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    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Cross-post from the Dega Midrange thread...

    After trying long smear of different Prowess color/archetype mixes I've settled on polishing a Mardu midrange-control list. I was hoping you guys could give a bit of preliminary feedback and guidance:


    *Sideboard TBD
    (Props to Demention, Blenderhead386, and several others here who have helped to shape this)

    It’s a Prowess list centered on Mentor & Abbot. I’ve decided to run black over blue because it offers proactive, prowess-compatible threat protection via discard, which is also compatible with Abbot’s flip ability.

    Though we don’t have blue for cantrips, Bob, Abbot, Kommand and Lingering Souls generate raw card advantage, Looting provides card filtering, and Bauble is simple Prowess Trigger fodder.

    Faithless Looting has been the secret MVP of the deck and does a surprisingly great stand-in for Serum Visions. It’s critical for raising the deck’s consistency by smoothing the threat:spell:land ratio and digs for your most relevant cards. The typical down-side of card disadvantage is offset by giving extra value on cast via Prowess Trigger, and pitching Lingering Souls also helps to negate the disadvantage. The flashback then gives a second trigger, and can turn a fifth land on T5 into another spell to keep you chugging. Finally, T1 Faithless Looting sets up T2 Tasigur.

    Ideal curve #1
    T1: Inquisition
    T2: Dark Confidant
    T3: Monastery Mentor + Mishra’s Bauble

    Ideal curve #2
    T1: Faithless Looting
    T2: Inquision + Tasigur
    T3: Abbot + Flip

    I’m currently wrestling with whether to keep the focus on Mentor & Prowess, or change back to a more typical Young Pyromancer list. Mentor has become a bit of a pet card so I’m probably biased, but I feel like the maximum power level of Mentor is high enough that it’s worth chasing for now. Any thoughts from people with similar lists? General feedback?
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    @the_falsehate: Yeah, I've been doing a decent chunk of building & testing.

    I started with a custom Mardu Prowess build, evolved it and played it for several months before I decided blue cantrips were just too critical to leave out. I've since moved on to testing a variant of Chapin's Grixis Prowess against a gauntlet of Affinity, Merfolk, Jund, & Tron. It's been alright. Regarding the tension of being proactive vs reactive: my own experience is that if you get lucky with a Gitaxian Probe you'll know what's coming and are able to better choose when to leave mana up for a critical reactive play without sacrificing too much of your pressure... but that doesn't always come together. The games where I need to keep mana open (especially two for remand) I feel like a worse version of burn. I've had some explosive blowouts, double Swiftspear opener is the nuts as you all know.. but just as many games where I'm in top-decking mode, out of prowess fuel and pulling "air" off the top while my opponent catches up and takes control of the game. Or matches where I lose a threat to bolt and just fail to draw another fast enough to keep the pressure on. It felt like it was in an awkward no-man's land where it wasn't as fast as a proper aggro deck, and didn't have the longevity or depth of interaction that a traditional tempo list had.

    With the release of Stormchaser Mage and the recent success of RUG Delver I've been going back to the drawing board, asking myself if there isn't a better way to build Prowess that is consistent, robust, and better handles the rising 2016 linear aggro meta. Building and testing will certainly help but I'm honestly unsure of where to even start so I'm asking myself (and now you) these core questions about the Prowess mechanic, resulting deck design, and the place of the deck in the meta to get a feel for that.
    Posted in: Deck Creation (Modern)
  • 2

    posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Hi all, I’ve read the primer and kept up with various Prowess developments, but forgive me as I haven’t had time to read all of the posts in this thread.

    I really want to like Prowess-based decks. These Monks & Wizards have a quasi-tribal feel to them and more importantly the lists are all built around a central mechanic with design implications that ripple through the deck and create interesting micro-synergies.

    However, after tons of hype, brewing, testing, reading, I’m still having a lot of trouble wrapping my mind around an optimal Prowess deck, as I can’t reconcile the underlying design tensions inherent to the Prowess mechanic and find a strong direction to hone in on.

