Venser, the Sojourner is my favorite card, because it speaks to me from multiple angles.
First and foremost, I love blink effects. Something as small as a blink can change the way a lot of things operate, by repeating enter-the-battlefield triggers, rescuing your mind-controlled or perpetually-tapped creature or other permanent, or even just giving something pseudo-vigilance. Or, perhaps in a cube, you can do something nasty like blink a wincon and proceed with a wrath - or even nastier, an Upheaval - and continue onward uncontested. It's a lot of versatility, making Venser's first ability elegant, even though it's incredibly simple.
Venser's second ability is perhaps a bit confusing to a control deck trying to abuse his +2 with the likes of Wall of Omens or Mulldrifter; why would you ever use this ability? I always believed this is because Venser was designed for the BantPod deck when it was standard legal, a midrange monstrosity that abused etb triggers and eventually amassing a huge board. With Venser, you can build up advantages until you can simply overwhelm your opponent; a -1 with "Creatures are unblockable this turn" could just as well read "win the game" in the right deck. I enjoy cube, and find Venser doesn't need to use this ability to be good, but having the option allows him to fit in more decks than many other planeswalkers who don't have as straightforward abilities as "Draw a bunch of Cards". For this reason I think he trumps most other guys outside the Lorwyn 5. Both the +2 and -1 can work together, but they don't need to.
Venser's ultimate is incredibly powerful - a little wonky, to be sure, but powerful. Spells giving you free, colorless exiles is exceptionally good, and cantrips like Preordain suddenly become incredibly valuable. If you have a Batterskull on the table, you're in amazing shape. And this isn't an ultimate that takes forever to get to, either.
Venser is far from the best card, or even best planeswalker in MTG. But, all three of his abilities are potentially powerful, which lead to enjoyable experiences every time I play it. Because Venser's abilities require a little bit of planning, I find that deck construction with him becomes quite interesting; some already good cards gain additional value, some strategies suddenly have an entirely new angle when he hits the field. Being able to think ahead and see real benefits of that planning make playing the card a very rewarding experience.
I'm not sure how many Mentors are really appropriate, though, since it seems when you're crackin' that shrine to get 1/1s, you're already set up for your win.
I guess there's also Shrine of Piercing Vision, although without blue it's not going to help you very much. Gambit would help it along, though. Maybe you could splash a little blue for Ponder and SB a few negates or something?
8 U/W Duals
6 Island
5 Plains
4 Ghost Quarter
1 Isolated Chapel
1 Drowned Catacomb
1 Swamp
Creatures (10)
2 Phantasmal Image
3 Blade Splicer
3 Stonehorn Dignitary
2 Sun Titan
4 Ponder
4 Forbidden Alchemy
4 Mana Leak
3 Oblivion Ring
3 Day of Judgment
2 Dismember
2 Venser, the Sojourner
1 Karn Liberated
1 Batterskull
4 Grand Abolisher
3 Timely Reinforcements
2 Hero of Bladehold
2 Dissipate
2 Spellskite
1 Day of Judgment
1 Stonehorn Dignitary
Opponents were Heartless Summoning (2-0), Kuldotha Red (2-1), U/W/b Blade-Control (0-2), Pod (2-0) and U/W Humans (0-2). All were pretty interesting games -- I was very surprised by K-Red showing up, and it performing as well as it did. I had expected to do better in my Humans matchup, although when I surprisingly made top8 (apparently a lot of people had a few losses under the belt), I got my revenge on that same U/W Humans deck (2-1).
Heartless and Pod seemed largely in my favor. Both decks are slow enough that I can establish really good position, and with my removal and Sun Titan interaction I can out-slug them. I'm not sure if I sideboarded vs Heartless -- maybe took out Dismembers for Dissipate? Although I'm not sure if that's the right call, because being able to Dismember his Titans is pretty neat too. Vs. Pod I lost Splicers and Batterskull for Spellskites and Dissipates. Never saw the Dissipates but Spellskite was amazing at eating removal meant for Venser and Pals.
K-Red, game 1, blew me up with goblin grenades, brimstone volley, all after a successful turn 1 Rebirth. But the following games, my timely reinforcements and batterskull were too tough for him to overcome. Spellskite was hugely important in this matchup, since it ate burn like a pro. Games 2 and 3 I was at maybe 6-7 life when I won. I took out Dismembers, Karn, and I think Alchemy for the extra day, stonehorn, the timelys, and spellskites.
Control, in general, tears my mainboard apart. Venser isn't a top card against control IMO anyhow, and trying to combo with him is exceptionally difficult against as much permission these guys can load up on. Stonehorn is a laugh in this match. Game 2 I threw in Heroes and Abolisher, as they're nice threats - but I made the mistake of continuing to play Forbidden Alchemy in this matchup, which meant I had to choose between getting Karn, Hero of Bladehold, Blade Splicer and Grand Abolisher. Ditching threats you can't recur really, really hurts. Anyway, I'll try using the aggro sideboard again - without Alchemy - next time I get a shot.
U/W Humans is always a tough matchup. But here, Stonehorn is great. As I said I had expected to perform better; admittedly, I drew a motherload of land first two games with this dude, and the second time in the top 8, I did eventually win. But, as I'm playing Stonehorn specifically because I want to be really good against aggro, in exchange for losing so hard to control, I want to do better...so I am absolutely considering tweaks.
The U/W Humans games in top 8 were ridiculous, though. I lost game 1, but came back game 2 by freeing a Venser from an O-Ring, blinking a Sun Titan, casting day to wipe the field, and having Titan return with Image and more bullcrap to give me just enough material to win. He was prepared to make blocker tokens with Moorland Haunt on the following turn, but with Venser's -1, I swung for lethal without giving him a say.
