And I can relate to the financial pressures. This is not a cheap game to play. The Seal Aways and Raffs are uncommon so you should be able to find them for $1. Not everyone runs 4 Settles, but if you don't then move the Fumigate from the SB to the main. That card also only costs a couple of bucks so you could always consider going 3/3.
Also, if you got Lyra, Karn and Tef in your box then you did very well. Hopefully you got some other stuff you can trade for some of the pieces you still need.
I nearly crapped a brick. I got a foil Karn, Lyra, Teferi, and Jaya in the box.
I've already bought the last two Seal Aways and I have an extra Settle somewhere. The only things I don't have or can't get are the extra Planeswalkers and two more The.
I think I'm going to try the Hieroglyphics because the cycling seems like it would help more in the deck since it NEEDS the mana efficiency in competitive. I think I have enough lying around somewhere.
It gives you 2 bodies that can play offense and defense, and some colors have a hard time dealing with enchantments so you're likely getting both bodies unless it gets countered. The knights won't gain you life directly, but they do help protect your life total by being chump blockers.
Thanks Meecht. So, if that's the whole argument in favour, to me it appears categorically inferior to Champion.
An unanswered champion won't win games against control. And at best it's a buffer against aggro. An unanswered history will win games against control forcing them to interact and tap out allowing you to do your thing main phase. The benefit is while it won't gain you life, it *can* be brought in against aggro.
It is most definitely *not* inferior to sunscourge. History is ridiculous. Play it and you'll see
I am not sure why people like History of Benalia. It's significantly better against aggro and control. Can anyone help me understand why HoB doesn't suck?
Once again, the bolded part is what I want to emphasize. Control mirrors usually side out some removal, not all. If a turn 3 history resolves...from my playtesting it will put that player at a significant advantage or just outright win. Not even exaggerating here. It's that strong. Against aggro ot isn't ridiculous however it is viable and will protect you and your walkers. I encourage you to sleeve it up and give it a go
UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
Champion costs 7 mana (3+4) and 2 cards (itself + embalm) to gain 6 life. Both "modes" give you one body (2/3 and a 4/4) with no extra abilities after the ETB. If -X/-X removal becomes common (Fungal Infection and/or Vicious Offering) your opponent can respond to the ETB to reduce the amount of life you gain.
History is 3 mana for two 2/2s with vigilance that probably eat removal or chump block a couple of dudes. However, chump blocking is pseudo-lifegain that scales with the creatures attacking you and can't be prevented by Rampaging Ferocidon.
In general, having 2 creatures on the field is better than having 1, especially with a decent amount of Menace running around.
However, chump blocking is pseudo-lifegain that scales with the creatures attacking you and can't be prevented by Rampaging Ferocidon.
Which is irrelevant as Rampaging Ferocidon is banned in standard. But I do agree that History of Benalia is more powerful as the means to stabilize, in a control deck vigilance is really important as they provide a clock while also blocking.
However, chump blocking is pseudo-lifegain that scales with the creatures attacking you and can't be prevented by Rampaging Ferocidon.
Which is irrelevant as Rampaging Ferocidon is banned in standard. But I do agree that History of Benalia is more powerful as the means to stabilize, in a control deck vigilance is really important as they provide a clock while also blocking.
I completely forgot that it got banned. That happened right before I took a short break and I didn't see mono-red at my shop for a long time.
Thanks Meecht. So, if that's the whole argument in favour, to me it appears categorically inferior to Champion.
An unanswered champion won't win games against control. And at best it's a buffer against aggro. An unanswered history will win games against control forcing them to interact and tap out allowing you to do your thing main phase. The benefit is while it won't gain you life, it *can* be brought in against aggro.
It is most definitely *not* inferior to sunscourge. History is ridiculous. Play it and you'll see
I am not sure why people like History of Benalia. It's significantly better against aggro and control. Can anyone help me understand why HoB doesn't suck?
