I like the unsummons and ponders because they cast for so cheap, are both turn one options which can help in the early game when the deck is more vulnerable.
I would say that 3 sphinx may be too many, since it is a dead card in your hand untill turn nine or so. If I had another Jace 2.0 I would play him, and hopefully will pick one up this weekend. Right now I am only running one
Sounds like nice suggestions guys. Resounding Wave is great. I currenty have very little cards from Alara Block, but will add this to my list of things to pick up along with Courier's Capsule.
Being able to bounce resolved threats is great because it alows you to play mind games with the opponent. Lets say you have the counter but alow them to resolve, then next turn bounce and swing in. If anything it is almost another counter, just different timing.
1x Jace,the Mind Sculptor
Creatures
3x Sphinx of Jwar Isle
3x Calcite Snapper
Counter
4x Cancel
4x Essence Scatter
3x Negate
4x Mindbreak Trap
4x Traumatic Visions
2x Summoner's Bane
4x Into the Roil
Draw
4x Treasure Hunt
Land
4x Gargoyle Castle
4x Halimar Depths
4x Quicksand
1x Scalding Tarn
2x Misty Rainforest
9x Island
4x Spreading Seas
1x Gather Specimens
2x Pithing Needle
4x Kraken Hatchling
4x Flashfreze
Also, how do we deal with threats like Terra Stomper?
What about a couple mindsprings? Late game they can refuel your whole hand?
I will probably go with 2 treasure hunts or 2 capsules though in addition to the 2 ponders,
1x Jace,the Mind Sculptor
Creatures
2x Sphinx of Jwar Isle
3x Calcite Snapper
Control
2x Gather Specimens
Counter
4x Cancel
4x Essence Scatter
3x Negate
4x Mindbreak Trap
2x Summoner's Bane
4x Into the Roil
4x Unsommon
Draw
2x Ponder
Land
4x Gargoyle Castle
4x Halimar Depths
4x Quicksand
1x Scalding Tarn
2x Misty Rainforest
1x Magosi, the Waterveil
9x Island
4x Spreading Seas
2x Bojuka Bog
1x Pithing Needle
4x Kraken Hatchling
4x Flashfreze
I like the unsummons and ponders because they cast for so cheap, are both turn one options which can help in the early game when the deck is more vulnerable.
Has anyone tested Traumatic Visions yet?
Being able to bounce resolved threats is great because it alows you to play mind games with the opponent. Lets say you have the counter but alow them to resolve, then next turn bounce and swing in. If anything it is almost another counter, just different timing.
1x Jace,the Mind Sculptor
Creatures
2x Sphinx of Jwar Isle
3x Calcite Snapper
Control
2x Gather Specimens
Counter
4x Cancel
4x Essence Scatter
3x Negate
4x Mindbreak Trap
2x Summoner's Bane
4x Into the Roil
4x Aether Tradewinds
Draw
2x Mysteries of the Deep
Land
4x Gargoyle Castle
4x Halimar Depths
4x Quicksand
1x Scalding Tarn
2x Misty Rainforest
1x Magosi, the Waterveil
9x Island
4x Spreading Seas
2x Bojuka Bog
1x Pithing Needle
4x Kraken Hatchling
4x Flashfreze
Thoughts...