Has anyone visited the idea of playing Open into Wonder?
XUU SORCERY
X target creatures are unblockable and when they damage a player draw a card
Unblockable and card draw are both really relevant.
Best spot to be would be for one reej in my eyes, anyone else thought the same or otherwise?
Complete trash!!!
But i'm not sure about the wording. does it draw always one card, or one card for each creature?
Lets assume the better one.
In matchups we need draw, we don't have creatures on the battlefield. So this card draws no cards.
In matchups in which this card is good, it comes too late, because those decks Combo off earlier than when we want to play the card(atleast X=2).
And last but not least....
Everytime i'm having 3 creatures on the battlefield(when this card shines), we are already winning anyway.
Just for your information.
In Nikachus recent Vid there was quite some news/
Nikachu just got banned from MTGs so we won't hear from him in this forum anymore. https://www.youtube.com/watch?v=EssWUAE5Cfg
not only did he get banned. they went back through this thread and edited out all his links.
Hey there. The Bant deck isn't really a combo list, it uses Snapcaster mage to reuse counterspells/path of exile, goyf, resto angel, kitchen finks, & eternal witness to reuse cards in the 'yard, and just generally beat me down, while using things like mana leak, crpytic command, to stall my gameplan. It's basically bant midrange.
The jeskai list I'm not to sure on I have to see if my buddy has a list.
sounds like you want to load up on relics, counterspells (dispel?), and Kira. tectonic edge sounds pretty solid against both of those decks too.
it shouldn't matter if all 23 lands in your deck are on top of each other before you start shuffling. if you've shuffled properly your deck will be in a random order no matter how it started. If it isn't, you didn't shuffle properly. period.
Nissa was just recently spoiled though o.o And all the lists I've seen try vial with Coco rather than Hierarch.
I was thinking that Nissa seems worth testing with, and that including hierarch/coco might be worth revisiting. Plus there's a better reclamation sage in the new set that may improve affinity and lantern.
Not sure how you play Nissa AND coco in the same deck. you'd also have to cut Master of Waves and probably play kiora's follower.
in a deck where you are taking so many turns and drawing so many cards the "deck-thinning" effect is exaggerated. pulling a few dead draws out of the deck increases the chances of drawing gas. it also helps to have some shuffle effects when your halimar depths show you nothing good.
i keep reading everyone saying there is a consensus "stock" list
i've been playing this and having a lot of success with it. it's a tad different. maybe will inspire someone to try some other configurations.
the only matchups i have found that feel totally dismal are burn and merfolk
Is it right to keep in master of waves and bears like tidebinder to keep threats in the deck?
tidebinders should be cut
you can trim masters too if you want. they do have the potential to close the game out quick if you get one to stick. but you usually won't get many tokens as they are clearing your board and they are a PTE magnet. try to have a dispel or unified will ready before deploying him.
i leave the harbingers in because the instant speed EOT deployment can push in some extra damage.
usually in these matchups you will be chipping away slowly with 1 or 2 creatures at a time. victory usually comes when you realize suddenly they are at 3 or 4 life, you swing, they cast a removal spell, and you counter it.
Yesterday i was playing against an opponent playing an Ally deck. He gained over 140 life on the back of a Rally the Ancestors bringing back a huge team including several Ondu Clerics. Flipped 2 TiTis and chained turns until he was dead. It was glorious.
Can anyone tell me what the plan is for esper comtrol/any control deck. It seems like everything I do just doesn't mean anything because they have removal for it.
don't overextend into a sweeper, take your time and try to play through your vial on your opponents turn
value your mutavaults
side in counterspells, relics, and tectonic edges
take out spreading seas and an island or 2 (you will get pathed), reejerey is also a reasonable cut.
beware of the "snapcaster, path, block" blowout your opponent is looking for.
each creature gains the ability
Open into Wonder
but yeah... trash
not only did he get banned. they went back through this thread and edited out all his links.
this site sucks...
sounds like you want to load up on relics, counterspells (dispel?), and Kira. tectonic edge sounds pretty solid against both of those decks too.
are you running 2 caverns?
Not sure how you play Nissa AND coco in the same deck. you'd also have to cut Master of Waves and probably play kiora's follower.
it's USUALLY better (at least in the matchups we want it in) but obviously not "strictly" better.
you got pretty lucky to beat elves... should have been an 0-5 lol
in a deck where you are taking so many turns and drawing so many cards the "deck-thinning" effect is exaggerated. pulling a few dead draws out of the deck increases the chances of drawing gas. it also helps to have some shuffle effects when your halimar depths show you nothing good.
i've been playing this and having a lot of success with it. it's a tad different. maybe will inspire someone to try some other configurations.
the only matchups i have found that feel totally dismal are burn and merfolk
4 gigadrowse
3 remand
2 delay
3 exhaustion
3 cryptic command
4 time warp
1 part the waterveil
1 walk the aeons
4 temporal mastery
4 dictate of kruphix
1 snapcaster mage
1 thassa, god of the sea
1 jace beleren
15 island
3 polluted delta
1 oboro, palace in the clouds
1 minamo, school at water's edge
1 mikokoro, center of the sea
2 halimar depths
3 swan song
1 echoing truth
2 thing in the ice
2 boomerang
1 exhaustion
2 Ætherize
1 bribery
2 grafdigger's cage
1 spellskite
tidebinders should be cut
you can trim masters too if you want. they do have the potential to close the game out quick if you get one to stick. but you usually won't get many tokens as they are clearing your board and they are a PTE magnet. try to have a dispel or unified will ready before deploying him.
i leave the harbingers in because the instant speed EOT deployment can push in some extra damage.
usually in these matchups you will be chipping away slowly with 1 or 2 creatures at a time. victory usually comes when you realize suddenly they are at 3 or 4 life, you swing, they cast a removal spell, and you counter it.
don't overextend into a sweeper, take your time and try to play through your vial on your opponents turn
value your mutavaults
side in counterspells, relics, and tectonic edges
take out spreading seas and an island or 2 (you will get pathed), reejerey is also a reasonable cut.
beware of the "snapcaster, path, block" blowout your opponent is looking for.
i like echoing truth a lot more for 1U
gotta be honest... this sounds terrible...