Once again, the bolded part is what I want to emphasize. Control mirrors usually side out some removal, not all. If a turn 3 history resolves...from my playtesting it will put that player at a significant advantage or just outright win. Not even exaggerating here. It's that strong. Against aggro ot isn't ridiculous however it is viable and will protect you and your walkers. I encourage you to sleeve it up and give it a go
Champion costs 7 mana (3+4) and 2 cards (itself + embalm) to gain 6 life. Both "modes" give you one body (2/3 and a 4/4) with no extra abilities after the ETB. If -X/-X removal becomes common (Fungal Infection and/or Vicious Offering) your opponent can respond to the ETB to reduce the amount of life you gain.
History is 3 mana for two 2/2s with vigilance that probably eat removal or chump block a couple of dudes. However, chump blocking is pseudo-lifegain that scales with the creatures attacking you and can't be prevented by Rampaging Ferocidon.
In general, having 2 creatures on the field is better than having 1, especially with a decent amount of Menace running around.
So where to start here...
1) If you are going to edit the original post then say so. The part you bolded was not related to History but the way you have edited suggests it was. I am sure this was not intentional, but it is confusing.
2) An unanswered Swamp Mosquito will beat control. Any "unanswered" threat will win the game. Thus, an "unanswered Champion won't beat control" cannot be what you meant to say.
I am not going to try to read your mind, however I will be more than happy to address the control match-up. If you are bringing in dorks against control then I think you are doing it wrong. I could see going with some kind of flash strategy in G2 (Raff, Gearhulk, Lyra, etc) if that's what you want to do, but I'd be trying to win with Gearhulks and Rivulets backed up by extra negates. Try to stick Teferi and drown them in card advantage. Gideon is also pretty good here. I am also not opposed to keeping Approach, but I am highly unlikely to bring in Champion in that match-up. There are only so many cards you want to take out (you have to respect the fact that a lot of Control players are either on flash or will move into it so you can't take out all your removal) and I am already bringing in 3/4 negates, a Gideon, a Dinosaur fish, a Gearhulk and -- most likely -- a couple of Lyras.
I do see your point that the enchantment is going to be an easier play against control than Sunscourge. I think it *might* be marginally better there. However, that's not the match-up I want to dedicate that slot to. Besides...what does that game plan look like? Do you try to slip in History on T3? Do you wait and try to bait a counterspell with it on T8 before trying to win a fight over Teferi? Isn't forcing them to deal with an EOT Gearhulk or Gideon just as good or better? Especially given the fact that - with Gearhulk at least -- you might be able to untap and stick Tef?
3) "At best it's a buffer against aggro." Ummm...I really don't want to come across like a jerk, especially as I am tremedously appreciative of the time you've taken to try to help me out, but this statement makes me wonder if you have a lot of experience playing control decks. Against aggro our goal is to buy time to get to Settle/Fumigate/Approach. I am not siding in dorks so I can try to win the battle my oppo has built his deck to fight. A "buffer" is exactly what we want. A buffer that often gains 2 life, trades, gains 4 life and trades again is pretty sweet. Especially against RDW and other decks that are really low to the ground. The new Vehicles decks definitely fall into this category. Our gameplan is to trade resources for time. Both these cards do that, however I think Sunscourge is more effective. The only drawback to these cards in this situation is that they may turn on enemy removal that would otherwise stagnate in the oppo's hand.
4) "History is 3 mana for two 2/2s with vigilance that probably eat removal or chump block a couple of dudes. However, chump blocking is pseudo-lifegain that scales with the creatures attacking you..." So how is this functionally different than Sunscourge then? All of these statement are pretty much true of that card as well. Except embalmed Sunscourge may block and survive combat rather than just chumping and its life gain is real rather than pseudo.
5) "In general, having 2 creatures on the field is better than having 1, especially with a decent amount of Menace running around." This is a good point. But isn't the difference here really marginal? One could argue that the lifegain blanks an attack anyway.
6) Finally: I am not trying to say everyone should play Sunscourge. I am just using it as an analogue for a white three drop that appears to do a similar job to History. I've played Sunscourge in most on my tourneys for the last 9 months or so and have been very happy with them (except when Ferocidon was legal, they got replaced during that period). I've played History a few times now in testing and I absolutely hate it. I think it's a total waste of a slot. However, I have seen it in a bunch of lists and wondered if I was missing something. I am far from perfect and miss all kinds of stuff. Considering I just bought 3 x Teferi and 2 x Lyra, plus Seal Aways and trading for another Lyra, I needed to find out if History was yet another card I misjudged before dropping even more cash on them. I very much appreciate the responses I got. You guys have saved me a pile of money. In September/October History may be important, but I think I'll wait to see what future sets bring us before resorting to them.