    Namely, that tension is between playing a proactive main phase to pump threats from below-curve to above-curve while also trying to play a reactive game and protect said threats. With prowess, holding mana back for counterspells limits our attack potential. Essentially we have to pause our clock to keep our threats safe. Since winning via tempo relies upon having a faster clock than your opponent, this strikes me as a serious fundamental conflict. On top of that, as others have pointed out, counterspells are unusable flips off of Abbot.

    Another way to protect our threats is to run black for hand disruption. While black hand disruption is more compatible with the main-phase focus it’s not compatible with our game timeline, where we want to get a threat down first to establish the clock and then play prowess-triggering spells afterwards.

    Lastly we can also ignore counterspells altogether, run mutagenic growth against bolt and bounce our own creatures with Snag in response to terminate etc, but at that point are we really getting the full interactive advantage that a tempo deck is meant to provide in comparison to other linear aggro strategies?

    How do you reconcile this tension? Alternatively, am I unfairly emphasizing its importance?

    Additionally, what strengths does Jeskai Prowess provide over a more traditional tempo deck like RUG Delver (Delver flip rate aside)? To me Prowess has the potential to be more explosive when it draws well and the opponent is light on removal, but it also comes with the cost of greater vulnerability and a shorter lifespan that's reliant on prowess fuel.

    Also, I see CurdBros state that the Jeskai version is well positioned at the moment – my understanding was that tempo decks generally fold to aggro. What makes the difference here? Can anyone elaborate on this more, or point to any gameplay streams? When I look at the Primer's MB+SB I don’t see quite the amount of sweepers, 2-for-1s, life gain, and so forth that I’d expect for a positive matchup vs aggro.

    Thank you for your input. I apologize if this has come up a lot, perhaps something further addressing these points could be appended to the primer if need be.
    Posted in: Deck Creation (Modern)
  • 1

    posted a message on Mardu Myth (RWB Pox)
    While researching this archetype I recently came across Matthew Currie’s Mardu Pox list, which got 4th at the SCG Modern Premeir IQ in Coopersburg and was featured on a Frank Leopore’s Modern Monday series.

    Both run the core package of Pox, Liliana, Souls, and 3-drop land destruction, but their approaches diverge significantly from there…

    Kanaoka Yoshihiko's Myth Pox
    -Low curve, 21 lands, 4 fetches
    -Focuses on Myth and its synergy with 1-drops: Star/Spellbomb and Crack the Earth
    -Runs main board Inquisition, in part to help protect Myth
    -Uses spells for 3-drop land destruction, both to boost Myth and target basics

    Matthew Currie's Mardu Pox
    -higher curve, 27 lands (!), 8 fetches
    -Because of 8 fetches can run 2x Boom with more reliable asymmetry
    -Focuses on higher value 2-3 drops for better grinding & top-decking
    -With no need to buff Myth he adds more creatures, Fulminator and Finks
    -K Command gives lots of value by recurring these creatures
    -Gideon, Ally of Zendikar is a versatile monster, like Myth + Sorin in one package
    -4x Lightning Helix keeps aggro at bay in conjunction with 2x MB wrath
    -3-drop creatures + Gideon + burn make “turning the corner” faster and more reliable
    -BUT (a big but) higher curve + occasional self land destruction can sometimes clog your hand with 3 drops while you have only 2 lands.

    What are your thoughts on this? I’ve played with Currie’s list more than Yoshihiko’s at this point so I need your insight.

    Based on the lists you've played with....

    [1] How commonly do you feel constricted by your own land count?

    [2] What turn (on average) do you hit 3 lands? 4 lands?

    [3] Is that early enough to reliably cast the 4-drop walkers or wraths when they're needed for maximum impact?

    [4] How often are your Pox casts breaking symmetry? Are there any guidelines on when its worth accepting a more symmetric pox? Sometimes it just feels like an edict that keeps me from playing my 3-drops.

    [5] How else do these approaches compare? Are there other advantages to Yoshihiko’s list that I’m overlooking?


    Since they’ve both enjoyed some small amount of tournament success I’m sure they’re both valid, but perhaps we can figure out some optimal approach.
    Posted in: Deck Creation (Modern)
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