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  • posted a message on Izzet Spells
    I'd like to ask people that plays firemind's research what this card is here for ? I have tried it and found it pretty bad. If it is for teferi match-up why the hell are you not playing Niv-Mizzet instead ? Only match-up where the card is better than niv-mizzet is against UBx surveil/discard with elder reborn which is already a good match-up. Same goes for some lists with fight with fire over beacon bolt, i can't imagine a world where i would want to do that, beacon bolt is bonkers in this pack. Interested in seeing more mission brefing but it will need to bend the mana base to play more blue. If only there was a second one mana blue cantrip legal^^

    Fight with Fire is in the side for the matchups where you are stone cold certain you will be facing 5 toughness creatures that need to die, especially Niv-Mizzet. This deck will usually get up to five in the yard for beacon bolt, but usually isn't always. Staring at a Niv-Mizzet on the board and your Beacon Bolt in hand with only three or four instants in the yard feels pretty bad. In a longer game this deck can also kick it more often than you'd think.

    I agree that Firemind's Research is suspect. It's horrible off the top. Even if you land it on turn two I'd say it's good, not great. If you want that effect I'd just play Search for Azcanta.

    Mission Briefing is definitely worth a look. I find the deck works better when you don't sell out to try to live the turn three dream anyway. I'm already trying to get as much blue mana out there as possible.
    Posted in: Deck Creation
  • posted a message on Izzet Spells
    The Karsten numbers are a little misleading at the low land count end. Remember he's assuming you mulligan any 1 lander until you hit 5. So the 97% means that if you mulligan all your 1-landers and your five card no-landers then you will hit 2 lands on turn two 97% of the time. However, you will be playing with 6 or with 5 a lot more often than the more land heavy decks.

    I've been happy with 21. It's possible to feel flooded but with all the hand shaping going on it's usually not too bad.

    Also, some evidence for the explosiveness of this deck. This is the board state during my opponent's turn the turn before they conceded:



    That's a 9/7 Lyra and a 4/7 Aurelia standing in front of an Ajani that's close to ultimate. Opponent attacked with Lyra and I chumped to make the life score 20-29. Then I drew Discovery and used it to find Beacon Bolt. Beacon Bolt took down both angels and put my Phoenix in the yard, both Phoenixes came back and together with the Electromancer took down Ajani.
    Posted in: Deck Creation
  • posted a message on Izzet Spells
    Quote from olly2018 »
    Gravitic Punch I'd have to be sold on too. The problem is without a drake it's just not a good card. If your drakes are living your opponent is going to lose anyway so it feels win more (since you will pretty much never cast a drake and this in the same turn).


    After playing a league with it I'm sold on Gravitic Punch. I put one in for one mountain (leaving 21 lands total). The jump start really makes it work. You can toss it in the yard early on and just forget about it. Then later in the game you have reach on tap.

    If you draw it late you can really get people. I had one game where the opponent was at 18 life and tapped out with a Doom Whisperer in play. I had a Drake on six power. I sent a Beacon Bolt at his Whisperer, he scryed twice down to 14, then gravitic plus drake ended the game.

    Overall I won two games with a double drake attack and one where lava spike mode using it with a Phoenix closed out a race a turn early. I think another game or two the punch in the yard helped prompt a concession.

    I certainly wouldn't run two, but there's very little cost to running one and it does provide a unique effect.

    ETA: This deck is something else. My last four leagues were 5-0, 4-1, 3-2, and 5-0. The 4-1 league had nine consecutive wins before I lost both post sideboard games against the mirror.
    Posted in: Deck Creation
  • posted a message on Izzet Spells
    Eighteen feels greedy. Only testing would tell for sure.

    The 22 land deck sometimes plays like a control deck that turns the corner very quickly. You can also flood out surprisingly easily. It's to the point that I almost want a maindeck Niv-Mizzet, since untapping with him is almost always a win.

    I have seen versions of this deck that play the Enigma Drakes and Maximize Velocity. I've even seen Gravitic Punch in some builds. There's definitely work left to do in order to figure out the optimal phoenix build, but it'll be tier one eventually.
    Posted in: Deck Creation
  • posted a message on Mono-blue Tempo
    Quote from redtwister »

    Here is what feels like the core of the deck, based on how everyone is reporting their results, which only leaves a few slots.