/M
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
Anyhbody have any guesses how people will shake the meta up to combat all the control decks now? probably going to see lots of Carnage Tyrants.
And what are your guys' take on mirror matches? What do you like to run?
Control mirrors are my fave. I prefer to switch into UW flash still leaving in approaches. Bring in Raff, Histories, and 2 Lyra. Play on their turn and force interaction. Between the pressure you should be able to get the kill or exhaust resources and get double approach.
I dont run Gideon, but hes also very strong in the mirror. I'll have to see how I can fit him. Maybe 3 history 2 gideon and cut something.
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UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
I imagine mono green is the answer to control, along with the mono red gift decks. The former can use llanowar elves to drop a fattie ahead of countermagic and put you back quickly without having to commit a ton of resources leaving them vulnerable to wipes. The latter is the same annoying aggression, but now with a combo kill late game if they stumble out of the gates.
And honestly I love it. Aggro decks should be the cheap option. I don't want to pay $400 for sultai snakes if I want to play aggro.
Anyhbody have any guesses how people will shake the meta up to combat all the control decks now? probably going to see lots of Carnage Tyrants.
And what are your guys' take on mirror matches? What do you like to run?
Carnage Tyrant, Serpopod, Duress, Ipnu, Search for Azcanta and planeswalkers are all good against control decks. I don't think aggro is something we really need to worry about it any form right now though. I honestly think that it's really hard to go under UW right now, given all the great removal we have access to. Thus the best way to attack us is going to be another control deck, and then outplay/outsmart/outdraw us. That said, Llanowar into T2 Serpopod is going to be unpleasant. If that happens you need Fumigate, Cast Out or hope they are dumb enough to attack with it, thus exposing it to Seal Away.
In the current meta, I am going to give Flash a shot like darknsith. However, I am not giving up my Ipnu Rivulets. I think this may be our best option because the current format has absolutely no way to defend against this. In all, I run eight Deserts in my MD (4 Ipnu, 2 Scavengers and one each U and W cycling deserts), giving me access to a significant amount of mill. This also has the elegance of taking advantage of the thing our oppos want to do most, draw lots of cards. I'll be siding in 3/4 negates and keeping all my MD counters. I *think* I will keep my Approaches in the deck, as I'll be looking to try to trigger a counterwar on their EOT with a Gearhulk and then untap into Approach, but that really depends whether or not I see Rivulet in their deck G1. You just can't anticipate Approach being live when they can mill them away after you cast them.
One thing you really need to consider in the current meta is hard counters. I run 4 Supreme Will in my MD, but in a control match-up they are not very effective as counters. It is highly likely that you and your oppo both will have 8-10 land in play before either of you cast anything. You need Disallow, Negate, Essence Scatter, etc. Whichever one of you is able to access more of these cards will probably win. The other thing you need is patience. Do not rush things. It has been said that the 1st person to tap mana in the mirror loses. This is a bit exaggerated, but not really incorrect.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
I beat the mirror (2-0), UB Control (2-0), UR Wizards (2-0), and Mardu Vehicles (2-0). I was just on a roll all night, always having removal for everything my opponents played. It's basically the same deck that got third at the Atlanta Classic, but with a few changes.
-1 Disallow
+1 Teferi
Mainly because I only had 3 Disallow, but also because of all the times that I've drawn a counter a turn too late. Teferi at least bounces a permanent to the library that can be milled away with Rivulet.
-1 Invoke the Divine
-1 Teferi (moved to main)
+1 Forsake the Worldly
+1 Shalai, Voice of Plenty
I really liked the idea of curving Shalai into Lyra, but Shalai also stops burn, hand disruption, and protects everything from removal. All she really did tonight, though, was protect me from burn in the Wizards match.
I chose Forsake the Worldly over Invoke the Divine because Gate to the Afterlife can grab Gift from the graveyard.
Seal Away was better than any 2-mana removal deserves to be.
