Quote from MikePemulis »You know how sometimes decks play Grim Lavamancer from the side to deal with small creature decks? Wrenn and Six is like that stapled to Dark Confidant, and you get to choose the most relevant mode each turn, and it activates right away, and it doesn't die to Bolt if you don't want it to. I get that it doesn't flip Delver, but at some point the raw quality of the card overcomes the being slightly off plan.
I'm also debating swapping my Sleight of Hands for a pair of Faithless Looting. I've thought about the swap for a while but have been hesitant to lessen the number of blue cards. But I think I can balance it, and the extra selection combined with the synergy with W6 might make it worth a swap.
Quote from MikePemulis »Fry is definitely better at killing walkers. Obviously it's narrow, but it does that job plus acts as hardnosed removal for Humans, Thing, and Spirits, too.
Have you played with Hexdrinker? I find it just replaces all the 4cmc threats we've all played in the board, and is something we want anyway as a 1 cmc threat. Off the top in a grindy game, it just wins. But you can also cast it early and chip in for damage, and they have to deal with it before it levels out of control.
Quote from MikePemulis »What are you playing these days, Jordan? Are you still on Mandrills, or have you migrated to Hexdrinker or Mongoose? For what it's worth, I'm super pleased with roughly 56/60 of my main deck right now, and while it's hard to say we're well-positioned, I think we have gotten some important tools in these last few sets.
I will say that while Jund was never easy, Wrenn and Six has made it that much more difficult. That card is a house against us. Pings our dudes, drowns us in card advantage. It even makes the Blood Moon plan pretty sketchy postboard.
Quote from MikePemulis »But tomorrow, I'm trying something totally different: Veil of Summer as a pair out of the board. I'm always tinkering, a evidenced above, and like I said, I think it basically doesn't matter what extra threat or two you add in. But this is totally different and gives a way to create 2 for 1s pretty easily against decks where that's really relevant. It's also 1cmc. Imagine casting it in response to a Fatal Push, having your creature live, and then drawing a card. It's a very narrow Cryptic Command. I don't know if it's going to be good, but I know exactly how all the other cards behave in the matchup, so I aim to find out if this is viable. I'm 50-50 on it.
Quote from Mikefon »https://www.mtgnexus.com/viewforum.php?f=28
Here's the new forum. It still lacks Temur delver. We can move there and let the RUG invasion begin. Hope to see you all up there.
Quote from Lectrys »Quote from ashtonkutcher »Quote from ThatOneNinja »So Mystic Forge is a card worth discussing. I feel like it's better than Smugglers Copter and better than the sideboard Karn, Scion of Urza I often see. It even has some minor synergy with Eternal Scourge. Good Creator target! Lets us turn a slammed Karn into more advantage even if they deal with it right away. Rounds out Crucible in that way, which is more conditional.
But what about Icon of Ancestry instead? Slower CA but is a 3-mana lord pump on entry.
Quote from ashtonkutcher »Quote from ThatOneNinja »So Mystic Forge is a card worth discussing. I feel like it's better than Smugglers Copter and better than the sideboard Karn, Scion of Urza I often see. It even has some minor synergy with Eternal Scourge. Good Creator target! Lets us turn a slammed Karn into more advantage even if they deal with it right away. Rounds out Crucible in that way, which is more conditional.
Quote from ThatOneNinja »So Mystic Forge is a card worth discussing. I feel like it's better than Smugglers Copter and better than the sideboard Karn, Scion of Urza I often see. It even has some minor synergy with Eternal Scourge.
Quote from Aazadan »Update on my previous list, played it through a few rounds yesterday and through an FNM. Made a couple of small changes though, so here's the list as I ran it.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Land 183 Misty Rainforest3 Scalding Tarn1 Wooded Foothills1 Prismatic Vista2 Steam Vents1 Breeding Pool1 Stomping Ground2 Island1 Forest1 Mountain2 Fiery IsletCreatures 113 Pteramander4 Delver of Secrets4 Dreadhorde ArcanistSpells 302 Ancestral Vision3 Crashing Footfalls1 Flusterstorm1 Forked Bolt2 Magmatic Insight2 Serum Visions3 Faithless Looting4 Lightning Bolt4 Opt1 Finale of Promise2 Simic Charm1 Izzet Charm3 Electrodominance1 Kari Zev's ExpertisePlaneswalkers 11 Wrenn and SixSideboard 152 Alpine Moon1 Edge of Autumn2 Force of Negation1 Grim Lavamancer1 Fury Charm2 Shenanigans1 Wheel of Fate1 Narset, Parter of Veils2 Surgical Extraction2 Collector Ouphe
The deck did alright, but there's some things I noticed:
1. Magmatic Insight didn't work out well, there's not enough lands to have enough to pitch. In theory the deck can run off of at most 3 land, but in practice you end up needing more land drops than that in order to hit all your color needs. Also, pitching a land isn't particularly useful. I think Thought Scour could better serve this slot.
2. Flusterstorm was insanely good. I'm pretty sure I want to turn the Izzet Charm into a second copy.
3. 5 0 cost cards felt right, postboard I occasionally went up to a 6th but I think more than that is asking too much. What did not feel right though was the number of enablers I had. Going up to the 4th Electrodominance is likely correct.
4. Pteramander was great when it worked, but even with 30 spells I had a hard time keeping enough in the graveyard to be able to grow it. I'm not sure what the solution here is. I've considered Bedlam Reveler, but that one can't be cheated in.
5. Wrenn and Six was very good. The -1 mode was less useful than I would have preferred, but the +1 was rather strong.
Quote from ktkenshinx »Only one author I know of actually mentioned her: Gottlieb on SCG.