something I started to look at before I sold off my collection was trash for treasure. I never got around to serious testing with it but the only deck I kept was my restore balance. with the posts and adding a couple wurmcoils it could be an engine worth looking into
nature's claim vs. seal of primordium I like the fact you can float a green to blow out a blood moon with nature's claim. But I also like the fact that if a n opponent went chalice on turn two putting one counter on it seal can still be played and blow that out.
gaddock teeg what are you using him for if you are and is there really a point most decks have path and just save it for when he arrives I understand he is good against cryptic command which can lock the deck out but he seams to fragile.
Hary I have a wish package in my sideboard and it is working well so far. I am drawing consistent wins in solitaring the deck. On another note emrakul may not make my list at all with the addition of red you have tendrils you can play as well as lab maniac so he really just takes up extra slots and is at least a two of. In a case of running two I would rather just add a wish package that allows me to kill my opponent on the spot and have an alternate win con in game one as well. On another note lab maniac is very safe after you are going off. You will have counters for all their removal and be able to respond by casting additional brainstorms and just win on the spot. He is probable the hardest win con for the to deal with. If that fails I will just wish for a tendrils and kill them. The only thing I have found so far is I want to add one more Omniscience so I can use Intuition on it.
I will go over some sideboard choices and what the uses of each are.
circle of protection red: With a leyline and COP red we should never lose the match to mono red. Archangel was also put in to help us with aggressive decks.
leyline of sanctity: Almost single handly stops mono red. Also stops discard and allows us to keep our cascade cards in hand.
Ricochet Trap: A must vs. control it's like a pyroblast in legacy. We are playing combo and this is a card that allows us to set up and go off.
Kitaki wars wage: Can dismantle affinity without an answer. Also stops eggs from flooding the board with their combo pieces and setting up. Really want to find ways to stop eggs because our normal line of attack will not work.
ethersworn canonist: Shuts us off but slows other combo decks as well giving us time to win. This may not be our best line of attack but eggs is a real deck.
wheel of sun and moon: While rest and peace is new and shinny it cuts out gifts package and after much thought this is still the way to go. Making eggs deal with multiple threats helps us get through their echoing truths. This card deals with reanimater as well. I wouldn't bring it in vs. snapcaster stick with the plan there and wreck their board.
Choke vs. bloodmoon: With the banning of bloodbraid elf thir is a lot less decks that make bloodmoon viable. I see choke good against control and twin combo. If you become way ahead and need less disruption to go off. Any blue deck will use counters too stop this from hitting the board.
Dismember: infect is very fast and we need some sort of early game against it. Life loss won't matter in this match up. Casting this and wreaking thier day is good. We really just need time to put together our combo.
Aven mindcensor: Can stop fetches and draw out counter magic. Very good vs. pod decks and probable the best card we would have vs. them. Stops eggs from finding their lotus bloom which they will need in order to go off.
riftwing cloudskate: after a cascade it's a body but the main pupose was to deal with stuff that stopped our combo. Beast within just seams to do the job better and takes out early lands to make your opponent devot to the board. Plus a 3/3 is a nice body.
timely reinforcements: I have moved this card around a ton and still not sure where I want it. Blockers and life gain is just nuts. Great vs. mono red and decks such as boros that have a hard time with the blockers.
ravenous trap: a card they don't see coming and probable our best card vs. eggs. Also good vs. pyromancer's ascension decks. Problems are it takes up multiple sideboard slots and we need it in our hand at the right moment.
thorn of amnesty: great vs. combo slowing them down. Unless they can bounce it the moment it comes out. On another note it will slow us as well bring it in situations your opponents need multiple spells to go off.
stoic rebuttal: A counter we don't cascade into and in some situations get to cast it for 2.
loaming shaman: can be a reanimate target in a mill situation can reset your deck and give you a body to fight with. Can also put your restore balance back and give you another combo target.
firespout: with firespout or clique it's really up to your meta if your in a heavy meta of aggro firespout is better. If control is around use clique to rip counters out of there hand before attempting to go off.
In response to the deck being bad vs. counters there are many spots the deck gets to fix that. Attempting to go off end of turn and not being able to is a thing. But I have so many times gone off on my main after I was able to untap. So I wouldn't say we are weak to counters. No more than anyother deck a matter of a fact I would say that as far as combo goes we are well placed to fight a counter war with our sideboard and mainboard choices.
