I think they are both just too slow by like a mile. You can only transmute as a sorcery which really sucks, IMO.
As for things to add instead, definitely add Monastery Siege. Its perfect for after-balance situations, and doesnt fill up your hand necessarily. I personally would rather blast everything restore balance can, and hopefully they have 0 lands 0 creatures and maybe 1 or 2 but hopefully 0 cards in their hand as well. Then try to win as fast as possible from there.
Idk when I would want to have so many cards in my hand, especially if I draw ones I cant ditch easily.
I have not tried the electrodominance route, however. So maybe that route is better with all the card draw and extra opportunities to cast a 'free' vision.
Here is what I was messing around with for an idea of what Im talking about:
I like the idea of the artifact based deck but I don’t think that you have nearly enough card draw to reliably hit your combo. Serum Visions and Opt let you see so many more cards. Also without fetches, you can’t look at your own top cars and shuffle it away for a sudo scry. You risk getting run over before actually finding a balance.
I would definitely say that ancestral visions is one of the best cards in the deck but if you test it and find otherwise, I’d could be convinced.
EDIT: Taking a second look at your list, I think that Teferi is a great include but I think that you want something with more clout than Wrenn and Six. They're cheap so it's easy to run them out but I think that you want at least one planeswalker with a game winning ultimate. Either JTMS or Chandra would probably be my pick.
JMM has been the most consistent finisher in online leagues with the Electrodominance/As Foretold version of the deck. The Borderpost version has not shown up in some time. It seems like the was prepared for a lot of dredge with the amount of graveyard hate he has. He's had consistently 4 copies of Greater Gargadon, as well as 7-8 cantrips between Serum Visions and Opt. Some people have experimented with slightly less. Chandra, Torch of Defiance has been interchangeable with JTMS in most of the lists.
Hey Guys, hello.
So, I'm an old friend of the Restore Balance thread (even though I can't log on my account after the changes, so I had to create this new one) and I'm trying to play with a more consistent (maybe) budgetish borderpost list. I felt like the common base of the deck lost too much space for cards like the cascaders, that easily become dead cards in hand, so this one is my attempt to make a little more resilient list. I explain my choices at the link below and it would be awesome if you could help me to figure out the best way to tune it.
Have you had issues casting restore balance during testing? With only 4 cascade spells it seems like there would be times that it is difficult to cast. I'm not sure how often you are able to actually cast the Warden half of Warrant//Warden either but if you say that it's good I believe it.
I'll try to go through this section by section and give thoughts.
Lands/Posts: Seems fine to me. Pretty light on red sources but you should be fine to suspend gargadon and cast ricochet trap.
Finishers: Gideon, Gargadon, and Antiquities war are really solid. I struggled casting antiquities war sometimes when I was running the post version but I think that Gideon is great for the deck. Just remember that if you animate him, he counts as a creature for balance.
Tempo: Warrant isn't too bad but none of these are really great tempo plays. That's unfortunately just not a part of this deck. I know that you're trying to keep it budget but a Force of Negation would be a better tempo play than supreme will in most cases.
Combo Pieces: I think that this section is a little weak. Since you don't have a ton of draw filtering like the electrodominance version to find the pieces you need, As Foretold won't be as good. Like I said above, only 4 cascade spells seems tough if that's a big part of your strategy.
Draw: I love Discovery//Dispersal, I think that it's probably the best card you can have for drawing. Supreme will is good enough but at 3 mana it is expensive.
Sideboard: Big fan of Failure//Comply, I think that's an underutilized card in general. Fiery justice seems really hard for you to cast. Ravenous trap is phenomenal, as is ricochet trap. Wear//Tear is really good too. I know that you don't want too much red but something like Dead // Gone can be really big for taking out a Meddling Mage or Thalia, Guardian of Thraben.
Thank you! I really appreciate your comment.
So, let's go by sections too:
Lands/posts: It's really really light. Actually, if gargadon wasn't so useful, I would cut red at all. I even thought about going into Leave // Chance strategy, but that's not even close to what gargadon does for us. But, as you said, it's fine-ish. I usually get the mountain by fetching.
Finishers: I tried from 1 to 4 copies of Antiquities and at two it find it's place. Even without Balance, if you can stay alive, it will usually blow the opponent away. But I get what you're saying, the part of "staying alive" and having a window to play the spell without losing the game is tight, but until now, it's been not bad. About the Warden, you're not wrong too, it's not a card that will always be cast, but it's another option for after Balance, which, in my opinion, is one of the bad parts of the classic borderpost version.
Tempo: I don't know what to do, but, for this to work, I need to do something. This is my approach to a build that does not necessarily need to Balance right away, but that can stand until the time comes. I mean, as I already said, the problem is the after Balance. This helps us to get there and also provides action when we are already there. I agree with you about Supreme Will compared to Force of Negation, but the main use of it is to find the pieces we need, since we have less cascade spells and cantrips than the other versions. If you have some replacement for this (in the dig plan) it would be awesome.
Combo Pieces: I agree with you, it's not that much. That's why all the other sections have to kinda warp itself around this one, more Tempo and Draw, only to stay alive and rush to the combo. The upside is that this is a little more massive when it comes to Balance, since we let the game go on. My last version before this was a Mardu with blood moons, Nahiri and stuff (with a little splash to Violent outburst, the only green card). It was great, but would often balance early just to stay alive and then sit there doing nothing. That's what I'm trying to avoid here, it's still unstable, but I'm liking the results, and maybe we can make this a really good archetype.
Draw: I'm really happy with the draw section, as I said before (and as you said too), supreme will could be replaced, but I don't know what to choose.
Sideboard: To be really honest , I just gathered some cards that I had from previous versions and some other that was available and called it a sideboard. Until this moment I have no idea what the meta looks like, so it's kinda hard. But anyway, the Dead // Gone suggestion is really nice. If I had more red in the deck, that could easily become a maindeck card.
I've used Reason // Believe before to help dig deeper. It definitely isn't the best but it's useful to help set up some draws early on. People have also run Jace, the Mind Sculptor but unfortunately if you're looking for a budget solution he isn't going to fit for you. The new card Archmage's Charm seems like it has a lot of potential but UUU is a tough mana cost to hit.
Another thing I noticed is that I personally feel like the control matchup is really weak without Violent Outburst. When you can only balance at sorcery speed, your opponent can just hold up counters and keep developing their game plan. I think that being able to try and instant speed balance at their end step to eat the counter, then follow it up with another one on your turn is one of the only ways to beat the deck.
Thank you for the thoughts, I'll play some matches and see how it goes. It has been a crazy week for me, and the next one will probably be too, so, I'll stay a little off. But as soon as I get new information I'll be back to share with you!
I'm a bit hyped for Lotus Field in my Cascade list, a way to sac lands beside Great Garry while letting me cast all my 3 cost spells. What do you guys think?
Not for this list, IMO.
I'd rather use non-land mana, and nuke every single land so they cant have 1 mana to bounce back. The difference between letting 1 land stay and 2 is great, IMO. Its the difference between them playing a second land and them playing their first land. Gives them a lot more room to bounce back.