Teferi either drew me a bunch of cards, or ate a Vraska's Contempt. I did get to ultimate him once, but the emblem wasn't that great since I didn't have much card draw in hand.
Never saw Lyra, but also didn't bring her in much. I think I only brought her in against Vehicles as her CMC felt a bit too high versus the Wizards deck and I sure as hell wasn't going to risk her getting Scarab God-ed.
By the time I played History, I usually had the game on lock and just wanted a way to close before they could recover. My opponents would realize that and scoop before I hit level 3, so I'm not totally sure on the true impact of the card.
Taking the UW mirror to the next level...if Ipnu Rivulet ends up being the best weapon in the mirror, when do we start splashing a tiny bit of G and boarding in two Gaea's Blessing? Or does Bant end up being the best version of the deck?
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
So I know this is mainly the control thread, but I've not seen much discussion around here about Flash aside from in this thread so thought I'd bring it up here. I've been rocking flash and loving it. I tried a 1 of Weatherlight and have since moved it to a 2 of. Card seems really strong in the flash shell. Can flash it in during combat or EOT and it replaces itself if it connects just once. Unanswered it takes over the game in the same way azcanta does for me. Anyone tried this or have thoughts on it?
So I know this is mainly the control thread, but I've not seen much discussion around here about Flash aside from in this thread so thought I'd bring it up here. I've been rocking flash and loving it. I tried a 1 of Weatherlight and have since moved it to a 2 of. Card seems really strong in the flash shell. Can flash it in during combat or EOT and it replaces itself if it connects just once. Unanswered it takes over the game in the same way azcanta does for me. Anyone tried this or have thoughts on it?
When I was watching people play the deck out on MTGO, I felt that the first build of the deck where it just ran Tefiri, Hero of Dominaria didn't quite have enough draw / filtering in it for all of the two and one of answer spells peppered in. I'm debating if the answer is to use the Weatherlight or to go with a third Tefiri.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Teferi can probably be a 4x main. He can take over the game.
3 maybe.. 4 of most definitely not
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UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
So I know this is mainly the control thread, but I've not seen much discussion around here about Flash aside from in this thread so thought I'd bring it up here. I've been rocking flash and loving it. I tried a 1 of Weatherlight and have since moved it to a 2 of. Card seems really strong in the flash shell. Can flash it in during combat or EOT and it replaces itself if it connects just once. Unanswered it takes over the game in the same way azcanta does for me. Anyone tried this or have thoughts on it?
When I was watching people play the deck out on MTGO, I felt that the first build of the deck where it just ran Tefiri, Hero of Dominaria didn't quite have enough draw / filtering in it for all of the two and one of answer spells peppered in. I'm debating if the answer is to use the Weatherlight or to go with a third Tefiri.
I'm at 2 teferi, 1 karn. I like the weatherlight idea with Raff.
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Thanks to SB4 at High~Light Studios for the awsome sig
Um...this question is going to sound a bit stupid, but it's bothering me, so I'll just get it over with. Why do these creatures have two different species'? Did an elf figure out how to have sex with a tree?
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I nearly crapped a brick. I got a foil Karn, Lyra, Teferi, and Jaya in the box.
I've already bought the last two Seal Aways and I have an extra Settle somewhere. The only things I don't have or can't get are the extra Planeswalkers and two more The.
I think I'm going to try the Hieroglyphics because the cycling seems like it would help more in the deck since it NEEDS the mana efficiency in competitive. I think I have enough lying around somewhere.
Thanks again for the help!
It's a 3-mana 4/4 that swings for 8.
It gives you 2 bodies that can play offense and defense, and some colors have a hard time dealing with enchantments so you're likely getting both bodies unless it gets countered. The knights won't gain you life directly, but they do help protect your life total by being chump blockers.
An unanswered champion won't win games against control. And at best it's a buffer against aggro. An unanswered history will win games against control forcing them to interact and tap out allowing you to do your thing main phase. The benefit is while it won't gain you life, it *can* be brought in against aggro.