Game 3 was much more in my favor - landing Venser to a Day'd field, and then racking up Stonehorn triggers. I looked up prior to the match about stacking multiple triggers (as I had a Venser in play, when I played Stonehorn and then Blinked him, this accumulated to my opponent having to skip his next two combats - yes, this is the official ruling). There was some arguing but the judge finally ruled in my favor after looking it up. My opponent, though clearly frustrated, was still a good sport.
Eventually I sacrificed Venser to get an emblem (he did take a bit of damage), and just cast more stonehorns and images to steal combat, exiling everything important in the meantime. He scooped when I landed a Sun Titan recurring two images, where his field was two plains.
This Humans player was very skilled. I'm not sure if I was lucky, or his was an uncommon game or what. There were also some plays were probably questionable from both sides, but it was a weird match. At any rate it was fun, and it felt very rewarding to me as a player and a deckbuilder to get that win.
Forbidden Alchemy and Ponder are, IMO, a must if you want to do the Stonehorn lock. They're also just really good cards to consider playing anyway. Things felt very consistent. The three black sources were sufficient in getting Flashback online, and I didn't really have any issues mana-wise. Ponder helps me get the land I need - Alchemy lets me skip land when preferable. Alchemy is great at getting Images and Blade Splicers ready for Sun Titan, and it also helps me dig for Venser or Stonehorn. Useful stuff.
Now, you may have noticed I have no Gideon Jura in my list. A lot of people have been telling me that he's not as strong as he used to be, and I think I agree. Many times - in this strategy, at least - he's done little for me apart from be a 3WW Holy Day. While Stonehorn is very similar, he at least advances my overall gameplan to link-up with Venser. And, the 1/4 blocker on the following turn is also useful. Stonehorn can also be cloned - Gideon cannot. And as a finisher, I'm not getting any virtual card advantage upon playing him, as I almost assuredly do with a Sun Titan.
As I see it, most aggro decks are going to fill the board with so many powerful threats that they can swing for lethal in only a few turns. And, since they could close out a game with so many creatures individually, they just grow to absurd amounts of power unless you blow up the field. While Gideon is still an absolutely amazing card, I'm not sure if he's proper for this specific deck, which is, hell, sometimes slower than Solar Flare.
Anyway, comments and criticisms are welcome. I'm eager to know what successes you folks have had, and what ideas you have in store for Venser. I really want to keep playing this guy.
Unless they decide to make non-DFC werewolves.
It's a pretty cool deck, and our matches are pretty even too.
Regardless, this game is for AGE 13+! That he was even allowed to play is an absolute travesty.
Anyway, I think magic was always intended to be more about exciting fantasy crap rather than a pure test of skill - there are better games for that. And, I personally find combat steps more thrilling than the alternative.
Maybe some nuance has left recent cards. But if MTG were a movie, I wouldn't say it's exactly Michael Bay material until "Explosion" is a creature type.
That's a really good point too. Sun Titans can always recur a Splicer, but until that point/if you don't have any, that's probably not the best way to play out your cards.
I agree, the loss of Sea-Gate Oracle was pretty huge. And, it does seem like a poor climate for Venser, considering to justify 5 CMC you want a powerful effect as soon as he comes down. I'd take a Sleight of Hand that gives +2 loyalty. A 3/3 from Blade Splicer is decent, but that means I have to run Blade Splicer. Stonehorn locks are neat, but that means I have to run Stonehorn Dignitary. While they can be okay cards, the interactions can be disrupted, and what am I left with then? If I successfully played a Sea-Gate Oracle, I at least got a card back.
I'm going to continue with tap-out lists that include Venser. Currently my list is more midrange control, and I think I'm just going to use him as a singleton. I have enough cards to interact with him to get benefits, but I don't want to have to rely on him right now.
While it's true Tumble Magnet has endurance, and can be reset, I was simply considering mana cost. Sometimes aggro won't care about 1 creature getting tapped on turn 3/4. Two creatures earlier, and with another use, could buy enough time to draw that DoJ.
However, if you're running other cheap removal, i.e. Gut Shot or Dismember, you can probably just use that for turns 1 and 2 and still drop Tumble Magnet turn 3.
I've noticed the U/W permission list to be a toughie for Venser, since we want to tap out often, and getting all our stuff countered can be annoying. I'd suggest getting some Dissipates and/or Negates in the SB to help this matchup, but that won't help your game 1, obviously.
Actually, I'm thinking Venser is best sideboarded out entirely against most control decks. I think Karn Liberated is much better-suited to that match, since I think it's possible for Venser to come into an empty field. Karn will at least be able to impact things from the get-go, alone.
Do you really find swords to be worth it in the SB? Honestly, I wouldn't bother if not mainboarding, but that's just me. Personally I'd consider these other cards I've mentioned to help that control matchup.
As far as that game 1 vs U/W goes...I'm not sure there's much MB work you can do without changing your overall gameplan. You might have to accept that as a bad matchup?
You play Venser in a deck that is already using cards that he'd apply himself to. You don't just throw him in U/W and complain he's not a Titan. If you have no permanents he can interact with, then you probably lost the game anyway, because somehow you have no creatures or artifacts by the time you have 5+ mana and can play him.
Maybe Koth gets a Ratchet Bomb and similar goodies. I do believe he ought be mono red, though.
Okay, you're right. That was unfair.
However, I do think some players are intimidated by how quickly they can get blown out of the water by some fast combo.
I was under the impression the cards still came from wotc at some point, and interest in their game still brings customers, which is regardless in their favor. But I suppose I don't really understand the intimacy of it all.