I looked for a MUC Thread in both Forums, but couldn't find any. I missed MUC, so, I thought it would be cool to reinstitute a thread for it. I still think permanent based MUC starring Back to Basics is the best framework to start from. First, my personal decklist:
It's very similar to previous MUC lists, that were grounded in using permanents for control, rather than heavy permission for stack control. However, I found maindeck bounce to help survive, and supplement the board control elements, as a necessary evil. Some decks (here specifically), swarm aggro, and Merfolk.dorks in particular, made me come to that conclusion.
Notable changes are a lack of a library manipulation, of any kind. Without Fetches, most agreed, Brainstorm was horrid, without the ability to "shuffle" your deck. Impulse, simply cost too much for it's effect. Eventually I tried Ponder, since it allowed shuffling and digging, for one blue mana. However, over time, testing showed, redundancy in cards proved more effective than card digging. What I needed was more board control overall, so.........
In came Echoing Truth. It has so many uses, aside from killing tokens. Oftentimes, it saved me from being killed, by allowing me to live just long enough to drop a Vedalken Shackles, live another turn to pop Powder Keg, or drop Propaganda. I tried other "bounce" options like Repeal, or even Capsize, which proved disapointing in actual gameplay. Echoing Truth helped close a gap I believe MUC needed, badly.
Propaganda to me is good for my metagame, which is still swarm infested. I do admit, this slot can easily be swapped out for Control Magic in a more aggro control playing field. But, Propaganda does what it does, and well, which is stall aggro decks. Vedalken Shackles has always been an MVP against creatures. I could never see going down below 3 in all honesty, and feel safe against creature based decks. Thanks for that 'Goyf........no, really, thanks!
Powder Keg has been hotly debated, forever. Many favor a splash for Engineered Explosives, but I feel this is the wrong call. The fact that Powder Keg can kill Manlands is HUGE in my meta. That alone makes up for it's lack of speed. Simply put, I feel Powder Keg is the best artifact removal for MUC. You can disagree, but you're wrong, lol.
The permission suite. I think the selection is obvious. Some may want the 4th Spell Snare, so it depends. I found 3 was plenty.
Back to Basics. Still the primary reason MUC is even viable. Seems every deck in Legacy has some way to control opposing lands. MUC is no exception. I wish I had a quarter for every deck this card has mangled. Coupled with Propaganda it can seal the deal against some decks.
Win conditions. So many debates in the past over them. Morphling is still on the top of my list, to this day. Untargetability is the biggest reason why. Same goes for Rainbow Efreet. Having all your win conditions immune to either targeted or mass removal just rocks. Some like Call the Skybreaker, and I tried it, but to my dismay. It just takes forever, costs alot, and you give your opponent's creature removal a viable target. To retrace it, sure, turn a *cough useless late game Island and 7 mana into another token. Why, when you should be winning with Morphling or Rainbow Efreet anyway?
My sideboard, well, it could be a zillion things. But, it's for 'round these parts. All decks playing red must die to MUC is my sideboards theme. That and, all decks using recursion must die. Misdirection is debateable. But, Misdirecting something in someone's face is priceless. Sinkhole? Nah......
Overall, MUC has treated me well. I don't really know what to change, and I tried all the bajillion remodels, etc. I find MUC does best when it just uses Back to Basics, some stack control, steal a creature here and there, bounce something annoying, watch the opponent shriek at EOTFOF I WIN, and drop a Morphling, is a spectacular formula.
So, Blue lovers, come out of hiding and let's get to work.
CB+Top is not good in this deck because MUC's mana curve is all over the place. The decks that utilize this efficiently have a much lower mana curve. MUC has too many 3's, 4's and 5's (and if you run Call the Skybreaker... 7's) to effectively rely on it. Plus MUC has no real clock, so having it in play isn't going to really do anything proactive.
AK is less mana intensive than Think Twice and draws you more cards in total.
Anyway, Ancestral Vision is better, and is more than worth it despite being a sorcery and despite you playing Force Spike.
Spell Burst is unlikely to be of any real use. Early game, you'll wish for more efficient counters, and late game you've very likely got the game under control and this becomes just a 'win more' card.
