These new lists (particularly the new Griselbrand list and Chalice/Blood moon list) look pretty competitive with the meta right now.
Question - For those who have tried the Griselbrand variant, how has Jace been? He seems slow and unnecessary especially running 4x Faithless Looting and 4x Izzet Charm.
These new lists (particularly the new Griselbrand list and Chalice/Blood moon list) look pretty competitive with the meta right now.
Question - For those who have tried the Griselbrand variant, how has Jace been? He seems slow and unnecessary especially running 4x Faithless Looting and 4x Izzet Charm.
Thoughts?
Jace has overperformed. He can flash back anything through As Foretold; almost always flips with Goryo's instantly; and just is a truck. Best shell I've tried him in yet.
edit:
So in two leagues; I'm 8-2.
The two losses were to a cragginwick creamator deck (lol) and to RB Burn (this was a fluke; really bad draws at one point in a close game).
I'm really impressed with the deck and will be trying some variations on it moving forward.
I'm currently on a 7-0 tear in friendlies with the deck. I am torn about wanting Tolaria West; but it feels like it absolutely has legs.
To be completely honest, I don't know if I want an "always enter tap" to the battelfield land in a 19-lands build...
With all the looting effects and the Goryo's plan I've never felt like spending a whole turn transmutting for LE.
But that's just my one of my first impressions with the deck, it does need much more testing
I'm currently on a 7-0 tear in friendlies with the deck. I am torn about wanting Tolaria West; but it feels like it absolutely has legs.
To be completely honest, I don't know if I want an "always enter tap" to the battelfield land in a 19-lands build...
With all the looting effects and the Goryo's plan I've never felt like spending a whole turn transmutting for LE.
But that's just my one of my first impressions with the deck, it does need much more testing
I agree; that is my number one hesitation. However the utility is high enough that I'm inclined to test it for a few leagues.
I'm currently on a 7-0 tear in friendlies with the deck. I am torn about wanting Tolaria West; but it feels like it absolutely has legs.
To be completely honest, I don't know if I want an "always enter tap" to the battelfield land in a 19-lands build...
With all the looting effects and the Goryo's plan I've never felt like spending a whole turn transmutting for LE.
But that's just my one of my first impressions with the deck, it does need much more testing
I agree; that is my number one hesitation. However the utility is high enough that I'm inclined to test it for a few leagues.
I'm currently on a 7-0 tear in friendlies with the deck. I am torn about wanting Tolaria West; but it feels like it absolutely has legs.
To be completely honest, I don't know if I want an "always enter tap" to the battelfield land in a 19-lands build...
With all the looting effects and the Goryo's plan I've never felt like spending a whole turn transmutting for LE.
But that's just my one of my first impressions with the deck, it does need much more testing
I agree; that is my number one hesitation. However the utility is high enough that I'm inclined to test it for a few leagues.
Well, then let us know with your results!
So I haven't played this deck but I am kind of cautious of it. The 4 copies of living end end is odd when you don't have that many creatures in the graveyard and the full playset of 4 electrodomiance and 3 as foretold. I would think you could just get away with electrodomiance and goryo's and not need as foretold.
So I haven't played this deck but I am kind of cautious of it. The 4 copies of living end end is odd when you don't have that many creatures in the graveyard and the full playset of 4 electrodomiance and 3 as foretold. I would think you could just get away with electrodomiance and goryo's and not need as foretold.
Ok, I kinda agree on what you say about the As Foretolds. It often feels weird to sit back for a whole turn with your enchantment/s in hand while thinking that an instant speed Electrodominance will get you there.
But, I strongly disagree on what you say about Living End and being low on creatures. This particular shell doesn´t rely that much on board presence and evasion (well, good old Grisel though :D). You only need to reanimate a Grisel (permanently if it´s via Living End) or a Jace, or Deceiver + Kiki to make it. It also has many other different lines, discard Kiki on turn 1 or 2, playing Exarch on turn 3 tapping them out (ideally) and Goryo´s or Electrodominance + Living End on turn 4. It´s not like your gameplan is cycle, cycle, cycle into I put a 5/5 Hexproof a 4/4 Flying and some other creature for lethal in 2 turns. Here your plan is to do something broken, either Deceiver + Kiki, Jace and flip it (not as weak play as you may think) or Griselbrand and draw 7 + the next turn I´ll do it again.