It is most definitely *not* inferior to sunscourge. History is ridiculous. Play it and you'll see
Once again, the bolded part is what I want to emphasize. Control mirrors usually side out some removal, not all. If a turn 3 history resolves...from my playtesting it will put that player at a significant advantage or just outright win. Not even exaggerating here. It's that strong. Against aggro ot isn't ridiculous however it is viable and will protect you and your walkers. I encourage you to sleeve it up and give it a go
UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
Champion costs 7 mana (3+4) and 2 cards (itself + embalm) to gain 6 life. Both "modes" give you one body (2/3 and a 4/4) with no extra abilities after the ETB. If -X/-X removal becomes common (Fungal Infection and/or Vicious Offering) your opponent can respond to the ETB to reduce the amount of life you gain.
History is 3 mana for two 2/2s with vigilance that probably eat removal or chump block a couple of dudes. However, chump blocking is pseudo-lifegain that scales with the creatures attacking you
and can't be prevented by Rampaging Ferocidon.In general, having 2 creatures on the field is better than having 1, especially with a decent amount of Menace running around.
Which is irrelevant as Rampaging Ferocidon is banned in standard. But I do agree that History of Benalia is more powerful as the means to stabilize, in a control deck vigilance is really important as they provide a clock while also blocking.
I completely forgot that it got banned. That happened right before I took a short break and I didn't see mono-red at my shop for a long time.
C Long Live Eldrazi C
have a pptq on the weekend any adjustments or improvements you guys can add?
1 Karn, Scion of Urza
2 Teferi, Hero of Dominaria
Spells (24)
2 Syncopate
1 Abrade
2 Harnessed Lightning
2 Disallow
1 Fiery Cannonade
2 Supreme Will
3 Glimmer of Genius
2 Hieroglyphic Illumination
3 Settle the Wreckage
2 Fumigate
3 Approach of the Second Sun
1 Commit // Memory
2 Treasure Map
Enchantments (5)
2 Seal Away
3 Cast Out
Lands (26)
3 Aether Hub
2 Clifftop Retreat
4 Glacial Fortress
1 Inspiring Vantage
4 Irrigated Farmland
4 Island
4 Plains
1 Spirebluff Canal
3 Sulfur Falls
3 Negate
2 Fiery Cannonade
3 History of Benalia
2 Lyra Dawnbringer
2 The Locust God
2 Torrential Gearhulk
1 Commit // Memory
UBRWGHumansUBRWG
UMerfolkU
Eldrazi Tron
Legacy
WDeath & TaxesW
Pauper
RGoblinsR
EDH
UGMerfolk ComboGU
Standard
UWApproachWU
So where to start here...
1) If you are going to edit the original post then say so. The part you bolded was not related to History but the way you have edited suggests it was. I am sure this was not intentional, but it is confusing.
2) An unanswered Swamp Mosquito will beat control. Any "unanswered" threat will win the game. Thus, an "unanswered Champion won't beat control" cannot be what you meant to say.
I am not going to try to read your mind, however I will be more than happy to address the control match-up. If you are bringing in dorks against control then I think you are doing it wrong. I could see going with some kind of flash strategy in G2 (Raff, Gearhulk, Lyra, etc) if that's what you want to do, but I'd be trying to win with Gearhulks and Rivulets backed up by extra negates. Try to stick Teferi and drown them in card advantage. Gideon is also pretty good here. I am also not opposed to keeping Approach, but I am highly unlikely to bring in Champion in that match-up. There are only so many cards you want to take out (you have to respect the fact that a lot of Control players are either on flash or will move into it so you can't take out all your removal) and I am already bringing in 3/4 negates, a Gideon, a Dinosaur fish, a Gearhulk and -- most likely -- a couple of Lyras.
I do see your point that the enchantment is going to be an easier play against control than Sunscourge. I think it *might* be marginally better there. However, that's not the match-up I want to dedicate that slot to. Besides...what does that game plan look like? Do you try to slip in History on T3? Do you wait and try to bait a counterspell with it on T8 before trying to win a fight over Teferi? Isn't forcing them to deal with an EOT Gearhulk or Gideon just as good or better? Especially given the fact that - with Gearhulk at least -- you might be able to untap and stick Tef?
