I have the majority of the deck, been plying a cheap too turnabout/snap/CoF shell and I find it very easy to t4 combo.
I seen what videos I could stand watching, read this thread. Even seen a vintage format version.
Are fetches the way to go?
The Snap-Cloud of Faeries engine only really fits in classic Spiral Tide and Spring Tide (Spring Tide being the [very] old sorcery-speed version of High Tide based on chaining without Time Spiral similar to how Solidarity does). If you're looking at a non-instant speed version of High Tide, you're better off looking here.
If on the other hand you do intend to go with the all-instant version, please do stick around in this thread.
Fetches are definitely important. Solidarity tends to run around 8 fetches nowadays. This is important for two reasons: Solidarity is a deck built around chaining spells, and fetching ~4 times in a game really does make a noticeable impact, given how much of your deck you're looking to see. The other reason is that we run Dig Through Time and fetches reduce the cost of the early non-combo Dig Through Times significantly. This greatly improves our ability to sculpt and our ability to recover from hand disruptions.
EDIT: I realize that I left out a third reason. Fetchlands let your brainstorms shuffle away chaff. This is quite a bit less powerful in Solidarity than in other decks, both due to the bulk of our action taking place in a single turn, and due to our nature as a "critical mass" combo where we care more about numbers than finding specific cards (this is also due in large part to us not having a wide disparity in card utility like fair blue decks do). Even though it is less powerful for us, being able to correct hands flooded in one aspect or another is very important.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
I know how it works and how good bs+fetch go. But I early see fetches maybe 2 when I get to go off.
Used the spiral tide bit to say I kinda know how to play tide.
BS + Fetch is actually way worse in Solidarity. Your "bad" cards are High Tide, Reset, and Cunning Wish, and even then you are probably only 50/50 to want to shuffle cards away in this deck. Everything trends toward wanting card bulk in this deck.
That being said, the fetches are important for those other two reasons I mentioned. When you can expect to see 50% or more of the deck in a single turn, the thinning from even a couple fetches on such a low count is a big deal. Also, every card in your graveyard gives you more wiggle room when you're still in "tight" combo mode when you're constrained on resources. It helps you hold cards to snapcast in the graveyard when delving for DTT. Also, being able to case DTT prior to comboing is a big deal.
I would say that Spiral Tide does not prepare you for this deck. It definitely helps, but I would actually say I've been majorly helped by experience with three decks, and Spiral Tide is only one of them. The other two are Spanish Inquisition and Aluren. Spiral Tide preps you on the Tide math. SI's version of comboing is very relevant since it sets you up for running percentages in your head on how likely you are to get there, as well as for how you need to leave specific values of mana up as you weigh the chances of specific hits. And Aluren is the one deck (although Omnitell's recent incarnations are trending this way too) that comes close to setting you up to deal with the stack as Solidarity does -- Aluren often ends up playing an instant-speed cat-and-mouse game after resolving its namesake card and that gameplay helped prep me for navigating the stack with Solidarity.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
I'm currently working on building/learning this deck. Is the list that Feline played at GPNJ still good or are there changes that would optimize it more?
The consensus (not that there is much of one on this deck) has shifted towards running the playset of DTT in the main and having the the 4th Meditate in the side, so even if you run Feline's list, I'd make that change off the bat. I'm a staunch supporter of Remand in Solidarity at this point, so I'm a little biased against her list since she favours Snapcaster over remand. Similarly, I feel she's running a bit heavy on lands. That being said, her list is fine to start off on -- the mainboard is only ~5 cards off of what I run and would recommend (the DTT vs Meditate tweak, she's 2 lands higher than me, and she runs one extra snapcaster and flusterstorm over me). The big thing is to try it out in multiple ways and spend time learning each version -- subtle deck changes can radically change how Solidarity operates.
For completeness, the list I run right now looks like this*:
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
Her land count was pretty high, so i cut an Island. It's been fine.
I just don't see the advantage of Snapcaster except as win-more. I started off with Snapcaster and it mostly seems better only when you're comboing. In terms of defending yourself in the early game, I like the aspect of Time Walking and cantrip in one card. Plus, there is always the aspect of Remanding your own Brain Freeze or other spell during the combo.