Think Twice is not mana-intensive. Both are cards that will be played at the end of an opponent's turn. MUC does not play too many cards on its own turn, so having 3 mana at the end of the opponent's turn is very likely. What were you going to do with the 3 untapped lands anyway? As for AK drawing more cards, it only draws more cards if you see all 4. If you see 3, it has drawn you the same number of cards. If you only see 2 or 1, Think Twice is miles better. Ancestral Vision is better than both in some ways. It generates really powerful card advantage (almost as much as Fact or Fiction); unfortunately, it is easier to counter (Stifle, CB @ 0, CotV @ 0), it is a horrible top-deck if you are trying to stabilize and it feels like an eternity to go off. Personally, I have come to the conclusion Fact or Fiction gives enough card advantage to overwhelm the opponent. The other "draw slots" should go to some sort of card filtering to ensure early game success, be it Brainstorm+Fetchlands or Impulse. I play Impulse and I'll explain why...
At the moment, I'm not running Brainstorm; but 4 BS + 4 FoF would be perfect. However, I would have to add ~6 fetchlands. Is it worth it to add ~6fetchlands solely because of 4 brainstorm? Well, Brainstorm is such a great card...
Fetchlands deal some damage to me and they can be stifled. However, the damage inflicted by them is only an issue when facing super-aggro decks; and stifle, does it matter? I'm not sure; I think constant landdrops can compensate the loss of land.
Unless Stifle finds its way into an aggressive deck I would think there are far better targets for it in that deck.
Stifle will destroy MUC if it hits a Fetchland. MUC needs to hit land drops - at least the first 4, if not 5 or 6, to win (usually). Using Stifle to Stone Rain MUC will slow the deck even further and allow the opponent to easily drop a threat and blow us out of the game. Brainstorm+Fetchlands are good, but in a world filled with merfolk and tempo threshold and even random dreadstill decks, I wouldn't risk going further behind.
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End of turn...Morphling
Team Our Market Research Indicates Armageddon Is Going To Wreck Your Face Except We Aren't Running That Card Anymore Elemental
The only way to make MUC competitive is to have Chalice of the Void in there. It gives you hope against zoo, shuts down combo, and gives stability in the late game. You'll have to sacrifice Spell Snares and substitute Dazes. Yes, you lose tempo, but to be able to shut out 12-16 (23 in the most recently posted zoo) cards of a deck is worth the tempo loss. This helps to compensate for MUC's lack of a clock as well as it will provide you with more time to do what you need.
The only way to make MUC competitive is to have Chalice of the Void in there. It gives you hope against zoo, shuts down combo, and gives stability in the late game. You'll have to sacrifice Spell Snares and substitute Dazes. Yes, you lose tempo, but to be able to shut out 12-16 (23 in the most recently posted zoo) cards of a deck is worth the tempo loss. This helps to compensate for MUC's lack of a clock as well as it will provide you with more time to do what you need.
Also, there has been a bit of discussion about card drawing. I would say this deck does need more card draw than just the fact or fictions. Its hard to find a good solution though. Accumulated Knowledge just isn't what it used to be since standstill is so much better, but standstill wouldn't work in this deck. Brainstorm and Impulse aren't the answer because improved selection isn't the answer, raw card advantage is. Think twice just sux. You have to pay 5 mana for 2 cards. You might as well run inspiration which gives you 2 cards for 4 mana. AK is better than inspiration. Unfortunately since standstill won't work here AK may actually be the best option even though it isn't really considered a competitive card anymore.
Spell Snare just gives you games on its own? Have YOU ever played chalice? That's exactly what the card does. Daze replaces Spell Snare very well, still stopping the second turn Goyf, but also allowing for the second turn play of Chalice with backup.
Chalice is supposed to be set at one. You wouldn't set it at two unless it was an auto win to shut off a combo piece or something to that effect.. which is usually at 0 or 1 anyhow. If you want an edge in the meta, put them in the main; side 'em out if you have to, but in nearly all matchups, Chalice at 1 is a huge threat to the opponent and is game-breaking unless dealt with. Also, since you brought up burn, Chalice>Chill>Elemental Blast.
Rainbow Efreet used to be a power house, but no longer. The new flyer's solid
Playing Chalices does require the deck to be built differently. I like the first turn play of Ancestral Knowledge> FoF. Both get the job done, but with a more agressive build, you'll have Daze backup in the early game if need be and then stabalize when the cards come.
morphling is next to impossible to remove in this format. pernicious deed takes a lot to activate to kill it, engineered explosives can only remove it at all 5 colors, morphling is effectively spot removal proof, and wrath/damnation effects are rarely played. really, only something like pox should have a field day with MUC on the removal of finisher front.
Maybie it is just what we needed...
