Also, if you don't think you'll die after giving an opponent a free turn, you can Meditate to set yourself up. Also, sometimes you just have to wish for Blue Sun's Zenith on yourself to grab combo pieces.
I think you just need to run a few more games, from your original post, you only had a very small sample size.
I'm not sure where your problem is. It seems like you may be overly cautious and just be having bad luck.
If your practice is just goldfishing, try this: Once you have 4 lands out, just start going through the motions. You should draw into the combo pieces and kill more often than not. Then, once you understand how the deck wins, start practicing vs. live decks.
From what I gather from the coverage, if you're going to MD all 4 force of will, you should at least SB a Misdirection. The main reason you want a wishable Will is for the chance at converting the wish into a counter without any additional mana.
The second Brain Freeze is primarily there to SB in if you fear an extraction effect on your wishes.
Vs. reanimator, your wishable extraction is nice, and remember you don't really have to start comboing until you're facing lethal. Reanimator aims to start going for the kill on turn 3. You can sometimes successfully combo off with 3 Islands. If you can disrupt for a couple of turns, you should be alright. Disruption can come from your counter suite, Vendilion Clique, or even 3 SB'd Leyline of the Void in their place.
Remember that your sideboard plan is to keep most of your wishes accessible, and bring in the 2nd Brain Freeze to beat Extirpate effects on your wishes. Feline didn't get too much time on camera, but what I feel from her list is that you're only swapping 3-4 SB cards per match -- I could be wrong on that, but it looks feasible.
If you're going to shave a card for the 4th FoW, I'd pick Dig Through Time #3, or run the 18 land package.
Can we get some Pox math going? Trying to learn the best times to Pox
If you have stuff in a multiple of three, and your opponent does not, it's a good time to Pox.
Example vs. RUG Delver:
On the play, you open with Thoughtseize and go to 18 life. Your opponent opens with Island + a Delver of Secrets. Turn two you Sinkhole his Island and he plays a fetch, dropping to 19. He hits you with delver for either 1 or 3.
If you took one damage from delver, and your life is at 17, you will take 6 damage from Pox, bringing you to 11. If you took 3, you will take 5 damage from Pox, bringing you to 10 (so in a way you are minimizing the impact of a flipped delver, and killing it at the same time). Your opponent, at 19 life, will take 7, because the rounded number is 21. If your opponent had used Gitaxian Probe on turns 1-2, he's taking 6 damage down from 17. So you're looking at your 10-11 life to his 11-12, and you've also hopefully discarded a Nether Spirit, Bloodghast or Raven's Crime to your own Pox, giving you something to do next turn. Your cantripping opponent has also discarded more cards than you, and they don't have recursion.
I've been playing Jeskai Tempo for a while, but its performance is steadily declining.
I wanted to toy with a Mardu deck this week. It's inspired by the Jeskai playstyle, a little more aggressive on the play, and this one is more resilient on the draw.
Since everyone locally is running SB enchantment hate, and some people even throw it main, the plan is to swap out Chained to the Rocks for Thoughtseize in game two for any matchup that can deal with the former.
I also cut a land and lowered the curve, which is why you don't see Elspeth.
I find Hordeling Outburst to be a little slow, and the fact that it's a sorcery means I may want to trade it out for Raise the Alarm. The tokens I would mainly sac to Butcher of the Horde. True, they buff Rabbles, but if the opponent can't deal with a Rabble fast, you're probably winning anyway.
Two Sarkhan and one Sorin might be a backwards split, but I like the hasted flying damage. On turn four, if you hit all your drops, you can often pump Seeker twice with Sign in Blood and Lightning Strike or a Chain, which leads to a lot more interaction than simply dropping Sorin.
Brain Maggot is the weakest card in the main board. They don't buff Seeker, and they die very easily. Best case scenario is that the threat of your bigger creatures scares opponents away from removing him, but in that case you're kind of caught flatfooted. Deflecting Palm might be a good choice in that slot.
Gonna bring this to FNM tomorrow, but it might be a weak turnout since Legacy is in town this weekend.
No the deck doesn't need much restructuring for Roc and tokens, Had a handful of testing partners take down PTQs/5ks this weekend with lists that were made. I'm not into giving out decklists I didn't directly contribute too (I'm testing other decks) so I'll wait for it all to become public info.
