Quote from Moxnix »
Long turns are the nature of storm. They want non infinite so assuming you cast tendrils an average of 2 times in 1 turn that's still 25-30 spells to kill the table. Just play faster
Quote from Moxnix »High tide is a strong card in it's own right when your skewed blue fetching blue duals and basic islands due to your skew. 20% of my deck can hit islands that's the main number you care about with high tide. Losing sea really hurts if your deeper in red losing volc will really hurt. Being able to get off color mana on your untaps is huge espically since not all the lands you have out are always islands. Your loses are noticeable but that does not change the fact it's incredibly strong tech anyway. The first version of this deck I ever built was for my friend on a budget in just U/B no usea and much worse odds not having every fetch so down 5+ dual island outlets. High tide was still a killer card in the deck. Did his deck stumble on mana at times because he ran a high number of basics yes and it lost him games. Did he still win on turn 4 when he drew sol ring swamp fetch island ad Nauseam? Yes and when it did so in a non infinite manner the high tide engine was very common. Without seeing your deck list I give my blanket recommendation to high tide assuming your island subtyping count is high enough. In a high tide build for me your not even rocking cards like ancient tomb you want ever card that you don't need to color fix in your land slots to be island. This is why it's used in blue skew builds.
Man it kills me to think I used to have a playset of volc islands and traded a royal assasin for u.sea + some change once. u.sea 215 on ebay...damn lol. Maybe ill borrow/proxy one to see if thats worth it for me. Last time i played grixis colors I relied a little more on red then you too. I could just use oona though red is pretty fun...ooph. LOts of figuring out to do.
Quote from Moxnix »So after quite a bit of testing I have added Dig through time too the deck. At first I cut a swamp but that was horrible because my mana was perfect but I mainly just felt the swamp was very weak so I changed the swamp slot to underground river and I like that much better. The other change is much larger i have cut my 4th kill condition in favor of dig through time. Both serve as a gas slot since the largest thing you lose out on cutting tide spout is a card you want of minds desire and DTT fits that bill. Tide spout can come back in at anytime but i cannot remember the last time i saw the card sadistic sacrament cast on me and that's a large part of why i ran it. Mainly it lets me make an on curve swap for ad nuaseam gets rid of the weakest draw in my deck for the early game and in all honesty getting a tide spout bribed. I tested it with these swaps and the deck felt great every time I drew dig i was glad it was dig and not TT. In fact in my closest matches it won me games period. I did not miss TT at all so far ive had some great 1:1 matches against incredible starts from my opponents and made some amazing comebacks i might make another video with some of those matches in there unfortunately the best ones bug at the end and it wheels me into cards i didn't have and it just says i win which is pretty annoying but not surprising ever since they changed the mtgo client replays have sucked in fact the new client is just garbage in general i still absolutely hate it. anyway
- Tidespout Tyrant
+ Underground River
+ Dig Through Time
Quote from Hermes_ »Every card can be played fairly.....depending on how you define fairly