3) "At best it's a buffer against aggro." Ummm...I really don't want to come across like a jerk, especially as I am tremedously appreciative of the time you've taken to try to help me out, but this statement makes me wonder if you have a lot of experience playing control decks. Against aggro our goal is to buy time to get to Settle/Fumigate/Approach. I am not siding in dorks so I can try to win the battle my oppo has built his deck to fight. A "buffer" is exactly what we want. A buffer that often gains 2 life, trades, gains 4 life and trades again is pretty sweet. Especially against RDW and other decks that are really low to the ground. The new Vehicles decks definitely fall into this category. Our gameplan is to trade resources for time. Both these cards do that, however I think Sunscourge is more effective. The only drawback to these cards in this situation is that they may turn on enemy removal that would otherwise stagnate in the oppo's hand.
4) "History is 3 mana for two 2/2s with vigilance that probably eat removal or chump block a couple of dudes. However, chump blocking is pseudo-lifegain that scales with the creatures attacking you..." So how is this functionally different than Sunscourge then? All of these statement are pretty much true of that card as well. Except embalmed Sunscourge may block and survive combat rather than just chumping and its life gain is real rather than pseudo.
5) "In general, having 2 creatures on the field is better than having 1, especially with a decent amount of Menace running around." This is a good point. But isn't the difference here really marginal? One could argue that the lifegain blanks an attack anyway.
6) Finally: I am not trying to say everyone should play Sunscourge. I am just using it as an analogue for a white three drop that appears to do a similar job to History. I've played Sunscourge in most on my tourneys for the last 9 months or so and have been very happy with them (except when Ferocidon was legal, they got replaced during that period). I've played History a few times now in testing and I absolutely hate it. I think it's a total waste of a slot. However, I have seen it in a bunch of lists and wondered if I was missing something. I am far from perfect and miss all kinds of stuff. Considering I just bought 3 x Teferi and 2 x Lyra, plus Seal Aways and trading for another Lyra, I needed to find out if History was yet another card I misjudged before dropping even more cash on them. I very much appreciate the responses I got. You guys have saved me a pile of money. In September/October History may be important, but I think I'll wait to see what future sets bring us before resorting to them.
/M
C Long Live Eldrazi C
And what are your guys' take on mirror matches? What do you like to run?
Control mirrors are my fave. I prefer to switch into UW flash still leaving in approaches. Bring in Raff, Histories, and 2 Lyra. Play on their turn and force interaction. Between the pressure you should be able to get the kill or exhaust resources and get double approach.
I dont run Gideon, but hes also very strong in the mirror. I'll have to see how I can fit him. Maybe 3 history 2 gideon and cut something.
UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
And honestly I love it. Aggro decks should be the cheap option. I don't want to pay $400 for sultai snakes if I want to play aggro.
Carnage Tyrant, Serpopod, Duress, Ipnu, Search for Azcanta and planeswalkers are all good against control decks. I don't think aggro is something we really need to worry about it any form right now though. I honestly think that it's really hard to go under UW right now, given all the great removal we have access to. Thus the best way to attack us is going to be another control deck, and then outplay/outsmart/outdraw us. That said, Llanowar into T2 Serpopod is going to be unpleasant. If that happens you need Fumigate, Cast Out or hope they are dumb enough to attack with it, thus exposing it to Seal Away.
In the current meta, I am going to give Flash a shot like darknsith. However, I am not giving up my Ipnu Rivulets. I think this may be our best option because the current format has absolutely no way to defend against this. In all, I run eight Deserts in my MD (4 Ipnu, 2 Scavengers and one each U and W cycling deserts), giving me access to a significant amount of mill. This also has the elegance of taking advantage of the thing our oppos want to do most, draw lots of cards. I'll be siding in 3/4 negates and keeping all my MD counters. I *think* I will keep my Approaches in the deck, as I'll be looking to try to trigger a counterwar on their EOT with a Gearhulk and then untap into Approach, but that really depends whether or not I see Rivulet in their deck G1. You just can't anticipate Approach being live when they can mill them away after you cast them.
One thing you really need to consider in the current meta is hard counters. I run 4 Supreme Will in my MD, but in a control match-up they are not very effective as counters. It is highly likely that you and your oppo both will have 8-10 land in play before either of you cast anything. You need Disallow, Negate, Essence Scatter, etc. Whichever one of you is able to access more of these cards will probably win. The other thing you need is patience. Do not rush things. It has been said that the 1st person to tap mana in the mirror loses. This is a bit exaggerated, but not really incorrect.