In reason/advantage in having Stroke of Genius over Blue Sun's Zenith?
Thanks for the info. I like Feline's idea that more snapcasters helps you get to your second high tide more consistently, but of course my experience with playing the deck is very limited. What do you guys think about a Chain of Vapor in the board for permanent bouncing when the split second isn't relevant? Also what matchups do you bring in Pearl Lake Ancients? That's some interesting tech
EDIT: Also what's the plan against decks with Eldrazi in them?
Draw island, play island (keeping fetch in hand until last possible moment in case I draw Brainstorm and need to ship away garbage and shuffle). End of turn, play Impulse. Reveal island, opt, Brainstorm, FoW. Keep Brainstorm. Put rest on bottom and shuffle.
I thought Impulse didn't make you shuffle your deck anymore due to errata or I didn't get something?
I think you could try Ravenous Trap against Dredge to gain some more time.
Against Counterbalance, Wipe Away could be used or maybe Spell Pierce it when you got the chance. Other than that, I think it's only really bad if there is a Sensei's Divining Top on the battlefield (as usual), then you could, maybe, start the combo in response to Top's activation, which will trigger Counterbalance, then see what's on the top of the opponent's library and try to combo around that card's converted mana cost. That's what I would try at least, I'm not much familliar with Solidarity though, I've pretty much been playing, Burn, CounterSlivers and sorcery-speed High Tide.
I know you guys hate sorcery spells, but I think Days Undoing at least deserves some testing in this deck. With 5 Islands minimum, you can cast Days Undoing, dump a possibly trash hand, pick up a High Tide and Reset, and then have the possibility to combo off. It can disrupt any hand your opponent was trying to sculpt to stop you and not only nets you cards to play with but also fills your graveyard for Dig Through Time.
We don't care about our turn, so it doesn't really matter if we end out turn, because we only care about our opponent's turn
This card is not a combo engine like Time Spiral in the other High Tide variant because we don't need it to be, but more of a disruption and utility spell to get you to the means to combo out. So I think as a 1 or 2 of this card might be worth testing.
I know the scenario I just laid out was kind of Magical Christmas Land-ey but it does show some unique potential that this deck can reach.
Thoughts? I don't really play this deck too much but I do from time to time and I understand this deck enough. I'd rather have veterans make an appropriate call as to whether this card is applicable or not.
There are drawbacks in that this card is sorcery speed, doesn't help out the deck mid-combo as it's a sorcery, doesn't draw cards in the early game, and take up 1 or 2 slots.
It's unplayable. You want minimal dead cards when going off. If you add in quicken to try to abuse this card time spiral is infinitely better. This gives our opponent more cards generally while giving us few to no cards. In the scenario you described you need one more land to time spiral and you get all your lands untapped. On top of that what would you cut? Decklist space is already extremely tight since this is a legacy combo deck/so many good cards to choose from that can easily make up the 42ish playables you need in this deck outside land.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Fair enough. I figured that the drawbacks would make this card unplayable. Didn't really think about Time Spiral costing one more to cast though, so that does make this card seem terrible.
I was wondering how to sideboard with the deck. I don't need a match-by-match listing but some general tips. I am not sure how to choose which cards from the wishboard need to go into the maindeck if any. My maindeck is fairly standard (running two remands though), and my sideboard is also fairly standard with all but 3 Vendilion Cliques being wishboard targets.
Saw on Twitter that Feline is planning on coming here to GP Louisville next month. I would assume High Tide, but possibly Solidarity, as she has played both.
With mission briefing having been printed. Does anyone think this deck will see a resurgence? It nose dived when DTT was banned. But it might get new life with the briefing.
the idea is get 3-4 lands in play, go nuts in your opponent's turn, brain freeze, then stroke your opponent to death.
against TES or ANT, go off in response to them going off. a good trick is to twincast their ad nauseum to draw into more things and then let them storm off, and then you storm off in response to them storming. rebuild is more effective because it's CMC 2, which makes it harder to chalice.
the 1 brain freeze main deck can be risky, but it means they can't force discard it, then surgical it to oblivion.