Maybie it doesn´t fit in here...
Testing will prove...
However, I believe this is strong in the archetype because at the same time:
1.- We will have a draw mechanism (one card advantage per turn with the second ability).
2.- We will have a permanent bounce ability to support our control plan.
3.- We will have an aditional win condition beside the creature attack.
4.- The four mana cost isn´t a big deal on a deck like this (running 24 lands and focusing on the mid-late game strategy).
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Legacy:
Dark Zoo
Dredge
Mono Blue Control
Reanimator
Eva Green
In MUC, the new Jace might prove useful. 4 mana isn't a jok though, trust me, thats ALOT to invest in Legacy. However, MUC has the means to protect Jace with Vedalken Shackles/Propaganda. Myself and Cecelia tried the former Jace in MUC, and it worked. My first reason was to use him to draw tons of cards to fuel a Forbid lock. Anyway, the new Jace could offer some neat tricks. Free Brainstoms are sweet, even if sorcery speed, it's free. His first ability I actually like, it can keep things you don't like on the bottom of their library. I SO wish it was a Portent ability, omg, lol. The unsummon is meh, but with Vedalken Shackles and Propagandas, that could prove very frustrating for the opponent, to simply unsummon the 1 guy they get to swing with, lol. I think the new Jace will find a home in MUC, for sure.
I find the new jace to be useful when you have no other outs for a resolved tarmogoyf. I suppose you could make the same case if all of the shackles you wanted to draw were at the bottom of your deck as well. My point is, I don't think the new Jace does a whole lot for the cost in this deck. Heck, even back to basics does more then the new jace by severely punishing your opponent for playing a non-basic manabase.
The brainstorm ability also doesn't seem that great because I don't see it being any different then just casting a regular brainstorm in a deck without fetchlands especially since you have to spend three more mana to achieve the same effect. I don't think your getting sufficient card parity there. With that said, if I ever wanted card draw, I would take Fact or fiction or even Ancestral visions over neo Jace. I find card quantity to be always better for pure control decks then card quality. I'd play 4 ancestral visions and 4 Fact or fictions if ever possible.
The list seems fun to play but how are the into the roils in testing? Wouldn't echoing truth be better?
I definitely like sphinx of Jwar Isle as a finisher and I think you should run at least 24 lands. Most of your strongest cards seems to cost 3 or more mana and so I think you would want to have a land drop every turn if possible.
Does this have an edge over something like Ug Control (other than resiliency against Blood Moon and magus) ? it would seem like splashing G for Goyf and Krosan Grip would be a good idea and wouldn't hurt you at all really.
Not sure, I can't really say anything with that much certainty because I haven't tested an UG control list extensively. But on a general perspective, I'd would rather run straight blue since it seems more consistent. Besides, Tarmogoyf isn't very good in a pure control deck that pushes for the long game.
Even if you decide to run goyf, your still going to get outclassed by other goyf decks. Besides, goyf attacking and blocking, it doesn't really do anything else that MUC truely needs to win.
Does this have an edge over something like Ug Control (other than resiliency against Blood Moon and magus) ? it would seem like splashing G for Goyf and Krosan Grip would be a good idea and wouldn't hurt you at all really.
B2B would be a bad idea in UG, and that's the main advantage of running MUC.
'Goyf doesn't really belong in MUC, primarily because you have to waste counterspells on protecting him from kill spells. Morphling/Sphinx are top of the line.
Neo Jace, in the end, prolly not. Like Cecilia pointed out, and I agree, not enough bang for your buck. At least Jace the First can draw, but even then, their is FoFiction/AVisions, even though I don't like AVision. My personal draw/manipulation setup in Impulse/Fact or Fiction, 4 of each. Impulse helps draw into things, and is never a bad topdeck. It helps assure hitting land drops, and digging for answers at instant speed. AVision, I tried it and really don't like it at all, because, it takes forever, isn't an instant and is a horrid topdeck. That alone made me shy away from it after playing with it for awhile.
If you want to use a Planeswalker, then splash white for Elspeth. You could get quite a deck using Stp/Vedalken Shackles/Elspeth/Decree of Justice, and it doesn't have to be Landstill.
'Goyf doesn't really belong in MUC, primarily because you have to waste counterspells on protecting him from kill spells. Morphling/Sphinx are top of the line.