I agree with souls being very strong unfortunitly I don't think its as good as timely reinforcements my reasoning is that the extra life gain is very solid vs mono red which is well placed in the current meta. On another note lingering souls vs. midrange will give you many more blockers. I would like to point out that your list is very fragile to control decks. With ten cascade spells and all the posts you are running maybe losing a couple posts and adding a few lands would fix your mulligan problems. I doubt with ten cascade spells you would really need to mulligan which just makes serum powder a bad card that you really never want to play. maybe add another win condition in it's place such as march of the machines I would try this and see if it works better for you.
Rickstar you are correct in the fact you can discard your rites package after a balance. Sabin all I see from posts is what if and no one testing decks this deck has been tested and done very well. It's a starting point and I could care less what version you play.
First off you are correct in the fact that jace was used in the past. We disscussed this for a long time trying to find a better replacement for him. Ajani V was also used and still is. March of the machines was the budget version and in no way the optimal plan of attack. If you look back I had posted a deck that used gifts ungiven this was my replacement for not having jace and is so far the best/fastest way to win or lock down the game. Charbelcher is going to have you devoting everyturn to tapping out after you have gone off. Not to mention in many cases is only going to deal a couple of damage. If you have to activate charbelcher more than once to win the game its a bad card. On another note the deck is bad against one kind of hate and that is artifact hate so if you are hoping to win off of an artifact you are making yourself weaker to that hate. The deck is going to have problems against jund which is a big contender right now. Thing that work for you is the fact most people don't know what you are doing and put you on some sort of time sieve deck. Please if you are serious about this deck look back at older posts there is a lot to learn about why cards were choosen and what they bring to the table.
This was the last list I was working with it's very solid give it a go and you'll start to see how the deck works. On another note Thieves' fortune is the real deal it truly is the draw card for this deck it allows you to not draw your restore balances and at the same time puts them back into your deck unlike thirst.
people are giving such bad suggestions. Try the list's previously given before you start to redo the entire list. I do think bloodmoon deserves a main deck slot and that vessel is interesting but it takes a boarderpost slot and that is really bad. charbelcher should never ever even be a thought. It's a control deck not a combo deck
I played a much similiar list this last weekend at scgvegas. But before I did, I noticed their wasn't much said about the deck not to mention the majority of people I played it against had no idea what I was playing. Very few people knew anything of the deck, yet it performed rather well seeing as I was able to lock out many of my opponents. Things I was actually unhappy with was the lack of additional Enlightened Tutor this card was a house and while it didn't draw me the card I could grab a top or my missing combo peace. I was not impressed with terminus in the deck either swords seamed to be enough against most decks to do exactly what I needed. Energy field is hands down nuts in some match ups but in any match where they have abrupt decay just seamed to slow me down. I am interested in working on this list more and appreciate the input.
gaddock teeg what are you using him for if you are and is there really a point most decks have path and just save it for when he arrives I understand he is good against cryptic command which can lock the deck out but he seams to fragile.
- 1x Tendrils of agony
- 1x show and tell
- 1x enter the infinite
- 1x petals of insight
This is my current sideboard I am curious what is working for others out there and what is not thanksI wish. But unfortunitly you really want to be able to bounce your lands and use borderpost as your land drops instead.
1x Iona, shield of emeria
2x Ajani Vengeant
3x firespout or/vendilion clique
1x unburial rites
3x gifts ungiven
3x restore balance
4x ardent plea
4x violent outburst
4x greater gargadon
1x thirst for knowledge
3x thieves' fortune
3x beast within
1x plains
1x mountain
4x scalding tarn
4x arid mesa
1x steam vents
1x hallowed fountain
1x stomping grounds
4x wildfire borderpost
4x wildfire borderpost
I will go over some sideboard choices and what the uses of each are.
circle of protection red: With a leyline and COP red we should never lose the match to mono red. Archangel was also put in to help us with aggressive decks.
leyline of sanctity: Almost single handly stops mono red. Also stops discard and allows us to keep our cascade cards in hand.
Ricochet Trap: A must vs. control it's like a pyroblast in legacy. We are playing combo and this is a card that allows us to set up and go off.