    I agree on the core. The 100% common denominator is:


    Then the last 12 spots are:
    I like to keep things simple and fill the 12 spots with Nightveil Sprite, Opt, and Spell Pierce. I like the surveil on Nightveil Sprite quite a bit. Even without Curious Obsession, getting multiple swings in over a long game is helpful. It also dodges random Chainwhirlers and Justice Strike, for what it's worth. Warkite Marauder is better if you see a lot of flying blockers. Opt is just as good as Chart a Course at finding that one card I need out of the top two, and the casting cost and instant speed are both a big advantage. Spell Pierce has targets everywhere and is the ultimate tempo play.

    Exclusion Mage is great against most aggro decks. It's terrible against Golgari and against control. Classic sideboard card, in my opinion.

    I do think it's perfectly reasonable to mix up those twelve spots according to your preferences and your expected meta.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    That's a spicy meatball. I feel like cutting a Mist-cloaked Herald can't be right. I suspect this one goes to show the strength of the Curious Obsession/Dive Down package more than anything else. Still, a 5-0 is a 5-0.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Also, a flash league report for science:

    Loss 1 (white weenie): no obsession, turn 5 djinn (too slow)

    Win 1 (white weenie): turn 3 obsession, turn 6 djinn (exclusion mage great)

    Win 2 (white weenie): turn 5 obsession, turn 6 djinn (opp hand poor)

    Win 3 (lich's mastery): turn 3 obsession, no relevant djinn

    Win 4 (lich's mastery): no obsession, no djinn (great matchup)

    Win 5 (gb): turn 3 double obsession, turn 4 triple, no djinn

    Loss 2 (gb): turn 4 obsession (killed), turn 6 double obsession (one protection, then killed), no djinn (greedy one land keep developed too slow)

    Win 6 (gb): turn 2 obsession, turn 3 double, no djinn

    Win 7 (gb): no djinn, turn 6 obsession to no real effect (four 1-power rush + counter backup got there)

    Win 8 (gb): no obsession, turn 4 djinn (trickster 2 + djinn 5, 6, 7)

    Win 9 (jeskai angels/midrange): turn 3 obsession, turn 4 djinn

    Win 10 (jeskai angels/midrange): turn 4 djinn, turn 5 double obsession

    Note: "to no effect" means the card was played on the last or second to last turn when the game was already locked up.

    Wins:

    Obsession on turn: 3, 5, 3, none, 3, 2, none, none, 3, 5
    Djinn on turn: 6, 6, none, none, none, none, none, 4, 4, 4

    No obsession wins: 3
    No djinn wins: 5
    No obsession or djinn wins: 2
    Obsession by turn 3: 5 times

    Losses:

    Obsession in one, djinn in the other; in both cases loss was due to getting run over with good cards in hand. Once opposing rush, once choked on mana.

    Conclusions:

    Small sample size, of course, but I think it's fair to say that drawing obsession a lot helps you go 5-0. Lightning obsession followed by protection games are usually free wins. That said, it's still a big advantage even if the obsession doesn't start connecting until turn five.

    Of the non-obsession wins, I would say that one was purely a Djinn victory, one was an honest to god tempo weenie rush that gave me delver flashbacks, and one was an incredibly favorable matchup.

    I only played against one true aggro deck. That's usually the matchup where the djinn is most important, since you want to have on-board beef more than cards in hand.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Quote from Sikhter »
    [quote from="jacobk »" url="/forums/the-game/standard-type-2/deck-creation-standard/799704-mono-blue-tempo?comment=74"]Thanks for tuning the deck for us commons Smile I'm also preparing for weekend tournaments with this deck so I have a question:
    In a meta full of GB midrange and Red Aggro deck variants is it worth to maindeck Essence Scatter? If so, what could we take out, 1-2 Opts, or maybe one/two creatures? I like the 4x Spell pierce and Dive down so I wouldn't touch them.

    Thanks.