Neo Jace, in the end, prolly not. Like Cecilia pointed out, and I agree, not enough bang for your buck. At least Jace the First can draw, but even then, their is FoFiction/AVisions, even though I don't like AVision. My personal draw/manipulation setup in Impulse/Fact or Fiction, 4 of each. Impulse helps draw into things, and is never a bad topdeck. It helps assure hitting land drops, and digging for answers at instant speed. AVision, I tried it and really don't like it at all, because, it takes forever, isn't an instant and is a horrid topdeck. That alone made me shy away from it after playing with it for awhile.
If you want to use a Planeswalker, then splash white for Elspeth. You could get quite a deck using Stp/Vedalken Shackles/Elspeth/Decree of Justice, and it doesn't have to be Landstill.
I think impulse is fine because it digs for four to find an answer like a counterspell or something else. *shrugs* I have been wanting to try out this draw suite: 4 Impulse, 3 FoF, and 3 Jace Beleren for awhile.
The list seems fun to play but how are the into the roils in testing? Wouldn't echoing truth be better?
I definitely like sphinx of Jwar Isle as a finisher and I think you should run at least 24 lands. Most of your strongest cards seems to cost 3 or more mana and so I think you would want to have a land drop every turn if possible.
i actually tested into the roil and it was ok it in itself is a funny middle of the road card. but most the time cryptic command is just better it is pretty much uncounterable if they get counterbalance going and it could be a fog effect when nedded
Well, phyrexian arena isn't exactly that great either and tapping out on your turn to play an overcosted brainstorm is asking for trouble. Especially, since your opponent can just time walk you right out of the game with a pyroblast and/or spell pierce.
Phyrexian Arena is that great in MBC, so a blue variant in MUC seems symmetrical if nothing else.
And the Spell Pierce/Pyroclasm argument is nearly as valid for FoF which you support the use of (yes I realize that FoF is an instant while Jace is Sorcery speed, but the point is that if play to ensure Jace resolves[i.e have a FoW handy] then he'll win any attrition war hands down).
Lastly Jace isn't an overcosted brainstorm. Brainstorm trades 1 for 1. Jace trades 0 for 1 every turn past the first, and bounces goyfs, naughts, and stalkers in a pinch.
What are you kidding me? Casting an end of turn Fact or fiction is largely better then casting a 4cc brainstorm on your turn and it's probably one of the strongest plays MUC has at it's disposal. The comparison is not even close. There is a good reason on why people still play Fact or Fiction in this format. I mean, if they counter Fact or Fiction then that means it's done it's job. Not to mention, Fact or fiction nets you more cards then neo Jace at the same expense. Also, Fact or fiction is pretty broken in attrition wars. I used to play landstill mirrors all the time. But seriously, if you want to try out the new Jace then go right ahead. Whose going to stop you? I know I am not.
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4 Force of Will
4 Counterspell
3 Spell Snare
4 Fact or Fiction
4 Propaganda
4 Back to Basics
4 Powder Keg
3 Echoing Truth
3 Vedalken Shackles
2 Morphling
1 Rainbow Efreet
24 Islands
Sideboard:
4 Blue Elemental Blast
4 Hydroblast
4 Relic of Progenitus
3 Misdirection
It's very similar to previous MUC lists, that were grounded in using permanents for control, rather than heavy permission for stack control. However, I found maindeck bounce to help survive, and supplement the board control elements, as a necessary evil. Some decks (here specifically), swarm aggro, and Merfolk.dorks in particular, made me come to that conclusion.
Notable changes are a lack of a library manipulation, of any kind. Without Fetches, most agreed, Brainstorm was horrid, without the ability to "shuffle" your deck. Impulse, simply cost too much for it's effect. Eventually I tried Ponder, since it allowed shuffling and digging, for one blue mana. However, over time, testing showed, redundancy in cards proved more effective than card digging. What I needed was more board control overall, so.........
In came Echoing Truth. It has so many uses, aside from killing tokens. Oftentimes, it saved me from being killed, by allowing me to live just long enough to drop a Vedalken Shackles, live another turn to pop Powder Keg, or drop Propaganda. I tried other "bounce" options like Repeal, or even Capsize, which proved disapointing in actual gameplay. Echoing Truth helped close a gap I believe MUC needed, badly.
Propaganda to me is good for my metagame, which is still swarm infested. I do admit, this slot can easily be swapped out for Control Magic in a more aggro control playing field. But, Propaganda does what it does, and well, which is stall aggro decks. Vedalken Shackles has always been an MVP against creatures. I could never see going down below 3 in all honesty, and feel safe against creature based decks. Thanks for that 'Goyf........no, really, thanks!