However, I feel like Ancestral Visions has a very low impact when playing it. I´m not sure if Discovery // Dispersal (or some kind of cantrip/graveyard filler) will make a better job here. Worths my testing.
So I haven't played this deck but I am kind of cautious of it. The 4 copies of living end end is odd when you don't have that many creatures in the graveyard and the full playset of 4 electrodomiance and 3 as foretold. I would think you could just get away with electrodomiance and goryo's and not need as foretold.
Ok, I kinda agree on what you say about the As Foretolds. It often feels weird to sit back for a whole turn with your enchantment/s in hand while thinking that an instant speed Electrodominance will get you there.
But, I strongly disagree on what you say about Living End and being low on creatures. This particular shell doesn´t rely that much on board presence and evasion (well, good old Grisel though :D). You only need to reanimate a Grisel (permanently if it´s via Living End) or a Jace, or Deceiver + Kiki to make it. It also has many other different lines, discard Kiki on turn 1 or 2, playing Exarch on turn 3 tapping them out (ideally) and Goryo´s or Electrodominance + Living End on turn 4. It´s not like your gameplan is cycle, cycle, cycle into I put a 5/5 Hexproof a 4/4 Flying and some other creature for lethal in 2 turns. Here your plan is to do something broken, either Deceiver + Kiki, Jace and flip it (not as weak play as you may think) or Griselbrand and draw 7 + the next turn I´ll do it again.
However, I feel like Ancestral Visions has a very low impact when playing it. I´m not sure if Discovery // Dispersal (or some kind of cantrip/graveyard filler) will make a better job here. Worths my testing.
I just wanted to point this out, this deck 5-0 and I know the goal is to get phoenix out but the shell is very similar. I just thought the electrodominance and goryo's would be enough and as foretold is overkill. I can see the deck above having some sweet lines with kiki-jiki but i can see like 2-3 living ends max. Would wheel of fate be a more interesting card then ancestral vision or both in the deck?
So I haven't played this deck but I am kind of cautious of it. The 4 copies of living end end is odd when you don't have that many creatures in the graveyard and the full playset of 4 electrodomiance and 3 as foretold. I would think you could just get away with electrodomiance and goryo's and not need as foretold.
Ok, I kinda agree on what you say about the As Foretolds. It often feels weird to sit back for a whole turn with your enchantment/s in hand while thinking that an instant speed Electrodominance will get you there.
But, I strongly disagree on what you say about Living End and being low on creatures. This particular shell doesn´t rely that much on board presence and evasion (well, good old Grisel though :D). You only need to reanimate a Grisel (permanently if it´s via Living End) or a Jace, or Deceiver + Kiki to make it. It also has many other different lines, discard Kiki on turn 1 or 2, playing Exarch on turn 3 tapping them out (ideally) and Goryo´s or Electrodominance + Living End on turn 4. It´s not like your gameplan is cycle, cycle, cycle into I put a 5/5 Hexproof a 4/4 Flying and some other creature for lethal in 2 turns. Here your plan is to do something broken, either Deceiver + Kiki, Jace and flip it (not as weak play as you may think) or Griselbrand and draw 7 + the next turn I´ll do it again.
However, I feel like Ancestral Visions has a very low impact when playing it. I´m not sure if Discovery // Dispersal (or some kind of cantrip/graveyard filler) will make a better job here. Worths my testing.
I just wanted to point this out, this deck 5-0 and I know the goal is to get phoenix out but the shell is very similar. I just thought the electrodominance and goryo's would be enough and as foretold is overkill. I can see the deck above having some sweet lines with kiki-jiki but i can see like 2-3 living ends max. Would wheel of fate be a more interesting card then ancestral vision or both in the deck?