    Cool, good luck with the tournament!

    If you really want to pre-board for GB and red aggro you could also sneak in a couple of Surge Mares.

    For a modest lean, since I trim opt and spell pierce in both matchups I would do something like -1 opt, -1 pierce, +2 scatter. If the meta is actual 50%+ plus GB and aggro I'd go -2 opt, -2 pierce, +2 scatter, +2 surge mare. Either way when you sideboard remember to adjust the plan for the changed main deck (i.e. I usually use 2 opt and 2 pierce as the flex cards, here you would use the scatters and mares).
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Somebody's going to bust Arclight Phoenix wide open at some point.

    I have given up on the red splash. After trying out and scratching and clawing for 2-3 and 3-2 finishes then switching over to mono-U and cruising to 4-1 and 5-0 finishes I just had to admit it's not happening. The bottom line is that what we want to be doing with opposing early drops is ignoring them. When decks force us to deal with them it pushes us out of our comfort zone and makes the game tough. With the R splash I was almost committed to dealing with early drops.

    The added insult to injury was when I was staring at the Lightning Strike I brought in to replace Merfolk Trickster as my opponent went to town with his Adanto Vanguard.

    This is what I'll be rocking when our local pptqs swing around in a week or so:

    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Quote from redtwister »
    RE: UR, I am never one to sniff at having reach/removal in a tempo deck (23 points of possible burn feels good), but a couple of things worry me.
    1. Merfolk Trickster is surprisingly powerful at multiple points in the game. I like Flash/tap/threat + Wizard.
    2. Alongside that, 16 vs. 20 creatures... I feel like we end up with a lot of stuff in hand if they kill our early creatures and we don't catch up to them because Drake ain't no Djinn.
    3. Sometimes 20 lands already felt tight and going to two colors with no additional draw feels a little rough. I don't see how we don't end up at 21 lands and the prospect of being screwed off of R sometimes in a deck that already doesn't ever want to give up tempo feels risky.
    4. The curve feels slightly higher since you have to cast Ionize for 3, but often enough Retort is just UU, but that seems marginal.

    That said... This build looks to have a better game against Mono-R and Mono-W aggro, especially post-sideboard.

    Mission Briefing seems really, really interesting even for Mono-U as a 1-of. I like the idea of being able to choose something in the graveyard, it makes dropping a card off of surveil feel much, much better.

    Looking forward to the results of your testing though.

    You pretty much nailed it. The big issue between the Izzet version and the mono-U version is whether Lightning Strike is better than Merfolk Trickster. If the opponent plays Knight of Grace into Benalish Marshal, Ligtning Strike is amazing. If they play History of Benalia into Aurelia, not so much. Basically, with UR as configured you are even more dead to a resolved Aurelia/Lyra than you are with mono blue, and it's somewhat more likely to resolve. On the other hand, you have one turn to knock out an early Wildgrowth Walker before it grows out of control and you can shoot down a max size Jadelight Ranger. Lava Coil out of the side even gives you a fighting chance against turn two Steel Leaf Champion.

    Mono red is a lot more manageable, although you can still lose, especially if they resolve Experimental Frenzy. Being able to shock a Lavarunner/Steam-Kin and lightning strike a Chainwhirler feels good.

    Enigma Drake is no Djinn, but it does a better impersonation than the Thief of Sanity. It's fine early as a 2/4 blocker, and in the drawn out mega-grind matchups it's usually Djinn-sized. Where it falls down is in those games where you have nothing going on but Djinn. Sometimes having your literal first play be turn four Djinn with Dive Down backup followed by turn five Djinn with Dive Down backup can be enough to win a game. The Drake won't do that for you. The Drake shares the Djinn's problem of weakness against 4+ power attackers.

    The lands feel about right to me. You've got the opts and your nut draws can work off of two lands. Your curve tops out at three, even if ideally you play the Drake on four. Flood is super duper bad since we're mostly working on a 1-for-1 paradigm. I could see 21, but I think 22 would be too much.