Powder Keg has been hotly debated, forever. Many favor a splash for Engineered Explosives, but I feel this is the wrong call. The fact that Powder Keg can kill Manlands is HUGE in my meta. That alone makes up for it's lack of speed. Simply put, I feel Powder Keg is the best artifact removal for MUC. You can disagree, but you're wrong, lol.
The permission suite. I think the selection is obvious. Some may want the 4th Spell Snare, so it depends. I found 3 was plenty.
Fact or Fiction. We all remember EOTFOF I WIN, right? Now you know why it's still here. And, before this gets out of control, I know someone has to mention Meditate, Mystic Remora, Accumulated Knowledge or Ancestral Vision. Run before I get my bat
Back to Basics. Still the primary reason MUC is even viable. Seems every deck in Legacy has some way to control opposing lands. MUC is no exception. I wish I had a quarter for every deck this card has mangled. Coupled with Propaganda it can seal the deal against some decks.
Win conditions. So many debates in the past over them. Morphling is still on the top of my list, to this day. Untargetability is the biggest reason why. Same goes for Rainbow Efreet. Having all your win conditions immune to either targeted or mass removal just rocks. Some like Call the Skybreaker, and I tried it, but to my dismay. It just takes forever, costs alot, and you give your opponent's creature removal a viable target. To retrace it, sure, turn a *cough useless late game Island and 7 mana into another token. Why, when you should be winning with Morphling or Rainbow Efreet anyway?
My sideboard, well, it could be a zillion things. But, it's for 'round these parts. All decks playing red must die to MUC is my sideboards theme. That and, all decks using recursion must die. Misdirection is debateable. But, Misdirecting something in someone's face is priceless. Sinkhole? Nah......
Overall, MUC has treated me well. I don't really know what to change, and I tried all the bajillion remodels, etc. I find MUC does best when it just uses Back to Basics, some stack control, steal a creature here and there, bounce something annoying, watch the opponent shriek at EOTFOF I WIN, and drop a Morphling, is a spectacular formula.
So, Blue lovers, come out of hiding and let's get to work.
Edit: I find Force Spike to be useful in Vintage, it can definitely fit here.
CB+Top is not good in this deck because MUC's mana curve is all over the place. The decks that utilize this efficiently have a much lower mana curve. MUC has too many 3's, 4's and 5's (and if you run Call the Skybreaker... 7's) to effectively rely on it. Plus MUC has no real clock, so having it in play isn't going to really do anything proactive.
Think Twice is not mana-intensive. Both are cards that will be played at the end of an opponent's turn. MUC does not play too many cards on its own turn, so having 3 mana at the end of the opponent's turn is very likely. What were you going to do with the 3 untapped lands anyway? As for AK drawing more cards, it only draws more cards if you see all 4. If you see 3, it has drawn you the same number of cards. If you only see 2 or 1, Think Twice is miles better. Ancestral Vision is better than both in some ways. It generates really powerful card advantage (almost as much as Fact or Fiction); unfortunately, it is easier to counter (Stifle, CB @ 0, CotV @ 0), it is a horrible top-deck if you are trying to stabilize and it feels like an eternity to go off. Personally, I have come to the conclusion Fact or Fiction gives enough card advantage to overwhelm the opponent. The other "draw slots" should go to some sort of card filtering to ensure early game success, be it Brainstorm+Fetchlands or Impulse. I play Impulse and I'll explain why...
and...
Stifle will destroy MUC if it hits a Fetchland. MUC needs to hit land drops - at least the first 4, if not 5 or 6, to win (usually). Using Stifle to Stone Rain MUC will slow the deck even further and allow the opponent to easily drop a threat and blow us out of the game. Brainstorm+Fetchlands are good, but in a world filled with merfolk and tempo threshold and even random dreadstill decks, I wouldn't risk going further behind.
Team Our Market Research Indicates Armageddon Is Going To Wreck Your Face Except We Aren't Running That Card Anymore Elemental
I agree. You should take out the spell snares and throw in chalice of the void.
Also, there has been a bit of discussion about card drawing. I would say this deck does need more card draw than just the fact or fictions. Its hard to find a good solution though. Accumulated Knowledge just isn't what it used to be since standstill is so much better, but standstill wouldn't work in this deck. Brainstorm and Impulse aren't the answer because improved selection isn't the answer, raw card advantage is. Think twice just sux. You have to pay 5 mana for 2 cards. You might as well run inspiration which gives you 2 cards for 4 mana. AK is better than inspiration. Unfortunately since standstill won't work here AK may actually be the best option even though it isn't really considered a competitive card anymore.