Well, I'm not saying is a terrible idea to play Wheel of Fate in Ancestral's Vision spot... But you want as less symmetycal effects in your deck as possible (IMHO). I'd rather play Remands or the already mentioned Discovery // Dispersal in that slot. But again, dind't test it yet.
About LE, reanimating both Jace and Griselbrand (or a piece of the Kiki + Exarch combo) in combination with the rest seems pretty decent. I'm also again not saying that cutting on LE is wrong, just that the strong plays that it allows is worth the 4 copies I think.
been loving this deck went 4/0 and 3/1 with it at two tournaments this week.
almost beat dredge with it. carefully Living end at instant speed with electrodominance gives us an edge we never had before against them with other versions of Living end. you basically fire ball for a small amount and fog at the same time. With cryptic command you can fog, but more importantly open the way for our big 5/5 or 6/4s to go in and hit the dredge player directly. Its no easy win against dredge but is far more favorable than its ever been before. Game 3 i had the guy at 1 life with two sphinxs blocked by 2 narcos that got resusrected on my opponents side. need any of the remaining burn or my last command in the deck to punch through.
I thought about using the snake, but want to keep as many red 1-drops i can. It makes it really easy to play around Blood Moon and still have plenty of digging opportunities. It also keeps an early turn Hollow One open via looting+Wraith or Looting+Cerodon.
I'm thinking of adding Snapcaster Mage to recur Electrodominance so i don't feel like i should hold onto it for an instant Living End during my opponent's EOT. Plus, extra potential digging power is always nice.
Its too bad we cannot work Flayer of the Hatebound into this deck some how, with electrodominance shooting the opponent directly upon reanimation is in sync with what the deck wants to do. Unforantely that exile clause on living end.
Regarding the UR Electrodominance build (variants on the recently posted 5-0 list of MTGOer Hayseed or as per Nassif's recent CFB video): what has been anyone's experience against Spirits? Any strategic or sideboard advice? Between Wanderer and Queller it seems very hard to combo and I don't see other decent alternative winning lines given the greater velocity of Spirits to build a board presence.
been loving this deck went 4/0 and 3/1 with it at two tournaments this week.
almost beat dredge with it. carefully Living end at instant speed with electrodominance gives us an edge we never had before against them with other versions of Living end. you basically fire ball for a small amount and fog at the same time. With cryptic command you can fog, but more importantly open the way for our big 5/5 or 6/4s to go in and hit the dredge player directly. Its no easy win against dredge but is far more favorable than its ever been before. Game 3 i had the guy at 1 life with two sphinxs blocked by 2 narcos that got resusrected on my opponents side. need any of the remaining burn or my last command in the deck to punch through.
I thought about using the snake, but want to keep as many red 1-drops i can. It makes it really easy to play around Blood Moon and still have plenty of digging opportunities. It also keeps an early turn Hollow One open via looting+Wraith or Looting+Cerodon.
I'm thinking of adding Snapcaster Mage to recur Electrodominance so i don't feel like i should hold onto it for an instant Living End during my opponent's EOT. Plus, extra potential digging power is always nice.
Its too bad we cannot work Flayer of the Hatebound into this deck some how, with electrodominance shooting the opponent directly upon reanimation is in sync with what the deck wants to do. Unforantely that exile clause on living end.
I've been netting wins off of the back of Cryptic Command as well. I was skeptic of using it at first, especially running 19 lands. But, it really does kick in the clutch. With all the drawing/cycling in my list, missing a land drop on a turn is few and far between. I've been thinking of cutting Tolaria West, since it never gets transmuted, and replacing them with 2 lands that don't enter the battlefield tapped.
Regarding the UR Electrodominance build (variants on the recently posted 5-0 list of MTGOer Hayseed or as per Nassif's recent CFB video): what has been anyone's experience against Spirits? Any strategic or sideboard advice? Between Wanderer and Queller it seems very hard to combo and I don't see other decent alternative winning lines given the greater velocity of Spirits to build a board presence.
Isn't there an artifact that let's you name a card and it can't be cast?
I'm going to have Chain Reaction and Anger of the Gods in my sideboard. I feel either will give you a decent boost against aggro decks in general. I haven't had much of a problem with aggro decks, but i've landed turn 1 or 2 Hollow One(s) against a decent number of aggro piles when i tested against them.