    Shock should probably be in the sideboard (where it already exists as the Shivan Fire). We aren't aggro enough for going upstairs to feel good in the matchups where you can't kill anything with it. I'm leaning towards a couple Essence Scatter in that slot, although that might just be the Aurelia-based PTSD talking.

    I didn't feel the reduction in creatures that badly. Trickster is usually more of a spell than a creature. OTOH, I haven't run into one of those ultra-grind remove everything control decks yet.

    I'm surprised how often I find myself wanting to draw Mission Briefing. In the late game when I want to draw some instant, I'd usually be thinking "ok, best draw is x... or Mission Briefing." It always felt good to hold onto it as the last card in my hand. My sense is that it gets a lot worse in multiples, though.

    Overall I think Izzet has potential but needs tuning. Mono-U you either counter or race everything. Red gives you more options, which means more ways to go wrong in deck building.

    ETA: Actually, I'll give Syncopate a go in the shock slot. It's a sometimes 2 mana counter that can hit whatever. I mostly want some protection against people blitzing me out on curve.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Quote from kysg »
    [quote from="jacobk »" url="/forums/the-game/standard-type-2/deck-creation-standard/799704-mono-blue-tempo?comment=68"]
    How does it fare against graveyard hate?
    Deck feels awkward...feels like we are just a bad version of a UR drake deck.


    Haven't run into GY hate yet. If somebody wants to waste cards on that I'm all in favor of it. Our plan A is still to get Curious Obsession running and counter everything relevant the opponent tries to do.

    I've seen combo drakes with Arclight Phoenix and control drakes with Niv-Mizzet. I haven't seen a tempo drakes deck. The drake for this deck plays the same role as the djinn in mono-U. It's an emergency blocker who kills them before they kill us. The goal is to play a good tempo deck where the drake happens to be good instead of warping the whole deck around making the drake good.

    I'm not sure if it's an attainable goal but my initial experience with the burn package was positive.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Quote from kysg »
    I'd would be tempted to drop Wizard's Retort in favor of Ionize
    Also would remove guildgates since they would slow down the game.

    I think you're right about the Ionize. With only the four wizards in the deck Retort is full cost most of the time. We definitely care about the 2 damage.

    I think we want the guildgates. We still want to hit UUU most of the time since we will often have a key turn where we want to triple spell (some combination of obsession, dive down, spell pierce, or stormtamer activation). I found that having two tap lands in the deck, while not ideal, was manageable.

    Quick thoughts after running through a friendly league:
    • Enigma Drake is a little inconsistent. I think we want a few more proactive spells to fuel it. That said, he does always have the four toughness and sometimes the inconsistency means you have a 9/4 on turn five. Definitely plays well with Nightveil Sprite.
    • It's so relaxing to have real burn available. Whether it's sending a bolt over Niv-Mizzet to finish the game or cleaning the board after your opponent sneaked a creature past your counter shields, it just feels good.
    • I had a one-of Mission Briefing in over a spell pierce and it was surprisingly good. I finished one opponent off with the old bolt-snap-bolt routine, used it to rebuy a spell pierce, and even felt ok using it to mega-opt. I don't think you want more than one (certainly not more than two), but one copy offers a decent amount of value. Also meshes well with Nightveil Sprite and Enigma Drake.
    • Ral out of the side was fairly meh. I just may not have run into the right matchup for him, but it also hurts that we aren't like Izzet Spells where his -3 is just a Murder. Possible he should be a Fight with Fire for Lyra/Niv-Mizzet killing purposes. I could also see one Beacon Bolt doing work.
    • Lava Coil out of the side is fantastic. I actually managed to beat an Arclight Phoenix deck. Game one I finished him just in time with flashed back burn and game two I had Lava Coil for every phoenix.
    All that said, I think the red splash has potential. This is where I am with the list for now:


    Shocks over counters to help buff the Drakes. Ionize in over Retort for more burn to the face. One more mountain grudgingly added to help fuel the early burn.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    The black splash is great for the ability to attack the hand and kill creatures. However, the Djinn-shaped hole in the deck is very noticeable when you get stuck in a racing situation.

    What about the other GRN-supported splash? Red lets us kill creatures and gives us a variable power 4 toughness flier...