Kitaki wars wage: Can dismantle affinity without an answer. Also stops eggs from flooding the board with their combo pieces and setting up. Really want to find ways to stop eggs because our normal line of attack will not work.
ethersworn canonist: Shuts us off but slows other combo decks as well giving us time to win. This may not be our best line of attack but eggs is a real deck.
wheel of sun and moon: While rest and peace is new and shinny it cuts out gifts package and after much thought this is still the way to go. Making eggs deal with multiple threats helps us get through their echoing truths. This card deals with reanimater as well. I wouldn't bring it in vs. snapcaster stick with the plan there and wreck their board.
Choke vs. bloodmoon: With the banning of bloodbraid elf thir is a lot less decks that make bloodmoon viable. I see choke good against control and twin combo. If you become way ahead and need less disruption to go off. Any blue deck will use counters too stop this from hitting the board.
Dismember: infect is very fast and we need some sort of early game against it. Life loss won't matter in this match up. Casting this and wreaking thier day is good. We really just need time to put together our combo.
Aven mindcensor: Can stop fetches and draw out counter magic. Very good vs. pod decks and probable the best card we would have vs. them. Stops eggs from finding their lotus bloom which they will need in order to go off.
riftwing cloudskate: after a cascade it's a body but the main pupose was to deal with stuff that stopped our combo. Beast within just seams to do the job better and takes out early lands to make your opponent devot to the board. Plus a 3/3 is a nice body.
timely reinforcements: I have moved this card around a ton and still not sure where I want it. Blockers and life gain is just nuts. Great vs. mono red and decks such as boros that have a hard time with the blockers.
ravenous trap: a card they don't see coming and probable our best card vs. eggs. Also good vs. pyromancer's ascension decks. Problems are it takes up multiple sideboard slots and we need it in our hand at the right moment.
thorn of amnesty: great vs. combo slowing them down. Unless they can bounce it the moment it comes out. On another note it will slow us as well bring it in situations your opponents need multiple spells to go off.
stoic rebuttal: A counter we don't cascade into and in some situations get to cast it for 2.
loaming shaman: can be a reanimate target in a mill situation can reset your deck and give you a body to fight with. Can also put your restore balance back and give you another combo target.
firespout: with firespout or clique it's really up to your meta if your in a heavy meta of aggro firespout is better. If control is around use clique to rip counters out of there hand before attempting to go off.
In response to the deck being bad vs. counters there are many spots the deck gets to fix that. Attempting to go off end of turn and not being able to is a thing. But I have so many times gone off on my main after I was able to untap. So I wouldn't say we are weak to counters. No more than anyother deck a matter of a fact I would say that as far as combo goes we are well placed to fight a counter war with our sideboard and mainboard choices.
I will try to talk about match ups next:
2x unbariual rites
3x restore balance
4x ardent plea
3x Thieves' fortune
1x thirst for knowledge
4x violent outburst
3x beast within
1x terastadon
4x greater gargadon
3x vendilion clique
1x stomping grounds
1x hollowed fountain
1x R/U shock
1x mountain
2x island
1x plains
4x arid mesa
4x scalding tarn
1x terramorphic expanse
4x firewild borderpost
4x fieldmist borderpost
This was the last list I was working with it's very solid give it a go and you'll start to see how the deck works. On another note Thieves' fortune is the real deal it truly is the draw card for this deck it allows you to not draw your restore balances and at the same time puts them back into your deck unlike thirst.
rest in peace+Helm of Obedience=win
Caleb Durward's list
5 Island
3 Plains
2 Arid Mesa
1 Dust Bowl
4 Flooded Strand
1 Glacial Fortress
1 Misty Rainforest
1 Scalding Tarn
3 Tundra
1 Karakas
4 Sensei's Divining Top
3 Counterbalance
2 Detention Sphere
2 Energy Field
3 Rest in Peace
4 Brainstorm
2 Counterspell
1 Enlightened Tutor
4 Force of Will
4 Swords to Plowshares
1 Entreat the Angels
4 Terminus
1 Helm of Obedience
1 Pithing Needle
1 Aura of Silence
1 Luminarch Ascension
1 Counterspell
1 Path to Exile
2 Spell Snare
3 Vendilion Clique
2 Jace Beleren
1 Supreme Verdict