So I just wanted to put in my two cents with the deck. I have been testing the UR living end quiet alot lately and at first this deck was solid but I have been struggling more and more to squeeze outwins. I don't know if graveyard hate is becomming a bigger thing but I have struggled. I have tried different vairiants with faithless looting, izzet charm,etc. I'd like to think the a Grixis version may be ideal but may be too clunky too.
I just wanted to say I have had a rough time with this deck but it could be bad luck or possibly people know how to play around the deck a lot more.
I'd like to think the a Grixis version may be ideal but may be too clunky too.
I think if you go for a 3rd color it should probably be white, either as a real 3rd color or simply a small splash with like a 1-off Hallowed Fountain to give you access to Disenchant effects to deal with black leylines and RIP, like Hollow One decks who play a 1-off Stomping Ground to get access to bigger EEs and Ancient Grudge post board.
So I just wanted to put in my two cents with the deck. I have been testing the UR living end quiet alot lately and at first this deck was solid but I have been struggling more and more to squeeze outwins. I don't know if graveyard hate is becomming a bigger thing but I have struggled. I have tried different vairiants with faithless looting, izzet charm,etc. I'd like to think the a Grixis version may be ideal but may be too clunky too.
I just wanted to say I have had a rough time with this deck but it could be bad luck or possibly people know how to play around the deck a lot more.
So I just wanted to put in my two cents with the deck. I have been testing the UR living end quiet alot lately and at first this deck was solid but I have been struggling more and more to squeeze outwins. I don't know if graveyard hate is becomming a bigger thing but I have struggled. I have tried different vairiants with faithless looting, izzet charm,etc. I'd like to think the a Grixis version may be ideal but may be too clunky too.
I just wanted to say I have had a rough time with this deck but it could be bad luck or possibly people know how to play around the deck a lot more.
You need to explain what you are exactly struggling with for us to find a solution
My issue is just getting all the pieces in place for the living end and/or handling graveyard disruption. Like I said before it could of gone through bad luck and wrong meta. I played the griselbrand version with kiki and I will say I enjoyed it alot. I did go 2-2 with it but I misplayed and could of easily gone 3-1
I thought the same, a SSG would be nice, but list already feels a little tight and I would hate to lose what little interaction we have.
I am finding that 4 mana is plenty, as most of the time I am going off on the opponents end step.
The weakest part of the deck to me is how dead it is to a Leyline of the Void. With the limited interaction if the opponent has a quick hand its hard to come back from. I am tempted to try a couple Discovery // Dispersal in the list, its another way to get stuff in the yard and Dispersal is a round about way to deal with Leylines, but the Sorcery speed seems meh when everything else is instant.
I will prob just stick a couple Echoing Truth in the board instead.
I thought the same, a SSG would be nice, but list already feels a little tight and I would hate to lose what little interaction we have.
I am finding that 4 mana is plenty, as most of the time I am going off on the opponents end step.
The weakest part of the deck to me is how dead it is to a Leyline of the Void. With the limited interaction if the opponent has a quick hand its hard to come back from. I am tempted to try a couple Discovery // Dispersal in the list, its another way to get stuff in the yard and Dispersal is a round about way to deal with Leylines, but the Sorcery speed seems meh when everything else is instant.
I will prob just stick a couple Echoing Truth in the board instead.
I think it would it be good to try out the Discovery // Dispersal but I am thinking of squeezing 3 simian guides maybe a 4th.
- 1 Lightning Axe
- 1 Living End
- 1 Izzet Charm
+3 Simian Spirit guide
I finally got the remaining cards and test this deck a bit. I really like it and it performed very well for me. I think Chalice and Simian Spirit Guide are a must plays and much better than Remand and Cryptic Command in the MB.
My biggest worry remains RIP and the black Leyline.