Also, remand is pretty fun, since you can always use it in response to your own mission briefinged card (as it exiles on resolution).
mission briefing is a pretty good card. mid combo, i can brainstorm into whatever, stack the top with 2 lands, mill them, then add more storm. Also, it allows me to just cast it, which means i can pitch-force stuff from the grave. ALSO, unlike snapcaster mage, it doesn't target, so my opponent can't surgical or otherwise make it obsolete. ALSO, unlike snappy mage, mission briefing is fair game with 2 mana, since it's like a half-impulse, giving me more quality cards and/or filling the grave.
I think it's looking to be pretty good, but still, waaaaay too slow. that being said, i'm gonna test it against a mate's modern deck. i assume that it's going to be nearly 99/1 to me winning, since i have inevitability and the stack on my side. and the force.
...speaking of force of will, does anyone else here think that fow is almost...unplayable here? sure it allows the deck to survive to turn 3, but almost everything i'd pitch to it is vital to the game. it just feels off sometimes.
Edit: i also came across quite recently, a graveyard heavy solidarity build that seems intriguing. it looked a bit like this (from memory)
the idea is to fill the grave, using accumulated knowledge as their card draw, and then using the combination of mission briefing, brain freeze, remand and cunning wish to kill the opponent. mission briefing exiles upon resolution, so you can remand it while on the stack, but after triggering storm. Also, if doesn't really matter if you incidentally mill accumulated knowledge, since it'd give you extra draws anyways. I'd be wanting to make room for visions from beyond, since getting 20 or more cards in the grave seems easy.
I'm not sure if this is a better way to go actually, since there's less incidental graveyard hate post-deathrite shaman. thoughts?
came out alright in a local tournament with that list. Did surprisingly well against some decks that i didn't expect to. unsubstantiate works wonders against cavern of souls AND can doubles the storm for brain freeze. evacuation can blanket wipe my opponent's irritating critters like teeg and thalia. i dropped down the number of fetches from my previous versions just to be less weak to stifle/wasteland/pithing needle (in one game, i brainstorm and to hide high tide on top of the deck just for the opponent to then wasteland my fetch. awkward situation). mission briefing really does a lot of work though; i could get the high tide-count up to 5+ sometimes, and just blue sun my opponent for 60 given the right draws.
On the other hand, I'm not sure what i need to do to change my list up. it doesn't feel fast enough (as in i really have to wait till turn 4-5 to guarantee a kill. i CAN go off turn 3, but it's not great % wise). the clique beat-down route hasn't really been relevant, but it's been fringe useful to protect the combo. Not sure if peek might be more relevant (though being able to remove a surgical or random counter is always useful).
So.... narset's reversal anyone? It has potentially a high ceiling, though after i slept on it a bit, i cooled off a bit. It's very playable as a 'counter' to ad nauseum, allows us to high tide through chalice, play a 'switcher' on opposing silence/orims chant/abeyance, even double our storm count for brain freeze/flusterstorms. That 2 mana is a bit heavy though. The mono red stompy can dish out damage pretty quickly though; not sure if it's faster to wish for an echoing truth or if it's faster to just narset-tide through the chalice and continue.
Neat idea. Hitting a reset with it is super strong, but I can't help but feel like it's stronger in spiral or spring tide since they have more mana available in general.
Neat idea. Hitting a reset with it is super strong, but I can't help but feel like it's stronger in spiral or spring tide since they have more mana available in general.
Neat idea. Hitting a reset with it is super strong, but I can't help but feel like it's stronger in spiral or spring tide since they have more mana available in general.
I meant it as starting the combo through a chalice/counterbalance on 1, not continuing the combo.. being able to ignore/power through it without needing to spend a wish to remove lock pieces seemed good.
The Snap-Cloud of Faeries engine only really fits in classic Spiral Tide and Spring Tide (Spring Tide being the [very] old sorcery-speed version of High Tide based on chaining without Time Spiral similar to how Solidarity does). If you're looking at a non-instant speed version of High Tide, you're better off looking here.