This sounds really mysterious and enlightened, but fails to produce new info or tech.
I saw a deck tonight that tried to synergize convoke and tokens, but was still pretty janky.
Seeker is great against the new faster decks in the format: Heroics, Sligh,,,etc.
It can be bad against the midrange decks and Whip of Erebos.
I think it still deserves a main slot, and the board should adapt.
As far as the token strategy is concerned, I saw a token build that used the synergy with Convoke spells (Stoke the FLames, Devouring Light) and Jeskai Ascendancy minus the combo. It had some potential but seemed slow and fragile. I think we can learn from it.
With some more testing, there may be a way to incorporate tokens, especially from Raise the Alarm, with winning.
Jeskai needs to move towards tokens and wingmate roc strategies. Seeker is becoming very bad and gryff seems better suited in the side. Play disdainful main to deal with whip/rhino.
Wingmate is cool in decks with lots of creatures. Care to elaborate?
Also, if you don't think you'll die after giving an opponent a free turn, you can Meditate to set yourself up. Also, sometimes you just have to wish for Blue Sun's Zenith on yourself to grab combo pieces.
I think you just need to run a few more games, from your original post, you only had a very small sample size.
If your practice is just goldfishing, try this: Once you have 4 lands out, just start going through the motions. You should draw into the combo pieces and kill more often than not. Then, once you understand how the deck wins, start practicing vs. live decks.
The second Brain Freeze is primarily there to SB in if you fear an extraction effect on your wishes.
Vs. reanimator, your wishable extraction is nice, and remember you don't really have to start comboing until you're facing lethal. Reanimator aims to start going for the kill on turn 3. You can sometimes successfully combo off with 3 Islands. If you can disrupt for a couple of turns, you should be alright. Disruption can come from your counter suite, Vendilion Clique, or even 3 SB'd Leyline of the Void in their place.
Remember that your sideboard plan is to keep most of your wishes accessible, and bring in the 2nd Brain Freeze to beat Extirpate effects on your wishes. Feline didn't get too much time on camera, but what I feel from her list is that you're only swapping 3-4 SB cards per match -- I could be wrong on that, but it looks feasible.
If you're going to shave a card for the 4th FoW, I'd pick Dig Through Time #3, or run the 18 land package.
Here's a recent list from Feline Longmore.
4x Brainstorm
3x Cunning Wish
3x Dig Through Time
3x Flusterstorm
3x Force of Will
4x High Tide
4x Impulse
4x Meditate
4x Opt
4x Reset
2x Snap
4x Flooded Strand
11x Island
4x Polluted Delta
Creature (3)
3x Snapcaster Mage
1x Blue Sun's Zenith
2x Brain Freeze
1x Dig Through Time
1x Flusterstorm
1x Force of Will
1x Pact of Negation
1x Rebuild
1x Snap
1x Surgical Extraction
1x Turnabout
3x Vendilion Clique
1x Wipe Away
I think Master of the Feast and Waste Not have good synergy. The flying glutton makes Waste "do something" more often.
4x Black Cat
3x Bloodsoaked Champion
4x Mardu Skullhunter
4x Master of the Feast
Instant (5)
2x Bile Blight
1x Empty the Pits
2x Murderous Cut
Enchantment (3)
3x Waste Not
Sorcery (11)
2x Despise
4x Sign in Blood
2x Stain the Mind
3x Thoughtseize
3x Bloodstained Mire
3x Polluted Delta
2x Radiant Fountain
1x Urborg, Tomb of Yawgmoth
12x Swamp
Artifact (1)
1x Hall of Triumph
Planeswalker (4)
4x Liliana Vess
2x Bile Blight
2x Erebos, God of the Dead
2x Fate Unraveler
2x Gild
2x Mind Rot
2x Phyrexian Revoker
3x Read the Bones
Probably want to fit some Drown in Sorrow into the board somehow.
Circle of Flame + Polymorphist's Jest
If you have stuff in a multiple of three, and your opponent does not, it's a good time to Pox.
Example vs. RUG Delver:
On the play, you open with Thoughtseize and go to 18 life. Your opponent opens with Island + a Delver of Secrets. Turn two you Sinkhole his Island and he plays a fetch, dropping to 19. He hits you with delver for either 1 or 3.
