think that I might better understand your comment now. I do not consider Muldrifter and Dig Through Time to play similar rolls.
It is important to reflect on the difference in the optimal play styles of our two decks. If you look at the balance of permission and removal that we are running, it is easy to tell that the two decks are intended to be played quite differently. I spend a greater amount of time answering my opponent of the stack while you have a greater capacity to answer resolved threats. This might explain why the number of sorcery speed spells/effects that you are running works for you but not for me. If I tap out, I run the risk of my oppoenent resolving a permanent that I may not be able to answer.
The short of it is that I say 'NO' and you say 'DIE'.
I do not agree with your critique of Dig Through Time. I have found that I quite reliably cast this prior to my turn 5. This allows my hand to be refilled after I disrupt my opponents first attempts at ending the game, while remaining flexible to still have the option of holding counter magic for a critical turn 4 Scapeshift or Splinter Twin.
The 3rd copy of Dig Through Time was previously a 2nd copy of Cruel Ultimatum, a card that we will all agree is far more abysmal to have in your opener.
Although I don't agree with @Amalek0's writing style and perceived tone, there are a couple of topics in his rant that I can get on board with.
I was originally playing Liliana of the Veil as a 3 of in this deck. She didn't last long.
With many of our opponents harnessing the power of Treasure Cruise, the symmetrical discard of Liliana's +1 ability becomes less advantageous for us. Granted she does fuel our Dig Through Time, she works much better towards the card advantage engine of a Treasure Cruise deck.
Alternatively, we need to play land consistently to work towards casting the monstrosity that is Cruel Ultimatum. This places use in an awkward position of choosing between critical land drops and permission/removal.
I feel that Liliana is positioned to be a great card in some BGu attrition deck (think of jund but with treasure cruise, Creeping Tar Pit, and Vendilion Clique). It is not a card that I want to play in Cruel Control.
I am also a little confused about the appeal of Mulldrifter. I have played Mulldrifter in EDH and with flicker effects you can get a ton of card advantage. However, in Modern, doesn't this often act as casting Divination (a card often times not good enough for standard). Is the option of having a 2/2 flyer for 5 mana really make it worth it? I do understand that it can be returned to your hand with Cruel Ultimation after you evoke it. I just feel like this is old technology remaining from Cruel Control's time in standard. There must be an upgrade for this.
My two cents on Jace, Architect of Thought:
Some people on here really love him and have found that he works for them. After reading all of the great reviews and his usefulness, I am still highly skeptical of his value. My opportunities for testing are very limited and the proposed marginal gains combined with needed changes to play-style prevent me from commiting time to testing the Jace, AoT variation. I wish you all success with him and do like to hear the roles that he has played in your games.
Please keep in mind that my review of the above cards is centered around my play-style and approach to playing Cruel Control. I have found that this deck works best for me as a draw, land, go (tapping out for Damnation, to attack with Creeping Tar Pit when I have switched to the beat-down role, or when resolving a Cruel Ultimatum). Unless I have perfect/near-perfect information or the reward is high enough, I will not tap out to cast a Keranos, God of Storms or Batterskull. I understand that some of you might not follow my same approach, but I consider this to be important information when understanding some of the choices that I have made for my 60 (it should be assumed that SB games can swing play-style dramatically).
I am trying a couple of different things since my last build. I have removed 3 copies of 1 CMC hand disruption from the 75 for 2 Cliques and a Spell Snare. The Olivia Voldaren has returned to my 75 as a member of my SB.
I will be playing the following 75 in a 1k this afternoon and PPTQ on Sunday.
I do not agree. I loved playing against Pod (assuming no Choke). I felt that we had great game 1 advantage.
I have been on the fence about Cruel Control for a little while and I think that today might spur my attention towards investigating a different archetype. It has been a blast discussing card selection and play style with you all.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
My current main deck is listed towards the bottom of page 99.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
What do you think of pulling the Counterflux out of my SB for a Ratchet Bomb?