3x Field of Ruin
4x Glacial Fortress
3x Ipnu Rivulet
4x Irrigated Farmland
5x Island
6x Plains
3x Cast Out
4x Seal Away
2x Search for Azcanta
3x Disallow
3x Essence Scatter
4x Glimmer of Genius
4x Settle the Wreckage
3x Syncopate
3x Approach of the Second Sun
2x Teferi, Hero of Dominaria
1x Forsake the Worldly
2x Gideon of the Trials
2x Gideon's Reproach
2x History of Benalia
2x Lyra Dawnbringer
3x Negate
1x Shalai, Voice of Plenty
2x Torrential Gearhulk
I beat the mirror (2-0), UB Control (2-0), UR Wizards (2-0), and Mardu Vehicles (2-0). I was just on a roll all night, always having removal for everything my opponents played. It's basically the same deck that got third at the Atlanta Classic, but with a few changes.
-1 Disallow
+1 Teferi
Mainly because I only had 3 Disallow, but also because of all the times that I've drawn a counter a turn too late. Teferi at least bounces a permanent to the library that can be milled away with Rivulet.
-1 Invoke the Divine
-1 Teferi (moved to main)
+1 Forsake the Worldly
+1 Shalai, Voice of Plenty
I really liked the idea of curving Shalai into Lyra, but Shalai also stops burn, hand disruption, and protects everything from removal. All she really did tonight, though, was protect me from burn in the Wizards match.
I chose Forsake the Worldly over Invoke the Divine because Gate to the Afterlife can grab Gift from the graveyard.
Teferi either drew me a bunch of cards, or ate a Vraska's Contempt. I did get to ultimate him once, but the emblem wasn't that great since I didn't have much card draw in hand.
Never saw Lyra, but also didn't bring her in much. I think I only brought her in against Vehicles as her CMC felt a bit too high versus the Wizards deck and I sure as hell wasn't going to risk her getting Scarab God-ed.
By the time I played History, I usually had the game on lock and just wanted a way to close before they could recover. My opponents would realize that and scoop before I hit level 3, so I'm not totally sure on the true impact of the card.
When I was watching people play the deck out on MTGO, I felt that the first build of the deck where it just ran Tefiri, Hero of Dominaria didn't quite have enough draw / filtering in it for all of the two and one of answer spells peppered in. I'm debating if the answer is to use the Weatherlight or to go with a third Tefiri.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
C Long Live Eldrazi C
3 maybe.. 4 of most definitely not
UCHIHA ITACHI FLOWCHART
1) Genjutsu before battle. Did it work? if yes go to 3 If not go to 2
2) Tsukuyomi if worked go to 7 if not go to 4
3) Attack the confused enemy. If it worked, go to 7, if not go to 2
4) Ninjutsu. If it worked go to 7 if not go to 5
5) Amaterasu. If it worked go to 7, if not go to 6
6) Susano'o. If it worked go to 7, If not go to 8
7) Itachi wins
8) Itachi loses
Went 4-0 in our LGS last FNM
UW App w/ Precognition Field
(Counter-Less in Maindeck)
Vs Mono Green Agro 2-0
Vs Grixis 2-0
Vs Espher GPG 2-0
Vs Mardu 2-1
My brew:
4 Opt
4 Hieroglyphic
4 Glimmer of Genius
4 Blink of an Eye
3 Search for Azcanta
2 Precognition Field
4 Settle the Wreckage
4 Fumigate
1 Farm/Market
4 Approach
26 Lands
4 Irrigated
4 Glacial
1 Field of Ruin
1 Scavenger Grounds
4 Ipnu Rivulet
6 Plains
6 Islands
SB 15
1 Gideons Intervention
1 Lyra
1 Shalai
1 Nezahal
2 Torrential
2 Forsake the Worldly
3 Negate
4 Authority of the Consul
============================
I'm at 2 teferi, 1 karn. I like the weatherlight idea with Raff.
Thanks to SB4 at High~Light Studios for the awsome sig