I've tried a white splash with a 1-off Hallowed Fountain to enable Wispmare like the Hollow One decks do with Ancient Grudge, but there are several problems with that. The biggest one, is that I'm currently also playing Blood Moon, which disables my ability to cast it, which means, that I have to board out BM, when I board in the Mares. Also a single source is quite the liability. UW control plays Field of Ruin, which basically ruins the whole plan, unless you also run a Plains in the SB. Another thing is, that Wispmare isn't a may-clause, so that when I return it, I may have to disenchant my own As Foretold, which has to be weight against the fact that you can cast Wispmare for 1 through a Chalice on 1 or 2. The last point is, that Wispmare doesn't prevent the initial trigger of RIP, which means unless you are in the very early stages of the game you have to rebuild your graveyard anyway.
The alternative options I'm currently interested in are:
1) Play a combination of Swan Song and Into the Roil. The upside of Swan Song over Negate is, that you can Counter a RIP on the draw. The problem is, that you can't cast it through a Chalice on 1. Bounce is needed to deal with a black Leyline and also maybe give you another chance to counter RIP, when you missed it initially.
Another thing I'm unsure about is Tolaria West. My recent version is very fast, which I think is the right attempt in the current meta and this is obviously a very slow card. The upside is pretty big and I really like the toolbox effect to tutor for anything from Living End, Ancestral Vision, Tormod's Crypt to Engineered Explosives, but it can also be very clunky at times when you really need an untapped land.
Edit: How do you guys feel about Blood Moon in the MB? I've liked it so far, but giving the big amount of Phoenix decks it might not be the right time for this. I's just, when this is good it's real good.
Hi AI_Z_Heimer!
It`s nice because I´m playing nearly the same deck and see you thinking about the same problems.
That is my choise to play this deck well throught the meta.
Some words about the differnts:
2 Tolaria West: I want it for every grindy situations. For sure, the easy kill shines often in my hands, but if not i feel needing every thing to become dangerouse again with both combo parts in reach.
1 Tormod`s Crypt main. I like it really because its a hate piece in a lot matchups and a tool for grindy situation.
1 Supreme Will Maybe bad, it`s a tool that will be testet. Looking 4 cards deep to find a combo pieces isn`t that bad and a 1cc Manaleake sometime helpfull.
In game 2 I try the control game for sure, but with the intention of a beat and burn down with Curator of Mysteries, Simian Spirit Guide and Electrodominance. This in combination with must-have-handle hatepiece if the fast combo turn isn`t possible or goes wrong. So I prefer cheap interaction spells instead of more 4 mana spell. The core of the deck is very well to support this intention.
I am also looking for a plan b in my sideboard and tested some quicksilver amulet. In some games they were great, in some they weren't. My next try will be to inlcude a playset of hollow ones (playing looting and streetwraith anyway...) to have a second way to win.
I am also looking for a plan b in my sideboard and tested some quicksilver amulet. In some games they were great, in some they weren't. My next try will be to inlcude a playset of hollow ones (playing looting and streetwraith anyway...) to have a second way to win.
The addition of Hollow One wins games by itself. I've hit turn 1 hollow one a huge majority of the time i have it in my opening hand and it puts your opponent on a great clock. tHey worry more about the beater than you setting up Living end. I've even held off from LE in case of board wipes or path, but ended up snatching the win on Hollow one's back anyway. I think it's the best plan b(if you will) for this particular version of LE.
The deck has such strong starts and different lines that I find it really fun to play
Yesterday I had a turn 3 kill and several turn 4 Twin-like wins. That moment when your opponent taps out or leaves only one mana source open...
Reanimating a Jace on turn 2 or 3 and being able to flip it feels really nice.
On Izzet's Charm topic, it's a powerhouse in this shell!
Question - For those who have tried the Griselbrand variant, how has Jace been? He seems slow and unnecessary especially running 4x Faithless Looting and 4x Izzet Charm.
Thoughts?
Jace has overperformed. He can flash back anything through As Foretold; almost always flips with Goryo's instantly; and just is a truck. Best shell I've tried him in yet.
edit:
So in two leagues; I'm 8-2.
The two losses were to a cragginwick creamator deck (lol) and to RB Burn (this was a fluke; really bad draws at one point in a close game).