4 Scalding Tarn
3 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
2 Swamp
1 Drowned Catacombs
1 Reflecting Pool
1 Cascade Bluffs
1 Sunken Ruins
1 River of Tears
2 Dispel
2 Spellskite
2 Anger of the Gods
2 Slaughter Games
2 Rakdos Charm
1 Sowing Salts
1 Shatterstorm
1 Counterflux
1 Olivia Voldaren
1 Teferi, Mage of Zhalfir
2 Dispel
2 Spellskite
2 Anger of the Gods
2 Slaughter Games
2 Rakdos Charm
1 Sowing Salts
1 Shatterstorm
1 Ratchet Bomb
1 Olivia Voldaren
1 Teferi, Mage of Zhalfir
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
Well, I have been looking at this mana base (with Choke in consideration) a little closer and I found another couple of possibilities.
How relevant do you think that Urborg, the Tomb of Yawgmoth is? Tapping Fetch lands for black is pretty cute but do I really need this much access to black mana? Is it relevant?
4 Scalding Tarn
4 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
1 Drowned Catacombs
1 Reflecting Pool
1 Cascade Bluffs
1 Sunken Ruins
4 Scalding Tarn
3 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
1 Drowned Catacombs
1 Reflecting Pool
1 Cascade Bluffs
1 Sunken Ruins
1 River of Tears
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
I never realized the awareness and potential foresight that River of Tears requires.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
Technically i am not removing any 'Islands' from the list. I am theoretically changing my buddy lands for untapped lands that enable my Mountain, Swamp, Urborg, and Blood Crypt to also tap for blue.
4 Scalding Tarn
4 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Sulfur Falls
1 Drowned Catacombs
4 Scalding Tarn
4 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Cascade Bluffs
1 Sunken Ruins
4 Scalding Tarn
3 Polluted Delta
4 Creeping Tar Pit
2 Steam Vents
2 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Cascade Bluffs
1 Sunken Ruins
1 River of Tears
I think that version 2 may be a little aggressive of a change. This will affect my percentages slightly (reduces my access to early red, reduces my chance of an early Dig Through Time). However, I think that what it adds (considering the potential for a choke) far outweighs the negative impact. I think that it is easier to make this maindeck change to my manabase than to use a SB slot (unless i can find something like Engineered Explosives or Ratchet Bomb will add a significant edge in other difficult match-ups). SB hand disruption would also be a great idea to protect against the choke.
My Scalding Tarns and Polluted Deltas each have 9 targets. I don't remember what the 'right' balance of fetches to targets are for a control deck (I have read at least one article/comment proposing a number). When a Choke is in play, you have to consider each fetch to also be an island.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
This seems very promising in itself. I know that Joe Lossett was using this technology to combat Choke in Legacy Miracles.
The filter lands do provide new options for accessing Teferi and Cryptic mana. But they also introduce 3 variations of a 2 land opening hand that does not allow for access to blue mana on turn 2 (assuming that you do not draw a third land until turn 3). This may not be important for 7 land hands (it would be an easy mulligan decision). However I think that this might be relevant for 5-6 card hands.
Unless someone else is eager to do it, I'll work on the math later today.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
Round 1 Abzan Birthing Pod (2-0)
Let's say that this was a great place to start the tournament.
- Game 1 He drew land heavy in and I was able to answer all of his relevant threats. He resolved a late game Shriekmaw and was able to attack in for 3. I played a Batterskull on the following turn with Cryptic Command back-up. Realizing that my BBD Germ token was black, he did not attack into me. I untapped, activated my Creeping Tar Pit, attached Batterskull and attacked. This took him from 14 to 7.
- Game 2 he fetched and shocked into a Noble Hierarch. I fetched into an Island and Dismembered his Noble. I spent the following turns keeping him off of lands. I won with creeping tar pit.
Round 2 Abzan Thune Pod (Draw)
I played my Pod opponent from yesterday's tournament.
- Game 1 went as predicted and I won with little effort.
- Game 2 he took my advise from our playtesting and brought in Choke from his SB. This card is nasty against my mana base. He locked me out of the game and beat-down with Siege Rhino.
- Game 3 went the same way as Game 2, he cast a choke in the late game but there was not enough pressure to finish the game before time was called.
Round 3 Affinity (0-2)
- Game 1 my opponent is on the play. Turn 1 Ornithopter, Ornithopter, Mox Opal, Darksteel Citadel, and Ensoul Artifact on his Ornithopter (yep, i was going to have a hard time winning that one).
