DeckMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Lands (24) 2 Blast Zone 2 Celestial Colonnade 3 Waterlogged Grove 4 Flooded Strand 3 Misty Rainforest 1 Hallowed Fountain 1 Breeding Pool 1 Temple Garden 5 Snow-Covered Island 1 Snow-Covered Plains 1 Snow-covered Forest Planeswalkers (5) 2 Teferi, Time Raveler 2 Jace, the Mind Sculptor 1 Teferi, Hero of Dominaria | Removal (7) 4 Path to Exile 1 Winds of Abandon 2 Blessed Alliance Counters (6) 4 Force of Negation 2 Cryptic Command Consistency (6) 4 Opt 2 Sleight of Hand Creatures (12) 4 Ice-Fang Coatl 3 Snapcaster Mage 2 Vendilion Clique 2 Restoration Angel 1 Mystic Snake | Sideboard (15) 2 Celestial Purge 2 Surgical Extraction 4 Rest In Peace 1 Vendilion Clique 2 Dovin's Veto 1 Blessed Alliance 1 Timely Reinforcements 2 Settle the Wreckage |
Faced Mono Red Phoenix (2-1), GR Titanshift (2-0), Mono Red Blistercoil (2-0), Altarvine (2-1). The list is working the way it’s intended to do.
About Growth Spiral, I already pinpointed the problem with the card: moving between turns 2-4 doesn’t apport much to us, most of the time.
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Force of Negation is the new Force of Will - just hit the Altar and they become a bad dredge deck. A few FoN and a pair of surgical in the main, coupled with a trio of Rest In Peace out of the board should bring that match closer to even without auto-losing to the rest of the format.
Also, Karn isn't doing you any favors in your bad matchups either, especially the ones you seem worried about the most, the GY-Aggro matchups. Spending two turns and 5 mana over turns 4 and 5 on a grafdiggers cage is a losing recipe, and then you're stuck with the crappy situation of deciding between leaving your Cage in the board or having dead Karns.
I feel like it's beating a dead horse at this point, but Karn is awful in UW. Think about how much better your GY-aggro match would be if you had the space for 3 Rest in Peace in the board.
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It's not just fetching a snow-basic turn 1, it's fetching a snow-plains - we want to cast logic knot on turn 2 and we have triple blue spells we'd like to cast on curve as well. By the time you factor in 4-5 colorless sources in the deck, you ideally don't want to be fetching plains in there first 4 turns unless you think your opponent is on blood moon.
I think it's better than Oust after turn 1 though, since you can fetch snow-island after having fetched your first shockland.
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If you read back a little further you'll see that I suggested that in order to play a 26 land version I would cut all Serum/Opt in favor of Heiroglyphs. Losing out on the scry absolutely does hinder your ability to cast colored spells.
You're also not considering how many hands with a fetch (or any dual) plus a colourless land are keepable, of which there are many. Every time you add a colorless source, those combinations go up. So while adding a single colorless source in place of a spell doesn't change the odds in a hypergeometric vacuum, the game of magic isn't played in such a vacuum.
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Esper Charm is always good, I don't think there's anything about the current meta that makes it better than usual. I'd say charm gets better as the format gets slower and I don't think that's the case; with the new mulligan in effect everyone is trying to combo-kill as fast as possible.
I'd like to hear an argument for why Push is good right now too. I don't see much of an argument over why Push is better than Condemn currently; there aren't a ton of ability-creatures right now, most decks are attacking to win. Condemn is much better against Titan decks, much better against pheonix, better against dredge etc. Bob, Teeg and pyromancer aren't running the format rampant so I wouldn't say push is especially well positioned either.
There isn't really a good reason to be Esper over UW right now. It's just a style of deck that everyone loves and when it gets any share of coverage people get a little over zealous.
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So do you need Minamo? Well it definitely makes ojutai better, but I would spend money on colonnade before Minamo.
If you do decide to go ojutai, give blessed alliance a shot. It works as both removal and protection.
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Of course uncounterable is worth more than 2 life in most scenarios, but it's not a strict upgrade over negate in decks with quadruple color requirements and multiple colorless sources. You're going to want negate more often against aggressive strategies so that you can double spell earlier and against controlling or combo decks you're going to want Veto. This makes me think that the first obvious spot for Veto is replacing some number (maybe all) of negate in the sideboard.
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Thanks for all the advice, I'll take it into consideration.
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I think I've got enough matches under my belt (around 75) with this deck (control like annhilators) now to make a statement about it's power level - On an absolute judgement - the deck is strong enough to play with the big boys. On a relative judgement - The difference between UW control and this deck is not substantial enough across matchups to warrant giving up points in the burn match (via a worse manabase). UW and Bant pretty much feel the same in most matchups outside of control mirrors where Bant feels miles better , and slightly better against tron but not enough to make it a favourable matchup.
My conclusion would be to keep an eye on the meta and new cards; if burn stops being such a huge force in the meta or if we get some new 1cmc toys then this deck could be a good option over UW miracles.
I'll keep checking in here with you guys but I think I'm going back to UW control for now and trying to figure out if 1 RIP and 2 Relic of Progenitus belong in the main.
cheers.
3 Celestial Colonnade
3 Hinterland Harbor
2 Glacial Fortress
4 Flooded Strand
3 Misty Rainforest
2 Hallowed Fountain
1 Breeding Pool
4 Island
1 Plains
1 Forest
Planeswalkers (5)
3 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria
4 Path to Exile
1 Condemn
4 Terminus
Counters (9)
2 Spell Pierce
2 Logic Knot
2 Negate
3 Cryptic Command
Consistency (13)
3 Opt
3 Serum Visions
4 Growth Spiral
1 Search for Azcanta
2 Snapcaster Mage
2 Rest in Peace
2 Dispel
1 Celestial Purge
1 Condemn
1 Spell Snare
2 Ceremonious Rejection
2 Negate
2 Vendilion Clique
2 Timely Reinforcements