I'm really impressed with the deck and will be trying some variations on it moving forward.
To be completely honest, I don't know if I want an "always enter tap" to the battelfield land in a 19-lands build...
With all the looting effects and the Goryo's plan I've never felt like spending a whole turn transmutting for LE.
But that's just my one of my first impressions with the deck, it does need much more testing
I agree; that is my number one hesitation. However the utility is high enough that I'm inclined to test it for a few leagues.
Well, then let us know with your results!
So I haven't played this deck but I am kind of cautious of it. The 4 copies of living end end is odd when you don't have that many creatures in the graveyard and the full playset of 4 electrodomiance and 3 as foretold. I would think you could just get away with electrodomiance and goryo's and not need as foretold.
Ok, I kinda agree on what you say about the As Foretolds. It often feels weird to sit back for a whole turn with your enchantment/s in hand while thinking that an instant speed Electrodominance will get you there.
But, I strongly disagree on what you say about Living End and being low on creatures. This particular shell doesn´t rely that much on board presence and evasion (well, good old Grisel though :D). You only need to reanimate a Grisel (permanently if it´s via Living End) or a Jace, or Deceiver + Kiki to make it. It also has many other different lines, discard Kiki on turn 1 or 2, playing Exarch on turn 3 tapping them out (ideally) and Goryo´s or Electrodominance + Living End on turn 4. It´s not like your gameplan is cycle, cycle, cycle into I put a 5/5 Hexproof a 4/4 Flying and some other creature for lethal in 2 turns. Here your plan is to do something broken, either Deceiver + Kiki, Jace and flip it (not as weak play as you may think) or Griselbrand and draw 7 + the next turn I´ll do it again.
However, I feel like Ancestral Visions has a very low impact when playing it. I´m not sure if Discovery // Dispersal (or some kind of cantrip/graveyard filler) will make a better job here. Worths my testing.
I just wanted to point this out, this deck 5-0 and I know the goal is to get phoenix out but the shell is very similar. I just thought the electrodominance and goryo's would be enough and as foretold is overkill. I can see the deck above having some sweet lines with kiki-jiki but i can see like 2-3 living ends max. Would wheel of fate be a more interesting card then ancestral vision or both in the deck?
Well, I'm not saying is a terrible idea to play Wheel of Fate in Ancestral's Vision spot... But you want as less symmetycal effects in your deck as possible (IMHO). I'd rather play Remands or the already mentioned Discovery // Dispersal in that slot. But again, dind't test it yet.
About LE, reanimating both Jace and Griselbrand (or a piece of the Kiki + Exarch combo) in combination with the rest seems pretty decent. I'm also again not saying that cutting on LE is wrong, just that the strong plays that it allows is worth the 4 copies I think.
almost beat dredge with it. carefully Living end at instant speed with electrodominance gives us an edge we never had before against them with other versions of Living end. you basically fire ball for a small amount and fog at the same time. With cryptic command you can fog, but more importantly open the way for our big 5/5 or 6/4s to go in and hit the dredge player directly. Its no easy win against dredge but is far more favorable than its ever been before. Game 3 i had the guy at 1 life with two sphinxs blocked by 2 narcos that got resusrected on my opponents side. need any of the remaining burn or my last command in the deck to punch through.
Its too bad we cannot work Flayer of the Hatebound into this deck some how, with electrodominance shooting the opponent directly upon reanimation is in sync with what the deck wants to do. Unforantely that exile clause on living end.
I've been netting wins off of the back of Cryptic Command as well. I was skeptic of using it at first, especially running 19 lands. But, it really does kick in the clutch. With all the drawing/cycling in my list, missing a land drop on a turn is few and far between. I've been thinking of cutting Tolaria West, since it never gets transmuted, and replacing them with 2 lands that don't enter the battlefield tapped.
Isn't there an artifact that let's you name a card and it can't be cast?
I'm going to have Chain Reaction and Anger of the Gods in my sideboard. I feel either will give you a decent boost against aggro decks in general. I haven't had much of a problem with aggro decks, but i've landed turn 1 or 2 Hollow One(s) against a decent number of aggro piles when i tested against them.