    Depending on how it plays out, once we're running both burn and counterspells (and opt, I guess) then Mission Briefing starts to get a little interesting. It's no Snapcaster Mage, but we do get decent mileage out of binning irrelevant stuff.

    The Drake won't be as high power as the Djinn, but even a 2/4 can deter early attacks. And we could reasonably get it to a 4/4 by the time we turn the corner. I'll try taking it for a spin at least and see how things go.
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Lol, I think Jacob missed my point. If you havent played the white splash, and you have just played the mono U version, all of the MTGO accolades you list are erroneous, as, its obviously not the same deck... So to say, this wouldnt work, or you wouldnt be able to cast that, in a vacuum, on a forum, having never piloted that specific version of the deck, that is the definition of playing theoretical magic Wink

    It seems like a splash is warranted, or, at least that seems somewhat indicated by the newer lists splashing for good black stuff. Maybe you guys should give it a try lol, instead of finding yourselves in positions that are auto-losses, or as Jacob said above: "That unstable feeling is kind of what you sign up for with a tempo deck. If you counter the right spell at the right time you win. If you don't or can't, you lose." Weird, how the splash versions, dont feel like that at all.

    Everybody else is able to play with the blue version and win. You apparently can't. It could be that everybody else in the world is lying about their results. MTG online and the SCG open are all engaged in a vast conspiracy to promote the sale of islands. Or maybe you should learn how to play the deck better before you start making wholesale changes.

    Your initial post identified a flaw in the deck that is actually a flaw in your playstyle. You then suggested a change that blatantly weakens the performance of the deck. You have yet to post a list or any results other than your own supposed playtesting.

    Could the current deck be improved? Probably, that's the purpose of the thread. I've played a lot of games with the black splash, though, enough to know that losing the Djinn really hurts. It's not something that will be made up by a six white source "splash" for double white cards.

    Before it's really worth playtesting a deck you have to have a competent mana base. Frank Karsten sat down and did the math for everybody: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/
    Posted in: Established (Standard)
  • posted a message on Mono-blue Tempo
    Someone did manage a 5-0 in a competitive league with the Dimir version:


    A little bit of a pirate theme, Lookout's Dispersal over Wizard's Retort, and Thief of Sanity instead of Tempest Djinn. The go-big package in the side looks like you can switch into almost a Dimir Control sort of shell. Interesting deck.

    ETA: After playing with the deck a bit, it feels like there's potential but it's not as well tuned as the mono blue version. Some thoughts on the card choice.

    Kitesail Freebooter: A++, best payoff for playing black, 100% would cast again. Just getting a peek at your opponent's hand is nice. Getting to pluck a card and sometimes even keep the freebooter alive? Amazing.

    Thief of Sanity: Meh. Suffers badly by comparison to Tempest Djinn. It's a great three drop with two caveats: (1) you can keep it alive, and (2) you can keep yourself alive). When you drop the djinn it usually means the opponent has to take a turn off from attacking because of the big body. Every deck in the format attacks right through Thief of Sanity, and it dies to everything. If it gets a free run at the opponent it will usually spiral out of control, but even that isn't guaranteed. I'd rather be getting an extra 3/4/5 points of damage than picking a card up from my opponent's deck--I'm more likely to be constrained on mana than cards anyways. This feels like a sideboard card.

    Dreamcaller Siren: big old tempo swing. Very nice.

    If I try this deck out again it will probably be something more like:


    Fathom Fleet Captain gets the "spiral out of control" spot. He deters attacks to some extent and if allowed to run wild he will fill the board with pirates. Untapped tokens should be a big help in a race. He gets down a turn earlier than Thief of Sanity and he doesn't cost any of our precious blue mana. This makes it much easier to cast him and hold up protection.

    Land count is a little aggressive (average CMC of 1.6 would usually be 21 lands) but I think it's ok between the opt and the curious obsession. It's also not like we always want Dreamcaller exactly on turn 4.

    Like I said, pure theory. The Freebooter is so sweet that there ought to be a good Freebooter/Obsession deck in the format if we can find it.
    Posted in: Established (Standard)
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