If on the other hand you do intend to go with the all-instant version, please do stick around in this thread.
Fetches are definitely important. Solidarity tends to run around 8 fetches nowadays. This is important for two reasons: Solidarity is a deck built around chaining spells, and fetching ~4 times in a game really does make a noticeable impact, given how much of your deck you're looking to see. The other reason is that we run Dig Through Time and fetches reduce the cost of the early non-combo Dig Through Times significantly. This greatly improves our ability to sculpt and our ability to recover from hand disruptions.
EDIT: I realize that I left out a third reason. Fetchlands let your brainstorms shuffle away chaff. This is quite a bit less powerful in Solidarity than in other decks, both due to the bulk of our action taking place in a single turn, and due to our nature as a "critical mass" combo where we care more about numbers than finding specific cards (this is also due in large part to us not having a wide disparity in card utility like fair blue decks do). Even though it is less powerful for us, being able to correct hands flooded in one aspect or another is very important.
Body Count: GRRRUUUUUUUUUUU
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Used the spiral tide bit to say I kinda know how to play tide.
BS + Fetch is actually way worse in Solidarity. Your "bad" cards are High Tide, Reset, and Cunning Wish, and even then you are probably only 50/50 to want to shuffle cards away in this deck. Everything trends toward wanting card bulk in this deck.
That being said, the fetches are important for those other two reasons I mentioned. When you can expect to see 50% or more of the deck in a single turn, the thinning from even a couple fetches on such a low count is a big deal. Also, every card in your graveyard gives you more wiggle room when you're still in "tight" combo mode when you're constrained on resources. It helps you hold cards to snapcast in the graveyard when delving for DTT. Also, being able to case DTT prior to comboing is a big deal.
I would say that Spiral Tide does not prepare you for this deck. It definitely helps, but I would actually say I've been majorly helped by experience with three decks, and Spiral Tide is only one of them. The other two are Spanish Inquisition and Aluren. Spiral Tide preps you on the Tide math. SI's version of comboing is very relevant since it sets you up for running percentages in your head on how likely you are to get there, as well as for how you need to leave specific values of mana up as you weigh the chances of specific hits. And Aluren is the one deck (although Omnitell's recent incarnations are trending this way too) that comes close to setting you up to deal with the stack as Solidarity does -- Aluren often ends up playing an instant-speed cat-and-mouse game after resolving its namesake card and that gameplay helped prep me for navigating the stack with Solidarity.
Body Count: GRRRUUUUUUUUUUU
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My Cube for use with 6th ed. Rules
For reference
3 Snapcaster Mage
Instant
4 Brainstorm
4 Opt
4 Impulse
4 Meditate
3 Cunning Wish
3 Force of Will
3 Dig Through Time
2 Snap
4 High Tide
4 Reset
3 Flusterstorm
11 Island
4 Flooded Strand
4 Polluted Delta
1 Blue Sun's Zenith
2 Brain Freeze
1 Dig Through Time
1 Flusterstorm
1 Force of Will
1 Pact of Negation
1 Rebuild
1 Snap
1 Surgical Extraction
1 Turnabout
1 Wipe Away
3 Vendilion Clique
For completeness, the list I run right now looks like this*:
4 Brainstorm
4 Impulse
4 Dig Through Time
3 Cunning Wish
3 Meditate
2 Remand
4 Force of Will
2 Flusterstorm
4 High Tide
4 Reset
2 Snap
2 Snapcaster Mage
1 Brain Freeze
3 Polluted Delta
2 Scalding Tarn
9 Island
1 Gut Shot
1 Pearl Lake Ancient
1 Wipe Away
1 Repeal
1 Echoing Truth
1 Misdirection
1 Flusterstorm
1 Hurkyl's Recall
1 Surgical Extraction
1 Ravenous Trap
1 Meditate
2 Turnabout
1 Stroke of Genius
1 Brain Freeze
*I should note that I'm typing this from memory without pulling out the deck, but it should be accurate.