- Game 2 I mulligan to a hand of Bolt, Spell Snare, Island, Shatterstorm. Before I can find and play a second land, he plays Choke. I didn't know that this was something that Affinity does.
I could still make it into the TOP 8 with 2 more wins.
Round 4 UR Delver (2-0)
I was able to counter his Treasure Cruise. I killed his Monastery Swiftspears after combat and he did not get an early delver. He could have mulligan more aggressively and not played into my counter spells.
- Game 1 was won with casting Keranos, God of Storms into an empty board and a tapped out opponent. I hit running lands with Keranos but was able to attack with Tar Pit and keep the board devoid of threats.
- Game 2 I answered 2 Young Pyromancers that he tapped out for on turn 2 and 3. He never really stabilized after that. I resolved a Teferi, Mage of Zhalfir with perfect information from an earlier Vendilion Clique. He didn't concede but I could tell that he had given up.
Round 5 Abzan Pod (2-0)
I wish that I remembered my opening hand.
- Game 1 I was able to answer a couple of his early spells. He was able to maintain momentum, but i quickly ran out of answers. I believe that the issue was Gavony Township + Kitchen Finks I was never in a position where I could clear the board.
- Game 2 My pacing is starts at the same rate and maybe even a little better than Game 1. On turn 4 he Thoughtseizes me. I have Batterskull, Snapcaster, Cryptic, and Counterflux in hand with only the 3 mana for Counterflux available. I decide that this is a hand that is worth keeping and decide to Counterflux the Thoughtsieze. Then, with his remaining 3 mana he casts the only Choke in his 75. I fell for the bait but would not have had any answer to the Choke had he taken the Counterflux.
I did not make it to the TOP 8.
The lessons that I learned today are that choke is a nightmare and is my least favorite Magic card to see when playing Cruel Control.
Does anyone else have experience with Choke?
How do you deal with it if it resolves?
Is this something that we name with Slaughter Games if we think that they might bring it in?
I'm okay with Blood Moon, but Choke is miserable.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
No need to apologize, I agree that the Volcanic Fallout has great upside. The fact that it is uncounterable is pretty great. My point with my UR Delver match-up is that he had the perfect number of answers to an impossible number of sweepers from my side. I do not expect them to have that level of protection consistently. It is also important acknowledge that I did not have any counterspell back-up.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
The tournament tourney out to not be a 1k. Instead it was just an average local modern event (12 players). I had changed my 75 for a larger tournament. The field consisted of a little more than 50% delver and burn.
Round 1 - Mono Red 'Vexing Devil' Burn (0-2)
I resolve a batterskull at 6 life. He Skull Cracks me at my upkeep and casts Searing Blaze with landfall on his following turn (targeting my BBD germ token). I have access to ~10 mana with V Clique, 1-2 land and Damnation in hand. I cast clique in response, target myself on resolution, revealing Damnation, and draw a dismember. I had the idea of countering the spell so engrained in my mind that I didn't consider returning batterskull (duh) or even casting dismember on the germ. I realized my mistake as I picked up my cards. I also lost game 2, he mana flooded (with 3-4 cards in hand) after putting me to 9. I lost the game the turn after resolving a spellskite (at 5 life) where he cast 2 smash to smithereens (I countered both) and 3 skull crack (I countered 2 of them). This left me tapped out at 2 with a grim lavamancer on his side of the field.
Round 2 RWu Burn w/ Treasure Cruise (2-0)
He was borrowing the deck through some of his sub-optimal, I was able to take an advantage stabilize.
-in both burn match-ups I side out my Cliques and dismember for Dispel and Olivia.
Round 3 Abzan Angel Pod (2-0)
The games were pretty grindy but I feel that this match is hugely favored for me. I SB in rakdos charm but I don't think that it is necessary.
Round 4 UR Delver (1-2)
This is probably one of the most skilled players in the room. I was able to grind out game 1 and worked towards grinding out game 2. Game 3 came down to him countering 3 attempts at Anger of the gods (yes, I snapcaster anger) and a Damnation.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
I think that I might better understand your comment now. I do not consider Muldrifter and Dig Through Time to play similar rolls.
It is important to reflect on the difference in the optimal play styles of our two decks. If you look at the balance of permission and removal that we are running, it is easy to tell that the two decks are intended to be played quite differently. I spend a greater amount of time answering my opponent of the stack while you have a greater capacity to answer resolved threats. This might explain why the number of sorcery speed spells/effects that you are running works for you but not for me. If I tap out, I run the risk of my oppoenent resolving a permanent that I may not be able to answer.