I just wanted to say I have had a rough time with this deck but it could be bad luck or possibly people know how to play around the deck a lot more.
Here is the list that I am currently running
Artifact (1)
1 Tormod's Crypt
Creature (14)
4 Curator of Mysteries
4 Desert Cerodon
4 Striped Riverwinder
2 Vendilion Clique
Enchantment (3)
3 As Foretold
Instant (11)
3 Cryptic Command
4 Electrodominance
4 Remand
4 Ancestral Vision
4 Faithless Looting
4 Living End
Land (19)
3 Island
2 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents
3 Tolaria West
3 Blood Moon
4 Chalice of the Void
3 Faerie Macabre
3 Ingot Chewer
1 Jace, the Mind Sculptor
1 Negate
Edit:
It could look something like this:
1 Cascade Bluffs
1 Hallowed Fountain
6 Island
1 Mountain
4 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents
//Artifacts
3 Chalice of the Void
1 Tormod's Crypt
3 As Foretold
2 Blood Moon
//Instants
4 Electrodominance
//Sorceries
4 Ancestral Vision
4 Living End
//Creatures
4 Curator of Mysteries
4 Desert Cerodon
4 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
2 Anger of the Gods
1 Chalice of the Void
1 Drake Haven
1 Engineered Explosives
3 Faerie Macabre
3 Ingot Chewer
4 Wispmare
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
You need to explain what you are exactly struggling with for us to find a solution
My issue is just getting all the pieces in place for the living end and/or handling graveyard disruption. Like I said before it could of gone through bad luck and wrong meta. I played the griselbrand version with kiki and I will say I enjoyed it alot. I did go 2-2 with it but I misplayed and could of easily gone 3-1
3 Ancestral Vision
3 As Foretold
4 Izzet Charm
4 Faithless Looting
4 Electrodominance
4 Living End
4 Goryo's Vengeance
2 Jace, Vryn's Prodigy
3 Kiki-Jiki, Mirror Breaker
4 Deceiver Exarch
4 Griselbrand
1 Mountain
1 Watery Grave
1 Blood Crypt
2 Steam Vents
3 Polluted Delta
3 Blackcleave Cliffs
3 Spirebluff Canal
4 Scalding Tarn
2 Swan Song
1 Negate
2 Duress
3 Collective Brutality
1 Surgical Extraction
1 Rakdos Charm
1 Blood Moon
2 Anger of the Gods
2 Abrade
I am finding that 4 mana is plenty, as most of the time I am going off on the opponents end step.
The weakest part of the deck to me is how dead it is to a Leyline of the Void. With the limited interaction if the opponent has a quick hand its hard to come back from. I am tempted to try a couple Discovery // Dispersal in the list, its another way to get stuff in the yard and Dispersal is a round about way to deal with Leylines, but the Sorcery speed seems meh when everything else is instant.
I will prob just stick a couple Echoing Truth in the board instead.
I think it would it be good to try out the Discovery // Dispersal but I am thinking of squeezing 3 simian guides maybe a 4th.
- 1 Lightning Axe
- 1 Living End
- 1 Izzet Charm
+3 Simian Spirit guide
1 Hallowed Fountain
4 Island
4 Scalding Tarn
3 Flooded Strand
4 Spirebluff Canal
2 Steam Vents
//Artifacts
4 Chalice of the Void
//Enchantments
4 As Foretold
2 Blood Moon
4 Electrodominance
//Sorceries
4 Ancestral Vision
4 Living End
//Creatures
4 Curator of Mysteries
4 Desert Cerodon
4 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
2 Anger of the Gods
1 Drake Haven
1 Engineered Explosives
3 Faerie Macabre
3 Ingot Chewer
1 Tormod's Crypt
4 Wispmare
My biggest worry remains RIP and the black Leyline.