If you took one damage from delver, and your life is at 17, you will take 6 damage from Pox, bringing you to 11. If you took 3, you will take 5 damage from Pox, bringing you to 10 (so in a way you are minimizing the impact of a flipped delver, and killing it at the same time). Your opponent, at 19 life, will take 7, because the rounded number is 21. If your opponent had used Gitaxian Probe on turns 1-2, he's taking 6 damage down from 17. So you're looking at your 10-11 life to his 11-12, and you've also hopefully discarded a Nether Spirit, Bloodghast or Raven's Crime to your own Pox, giving you something to do next turn. Your cantripping opponent has also discarded more cards than you, and they don't have recursion.
I wanted to toy with a Mardu deck this week. It's inspired by the Jeskai playstyle, a little more aggressive on the play, and this one is more resilient on the draw.
3x Battlefield Forge
3x Bloodstained Mire
2x Caves of Koilos
6x Mountain
4x Nomad Outpost
1x Swamp
2x Temple of Silence
2x Temple of Triumph
1x Urborg, Tomb of Yawgmoth
Sorcery (3)
3x Sign in Blood
Creature (17)
3x Brain Maggot
4x Butcher of the Horde
4x Goblin Rabblemaster
4x Seeker of the Way
2x Stormbreath Dragon
4x Crackling Doom
4x Lightning Strike
1x Murderous Cut
1x Utter End
Enchantment (3)
3x Chained to the Rocks
Planeswalker (3)
2x Sarkhan, the Dragonspeaker
1x Sorin, Solemn Visitor
2x Anger of the Gods
1x Chandra, Pyromaster
3x End Hostilities
1x Erase
1x Glare of Heresy
3x Hordeling Outburst
3x Thoughtseize
1x Utter End
Since everyone locally is running SB enchantment hate, and some people even throw it main, the plan is to swap out Chained to the Rocks for Thoughtseize in game two for any matchup that can deal with the former.
I also cut a land and lowered the curve, which is why you don't see Elspeth.
I find Hordeling Outburst to be a little slow, and the fact that it's a sorcery means I may want to trade it out for Raise the Alarm. The tokens I would mainly sac to Butcher of the Horde. True, they buff Rabbles, but if the opponent can't deal with a Rabble fast, you're probably winning anyway.
Two Sarkhan and one Sorin might be a backwards split, but I like the hasted flying damage. On turn four, if you hit all your drops, you can often pump Seeker twice with Sign in Blood and Lightning Strike or a Chain, which leads to a lot more interaction than simply dropping Sorin.
Brain Maggot is the weakest card in the main board. They don't buff Seeker, and they die very easily. Best case scenario is that the threat of your bigger creatures scares opponents away from removing him, but in that case you're kind of caught flatfooted. Deflecting Palm might be a good choice in that slot.
Gonna bring this to FNM tomorrow, but it might be a weak turnout since Legacy is in town this weekend.
This sounds really mysterious and enlightened, but fails to produce new info or tech.
I saw a deck tonight that tried to synergize convoke and tokens, but was still pretty janky.
It can be bad against the midrange decks and Whip of Erebos.
I think it still deserves a main slot, and the board should adapt.
As far as the token strategy is concerned, I saw a token build that used the synergy with Convoke spells (Stoke the FLames, Devouring Light) and Jeskai Ascendancy minus the combo. It had some potential but seemed slow and fragile. I think we can learn from it.
With some more testing, there may be a way to incorporate tokens, especially from Raise the Alarm, with winning.
Wingmate is cool in decks with lots of creatures. Care to elaborate?
Paired with Gigadrowse, that's something they won't recover from on turn 4.
And then you can ditch the Fabricates for Cloud of Faeries.
This is an old list I came up with when I tried to build High Tide without Candelabras:
3 Polluted Delta
3 Flooded Strand
1 Emrakul, the Aeons Torn
4 Cloud of Faeries
1 Kozilek, Butcher of Truth
4 Time Spiral
3 Force of Will
4 Merchant Scroll
4 Brainstorm
4 Ponder
3 Turnabout
4 Preordain
4 Spell Pierce
1 Blue Sun's Zenith
1 Cryptic Command