Body Count: GRRRUUUUUUUUUUU
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My Cube for use with 6th ed. Rules
I just don't see the advantage of Snapcaster except as win-more. I started off with Snapcaster and it mostly seems better only when you're comboing. In terms of defending yourself in the early game, I like the aspect of Time Walking and cantrip in one card. Plus, there is always the aspect of Remanding your own Brain Freeze or other spell during the combo.
In reason/advantage in having Stroke of Genius over Blue Sun's Zenith?
ex-Moderator
Legacy love.
EDIT: Also what's the plan against decks with Eldrazi in them?
EDIT2: I may have answered my own questions...
What do we do against dredge?
And what do we do against countertop?
I thought Impulse didn't make you shuffle your deck anymore due to errata or I didn't get something?
I think you could try Ravenous Trap against Dredge to gain some more time.
Against Counterbalance, Wipe Away could be used or maybe Spell Pierce it when you got the chance. Other than that, I think it's only really bad if there is a Sensei's Divining Top on the battlefield (as usual), then you could, maybe, start the combo in response to Top's activation, which will trigger Counterbalance, then see what's on the top of the opponent's library and try to combo around that card's converted mana cost. That's what I would try at least, I'm not much familliar with Solidarity though, I've pretty much been playing, Burn, CounterSlivers and sorcery-speed High Tide.
http://www.starcitygames.com/article/31073_Magic-Origins-Preview-Card-Dayrsquos-Undoing.html
I know you guys hate sorcery spells, but I think Days Undoing at least deserves some testing in this deck. With 5 Islands minimum, you can cast Days Undoing, dump a possibly trash hand, pick up a High Tide and Reset, and then have the possibility to combo off. It can disrupt any hand your opponent was trying to sculpt to stop you and not only nets you cards to play with but also fills your graveyard for Dig Through Time.
We don't care about our turn, so it doesn't really matter if we end out turn, because we only care about our opponent's turn
This card is not a combo engine like Time Spiral in the other High Tide variant because we don't need it to be, but more of a disruption and utility spell to get you to the means to combo out. So I think as a 1 or 2 of this card might be worth testing.
I know the scenario I just laid out was kind of Magical Christmas Land-ey but it does show some unique potential that this deck can reach.
Thoughts? I don't really play this deck too much but I do from time to time and I understand this deck enough. I'd rather have veterans make an appropriate call as to whether this card is applicable or not.
There are drawbacks in that this card is sorcery speed, doesn't help out the deck mid-combo as it's a sorcery, doesn't draw cards in the early game, and take up 1 or 2 slots.
What do you all think?
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
Currently Playing:
Retired
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
4 high tide
4 meditate
4 mission briefing
4 brainstorm
4 impulse
1 peek
2 opt
1 brain freeze
1 flusterstorm
3 cunning wish
2 remand
2 snapcaster mage
4 force of will
2 snap
4 flooded strand
4 polluted delta
2 misty rainforest
4 disrupt
1 flusterstorm
1 twincast
4 hydroblast
1 wipe away
1 rebuild
1 stroke of genius
1 brain freeze
1 visions of beyond
the idea is get 3-4 lands in play, go nuts in your opponent's turn, brain freeze, then stroke your opponent to death.
against TES or ANT, go off in response to them going off. a good trick is to twincast their ad nauseum to draw into more things and then let them storm off, and then you storm off in response to them storming. rebuild is more effective because it's CMC 2, which makes it harder to chalice.
the 1 brain freeze main deck can be risky, but it means they can't force discard it, then surgical it to oblivion.
Also, remand is pretty fun, since you can always use it in response to your own mission briefinged card (as it exiles on resolution).
mission briefing is a pretty good card. mid combo, i can brainstorm into whatever, stack the top with 2 lands, mill them, then add more storm. Also, it allows me to just cast it, which means i can pitch-force stuff from the grave. ALSO, unlike snapcaster mage, it doesn't target, so my opponent can't surgical or otherwise make it obsolete. ALSO, unlike snappy mage, mission briefing is fair game with 2 mana, since it's like a half-impulse, giving me more quality cards and/or filling the grave.