I've tried a white splash with a 1-off Hallowed Fountain to enable Wispmare like the Hollow One decks do with Ancient Grudge, but there are several problems with that. The biggest one, is that I'm currently also playing Blood Moon, which disables my ability to cast it, which means, that I have to board out BM, when I board in the Mares. Also a single source is quite the liability. UW control plays Field of Ruin, which basically ruins the whole plan, unless you also run a Plains in the SB. Another thing is, that Wispmare isn't a may-clause, so that when I return it, I may have to disenchant my own As Foretold, which has to be weight against the fact that you can cast Wispmare for 1 through a Chalice on 1 or 2. The last point is, that Wispmare doesn't prevent the initial trigger of RIP, which means unless you are in the very early stages of the game you have to rebuild your graveyard anyway.
The alternative options I'm currently interested in are:
1) Play a combination of Swan Song and Into the Roil. The upside of Swan Song over Negate is, that you can Counter a RIP on the draw. The problem is, that you can't cast it through a Chalice on 1. Bounce is needed to deal with a black Leyline and also maybe give you another chance to counter RIP, when you missed it initially.
2) A transformational sideboard with control cards like Jace, the Mind Sculptor and Cryptic Command and maybe Chandra, Torch of Defiance with the plan to board out As Foretolds and trim on Living End to a 1-2 copies to basically just use it as some sort of board wipe.
3) Play a full 4-off Engineered Explosives against RIP and some bounce spells to hopefully deal with black leylines.
4) Play 3-4 Drake Haven and hope to win with it.
Another thing I'm unsure about is Tolaria West. My recent version is very fast, which I think is the right attempt in the current meta and this is obviously a very slow card. The upside is pretty big and I really like the toolbox effect to tutor for anything from Living End, Ancestral Vision, Tormod's Crypt to Engineered Explosives, but it can also be very clunky at times when you really need an untapped land.
Edit: How do you guys feel about Blood Moon in the MB? I've liked it so far, but giving the big amount of Phoenix decks it might not be the right time for this. I's just, when this is good it's real good.
Pauper Cube & Artifact Pauper Cube & Multiplayer Cube
Interested in building your own Pauper Cube? Take a look at some of the lists and the following project: The "Evaluate Everything" Project (updated to M21/JMP)
It`s nice because I´m playing nearly the same deck and see you thinking about the same problems.
That is my choise to play this deck well throught the meta.
Some words about the differnts:
2 Tolaria West: I want it for every grindy situations. For sure, the easy kill shines often in my hands, but if not i feel needing every thing to become dangerouse again with both combo parts in reach.
1 Tormod`s Crypt main. I like it really because its a hate piece in a lot matchups and a tool for grindy situation.
1 Supreme Will Maybe bad, it`s a tool that will be testet. Looking 4 cards deep to find a combo pieces isn`t that bad and a 1cc Manaleake sometime helpfull.
In game 2 I try the control game for sure, but with the intention of a beat and burn down with Curator of Mysteries, Simian Spirit Guide and Electrodominance. This in combination with must-have-handle hatepiece if the fast combo turn isn`t possible or goes wrong. So I prefer cheap interaction spells instead of more 4 mana spell. The core of the deck is very well to support this intention.
3 Island
1 Mountain
4 Scalding Tarn
2 Flooded Strand
3 Spirebluff Canal
3 Steam Vents
2 Tolaria West
//Artifacts
4 Chalice of the Void
1 Tormod's Crypt
4 As Foretold
//Instants
4 Electrodominance
1 Supreme Will
//Sorceries
4 Ancestral Vision
4 Living End
//Creatures
4 Curator of Mysteries
4 Desert Cerodon
4 Simian Spirit Guide
4 Street Wraith
4 Striped Riverwinder
2 Echoing Truth
2 Negate
1 Muddle the Mixture
1 Abrade
2 Anger of the Gods
1 Drake Haven
2 Blood Moon
1 Engineered Explosives
2 Ingot Chewer
1 Tormod's Crypt
The addition of Hollow One wins games by itself. I've hit turn 1 hollow one a huge majority of the time i have it in my opening hand and it puts your opponent on a great clock. tHey worry more about the beater than you setting up Living end. I've even held off from LE in case of board wipes or path, but ended up snatching the win on Hollow one's back anyway. I think it's the best plan b(if you will) for this particular version of LE.