The short of it is that I say 'NO' and you say 'DIE'.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
I do not agree with your critique of Dig Through Time. I have found that I quite reliably cast this prior to my turn 5. This allows my hand to be refilled after I disrupt my opponents first attempts at ending the game, while remaining flexible to still have the option of holding counter magic for a critical turn 4 Scapeshift or Splinter Twin.
The 3rd copy of Dig Through Time was previously a 2nd copy of Cruel Ultimatum, a card that we will all agree is far more abysmal to have in your opener.
BWBAthreos, God of PassageBWB (Shadowborn Clerics)
I was originally playing Liliana of the Veil as a 3 of in this deck. She didn't last long.
With many of our opponents harnessing the power of Treasure Cruise, the symmetrical discard of Liliana's +1 ability becomes less advantageous for us. Granted she does fuel our Dig Through Time, she works much better towards the card advantage engine of a Treasure Cruise deck.
Alternatively, we need to play land consistently to work towards casting the monstrosity that is Cruel Ultimatum. This places use in an awkward position of choosing between critical land drops and permission/removal.
I feel that Liliana is positioned to be a great card in some BGu attrition deck (think of jund but with treasure cruise, Creeping Tar Pit, and Vendilion Clique). It is not a card that I want to play in Cruel Control.
I am also a little confused about the appeal of Mulldrifter. I have played Mulldrifter in EDH and with flicker effects you can get a ton of card advantage. However, in Modern, doesn't this often act as casting Divination (a card often times not good enough for standard). Is the option of having a 2/2 flyer for 5 mana really make it worth it? I do understand that it can be returned to your hand with Cruel Ultimation after you evoke it. I just feel like this is old technology remaining from Cruel Control's time in standard. There must be an upgrade for this.
My two cents on Jace, Architect of Thought:
Some people on here really love him and have found that he works for them. After reading all of the great reviews and his usefulness, I am still highly skeptical of his value. My opportunities for testing are very limited and the proposed marginal gains combined with needed changes to play-style prevent me from commiting time to testing the Jace, AoT variation. I wish you all success with him and do like to hear the roles that he has played in your games.
Please keep in mind that my review of the above cards is centered around my play-style and approach to playing Cruel Control. I have found that this deck works best for me as a draw, land, go (tapping out for Damnation, to attack with Creeping Tar Pit when I have switched to the beat-down role, or when resolving a Cruel Ultimatum). Unless I have perfect/near-perfect information or the reward is high enough, I will not tap out to cast a Keranos, God of Storms or Batterskull. I understand that some of you might not follow my same approach, but I consider this to be important information when understanding some of the choices that I have made for my 60 (it should be assumed that SB games can swing play-style dramatically).
I am trying a couple of different things since my last build. I have removed 3 copies of 1 CMC hand disruption from the 75 for 2 Cliques and a Spell Snare. The Olivia Voldaren has returned to my 75 as a member of my SB.
I will be playing the following 75 in a 1k this afternoon and PPTQ on Sunday.
2 Vendilion Clique
3 Snapcaster Mage
1 Keranos, God of Storms
Atrifacts
1 Batterskull
Sorceries
1 Damnation
1 Cruel Ultimatum
Instants
2 Terminate
1 Dismember
2 Electrolyze
4 Lightning Bolt
3 Spell Snare
3 Remand
4 Mana Leak
3 Cryptic Command
3 Dig Through Time
4 Scalding Tarn
4 Polluted Delta
3 Steam Vents
1 Watery Grave
3 Islands
1 Mountain
1 Swamp
1 Drowned Catacombs
1 Sulfur Falls
4 Creeping Tar Pit
1 Urborg, Tomb of Yawgmoth
1 Reflecting Pool
1 Graven Cairns
2 Dispel
2 Spellskite
2 Anger of the Gods
2 Slaughter Games
2 Rakdos Charm
1 Sowing Salts
1 Shatterstorm
1 Counterflux
1 Olivia Voldaren
1 Teferi, Mage of Zhalfir
BWBAthreos, God of PassageBWB (Shadowborn Clerics)