Chalice is supposed to be set at one. You wouldn't set it at two unless it was an auto win to shut off a combo piece or something to that effect.. which is usually at 0 or 1 anyhow. If you want an edge in the meta, put them in the main; side 'em out if you have to, but in nearly all matchups, Chalice at 1 is a huge threat to the opponent and is game-breaking unless dealt with. Also, since you brought up burn, Chalice>Chill>Elemental Blast.
Rainbow Efreet used to be a power house, but no longer. The new flyer's solid
Playing Chalices does require the deck to be built differently. I like the first turn play of Ancestral Knowledge> FoF. Both get the job done, but with a more agressive build, you'll have Daze backup in the early game if need be and then stabalize when the cards come.
--welt
Credit to DolZero for this awesome sig!
BTW I really like Clique. What kind of list are we looking at here? It sounds like these are in for sure:
Daze
CotV
Force of Will
Counterspell
I'd fill out with:
B2B
Powderkeg
Clique or Propaganda (one or the other, either stall and drop Sphinx or fight early and drop Sphinx)
Ancestral Vision
Shackles
http://media-dominaria.cursecdn.com/attachments/72/738/635032489866491539.jpg
Maybie it is just what we needed...
Maybie it doesn´t fit in here...
Testing will prove...
However, I believe this is strong in the archetype because at the same time:
1.- We will have a draw mechanism (one card advantage per turn with the second ability).
2.- We will have a permanent bounce ability to support our control plan.
3.- We will have an aditional win condition beside the creature attack.
4.- The four mana cost isn´t a big deal on a deck like this (running 24 lands and focusing on the mid-late game strategy).
Dark Zoo
Dredge
Mono Blue Control
Reanimator
Eva Green
The brainstorm ability also doesn't seem that great because I don't see it being any different then just casting a regular brainstorm in a deck without fetchlands especially since you have to spend three more mana to achieve the same effect. I don't think your getting sufficient card parity there. With that said, if I ever wanted card draw, I would take Fact or fiction or even Ancestral visions over neo Jace. I find card quantity to be always better for pure control decks then card quality. I'd play 4 ancestral visions and 4 Fact or fictions if ever possible.
I definitely like sphinx of Jwar Isle as a finisher and I think you should run at least 24 lands. Most of your strongest cards seems to cost 3 or more mana and so I think you would want to have a land drop every turn if possible.
B2B would be a bad idea in UG, and that's the main advantage of running MUC.
true, that would be problematic
Neo Jace, in the end, prolly not. Like Cecilia pointed out, and I agree, not enough bang for your buck. At least Jace the First can draw, but even then, their is FoFiction/AVisions, even though I don't like AVision. My personal draw/manipulation setup in Impulse/Fact or Fiction, 4 of each. Impulse helps draw into things, and is never a bad topdeck. It helps assure hitting land drops, and digging for answers at instant speed. AVision, I tried it and really don't like it at all, because, it takes forever, isn't an instant and is a horrid topdeck. That alone made me shy away from it after playing with it for awhile.
If you want to use a Planeswalker, then splash white for Elspeth. You could get quite a deck using Stp/Vedalken Shackles/Elspeth/Decree of Justice, and it doesn't have to be Landstill.
I think impulse is fine because it digs for four to find an answer like a counterspell or something else. *shrugs* I have been wanting to try out this draw suite: 4 Impulse, 3 FoF, and 3 Jace Beleren for awhile.
i actually tested into the roil and it was ok it in itself is a funny middle of the road card. but most the time cryptic command is just better it is pretty much uncounterable if they get counterbalance going and it could be a fog effect when nedded
What are you kidding me? Casting an end of turn Fact or fiction is largely better then casting a 4cc brainstorm on your turn and it's probably one of the strongest plays MUC has at it's disposal. The comparison is not even close. There is a good reason on why people still play Fact or Fiction in this format. I mean, if they counter Fact or Fiction then that means it's done it's job. Not to mention, Fact or fiction nets you more cards then neo Jace at the same expense. Also, Fact or fiction is pretty broken in attrition wars. I used to play landstill mirrors all the time. But seriously, if you want to try out the new Jace then go right ahead. Whose going to stop you? I know I am not.