I think it's looking to be pretty good, but still, waaaaay too slow. that being said, i'm gonna test it against a mate's modern deck. i assume that it's going to be nearly 99/1 to me winning, since i have inevitability and the stack on my side. and the force.
...speaking of force of will, does anyone else here think that fow is almost...unplayable here? sure it allows the deck to survive to turn 3, but almost everything i'd pitch to it is vital to the game. it just feels off sometimes.
Edit: i also came across quite recently, a graveyard heavy solidarity build that seems intriguing. it looked a bit like this (from memory)
4 high tide
4 mission briefing
4 mental note
4 thought scour
4 brainstorm
4 impulse
4 accumulated knowledge
3 cunning wish
3 force of will
2 remand
1 brain freeze
7 island
12 fetches
the idea is to fill the grave, using accumulated knowledge as their card draw, and then using the combination of mission briefing, brain freeze, remand and cunning wish to kill the opponent. mission briefing exiles upon resolution, so you can remand it while on the stack, but after triggering storm. Also, if doesn't really matter if you incidentally mill accumulated knowledge, since it'd give you extra draws anyways. I'd be wanting to make room for visions from beyond, since getting 20 or more cards in the grave seems easy.
I'm not sure if this is a better way to go actually, since there's less incidental graveyard hate post-deathrite shaman. thoughts?
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
4 high tide
3 meditate
3 mission briefing
4 brainstorm
4 impulse
4 opt
2 brain freeze
1 flusterstorm
3 cunning wish
2 unsubstantiate
2 snapcaster mage
4 force of will
2 snap
4 flooded strand
3 polluted delta
2 flusterstorm
3 disrupt
1 wipe away
1 rebuild
1 blue sun's zenith
1 brain freeze
1 ravenous trap
1 surgical extraction
1 vendilion clique
1 mission briefing
1 evacuation
1 echoing truth
came out alright in a local tournament with that list. Did surprisingly well against some decks that i didn't expect to. unsubstantiate works wonders against cavern of souls AND can doubles the storm for brain freeze. evacuation can blanket wipe my opponent's irritating critters like teeg and thalia. i dropped down the number of fetches from my previous versions just to be less weak to stifle/wasteland/pithing needle (in one game, i brainstorm and to hide high tide on top of the deck just for the opponent to then wasteland my fetch. awkward situation). mission briefing really does a lot of work though; i could get the high tide-count up to 5+ sometimes, and just blue sun my opponent for 60 given the right draws.
On the other hand, I'm not sure what i need to do to change my list up. it doesn't feel fast enough (as in i really have to wait till turn 4-5 to guarantee a kill. i CAN go off turn 3, but it's not great % wise). the clique beat-down route hasn't really been relevant, but it's been fringe useful to protect the combo. Not sure if peek might be more relevant (though being able to remove a surgical or random counter is always useful).
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
3 snapcaster mage
Untap 7
4 reset
2 snap
1 turnabout
cantrips
4 opt
4 impulse
4 brainstorm
cards
3 meditate
permission
4 force of will
3 narset's reversal
1 remand
4 high tide
1 brain freeze
3 cunning wish
lands 19
2 misty rainforest
2 polluted delta
2 flooded strand
13 island
1 narset's reversal
1 meditate
1 turnabout
1 snap
1 echoing truth
1 brain freeze
1 rebuild
1 surgical extraction
1 evacuation
1 mission briefing
1 blue sun's zenith
4 flusterstorm
So.... narset's reversal anyone? It has potentially a high ceiling, though after i slept on it a bit, i cooled off a bit. It's very playable as a 'counter' to ad nauseum, allows us to high tide through chalice, play a 'switcher' on opposing silence/orims chant/abeyance, even double our storm count for brain freeze/flusterstorms. That 2 mana is a bit heavy though. The mono red stompy can dish out damage pretty quickly though; not sure if it's faster to wish for an echoing truth or if it's faster to just narset-tide through the chalice and continue.
thoughts?
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
I meant it as starting the combo through a chalice/counterbalance on 1, not continuing the combo.. being able to ignore/power through it without needing to spend a wish to remove lock pieces seemed good.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom