The problem is that Think Twice isn't a digging or filtering card. The purpose is card advantage. Telling Time is pretty sweet for fixing your hand but isn't that what teachings is for?
One of my new list which might be ready for testing.
I like the addition of double negative. I dream of terminating something in reaction to a spell to goad a counter and then double negative the counter and the first spell for a 3 for 2
I've always been a fan of Seedborne Muse in a control shell. She's silly powerful. And having a 4 Butt makes her a little less fragile.
I sort of like her too because you can tap out and then still have mana up for countermagic. The only problem is that she costs a lot of mana and people can still screw you over with instants. Maybe She would be good friends with Teferi?
If I am reading this right then all decks are combo decks. All decks want to draw a series of quality cards and then use them to win, right?
I think that the difference is how you draw. Aggro decks seem to just want to top deck some business and combo/control decks use actual draw spells to make a chain.
I think that we might just be looking at this too abstractly. The further we step back the more everything is going to look the same.
This isn't true at all. The point of Teachings is to draw all of the relevant cards in your deck systematically over the course of however many turns it takes. To the untrained eye, it's a lot of stall tactics. To someone who understands the deck philosophy, it's a gradual combo deck.
Can you expand on this a little more? I think I understand what you mean but I'm still a little confused about the relationship between teachings and combo decks.
Is this thinking correct? A combo deck wants to create some condition that will cause them to win and a control deck gradually builds up to that position through card advantage and the flexibility to draw into/teachings for blowout cards from their deck?
I saw some interesting tech from the spellweaver helix thread that might fit somewhere in the sideboard if room could be made (which to be honest isn't likely). I was wondering what everyone thinks about zombie infestation as a surprise plan out of the board. In theory control decks will board out their sweepers for game 2. Under this assumption you could teachings->gifts with the pile snapcaster,dawn,loam,zombie infestation and then proceed to swarm them with dudes. It get's even sweeter if you can get it online without having to wait to gifts for the combo out of luck.
So any thoughts on dispel? Like I said, I play against a lot of path to exile and lightning bolt which makes holding on to teferi difficult at times.
one and two mana counterspells are sweet because they are easier to cast straight off a teachings on the stack
Lastly, anyone have any good ideas for taking care of aether vial? It's essentially meant to counter control (being able to vial in creatures is unconterable). I suppose I could use more removal, but I'm wondering if anyone has any better ideas.
I think it would be hard to make aether vial work because you don't have a bunch of low casting cost creatures like in merfolk. If you are worried about your creatures getting countered wait till you have to extra mana and a remand in your hand to cast them and then remand in reaction to the counter for a 2-for-1.
(that would require you to play Turn 5 Teferi > Turn 6 Teachings > Turn 7 Reaver, all with Teferi still alive and your mana completely allocated, something which probably means your opponent isn't really in the game at this point), .
if you use rewind and storage lands you can get around this problem. You can counter their stuff and not lose tempo
That card that is like natural affinity but has another option of untapping all lands you control with entwine was used in Yasooka control as a sneaky alpha strike
Desperate ravings seems really good to me but it seriously hurts my brain to use. Should I save it for when I have a card I would like to pitch through luck or should I just use it when I would use a think twice and hope that my deck's consistency will leave me with the hand I want most of the time?
Also INS I follow your posts constantly but usually don't have anything constructive to add because I'm a noob in case you feel like nobody is listening to you
The problem is that Think Twice isn't a digging or filtering card. The purpose is card advantage. Telling Time is pretty sweet for fixing your hand but isn't that what teachings is for?
I like the addition of double negative. I dream of terminating something in reaction to a spell to goad a counter and then double negative the counter and the first spell for a 3 for 2
plus you know cascade and stuff obviously
I sort of like her too because you can tap out and then still have mana up for countermagic. The only problem is that she costs a lot of mana and people can still screw you over with instants. Maybe She would be good friends with Teferi?
I think that the difference is how you draw. Aggro decks seem to just want to top deck some business and combo/control decks use actual draw spells to make a chain.
I think that we might just be looking at this too abstractly. The further we step back the more everything is going to look the same.
Can you expand on this a little more? I think I understand what you mean but I'm still a little confused about the relationship between teachings and combo decks.
Is this thinking correct? A combo deck wants to create some condition that will cause them to win and a control deck gradually builds up to that position through card advantage and the flexibility to draw into/teachings for blowout cards from their deck?
oh ><
What about pithing needle or Engineered Explosives?
one and two mana counterspells are sweet because they are easier to cast straight off a teachings on the stack
I think it would be hard to make aether vial work because you don't have a bunch of low casting cost creatures like in merfolk. If you are worried about your creatures getting countered wait till you have to extra mana and a remand in your hand to cast them and then remand in reaction to the counter for a 2-for-1.
if you use rewind and storage lands you can get around this problem. You can counter their stuff and not lose tempo
Also INS I follow your posts constantly but usually don't have anything constructive to add because I'm a noob in case you feel like nobody is listening to you