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Thread: U/B/g The Mind Harvester

  1. #81
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    Re: U/B/g The Mind Harvester

    Quote Originally Posted by Hanni View Post
    I'm actually back to 4 Counterspell, no Pierce. Snare could be good, but this is the kind of deck that definitely values more versatile and less conditional answers like Counterspell.
    Yes, yes. I had forgotten why I had Snare in there at all. I do like Snare though because it lets you nab a turn two Stoneforge on the draw, which in my very, very limited "testing" presented Equipment as a bit of an issue game 1 (mostly fast Batterskull). Again, it wasn't much data though, so variance most probably.

    Quote Originally Posted by Hanni View Post
    I also cut the basics for more fetches/duals, which makes casting Counterspell even easier. Although, without Miracles, mana denial may come back in force and make me reverse that decision.
    I can see a case for Stifle (and so maybe RUG Delver) coming back, but I'm not sure how effective that would be versus this, outside their nut draws.
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  2. #82
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    Re: U/B/g The Mind Harvester

    My metagame has a lot of Landstill in it (which is weird but awesome) and I've been noticing that in control mirrors, it'd be nice to hold up mana for counter wars yet still maintain card advantage. Accumulated Knowledge seems like a good fit for a deck like this- one that runs almost entirely in the opponent's end step. After cutting a Vedalken Shackles (which felt terrible every game), putting in Worm Harvest, and trying to fit Accumulated Knowledge into the list, this is what I've arrived at. It's an unpolished mess, though, and I'm not sure that Ponder wouldn't just be better in the AK slot. I feel like I never have enough early interaction, yet I'm unclear on what to cut.

    Deathrite Shaman is very difficult for the deck below. Another Fatal Push may be warranted.

    The sideboard is largely meaningless, but Baleful Strix+Academy Ruins is awesome. The sideboard could use a few more of them if the meta becomes 40+% Delver and Stompy.

    Land(23):
    1 Academy Ruins
    1 Forest
    2 Island
    2 Lonely Sandbar
    4 Misty Rainforest
    4 Polluted Delta
    1 Swamp
    3 Tropical Island
    4 Underground Sea
    1 Wasteland

    Instants/Flash (28):
    2 Abrupt Decay
    4 Accumulated Knowledge
    4 Brainstorm
    4 Counterspell
    2 Fatal Push
    4 Force of Will
    3 Intuition
    1 Spell Pierce
    1 Spell Snare
    3 Snapcaster Mage

    Everything Else (9):
    2 Jace, the Mind Sculptor
    4 Pernicious Deed
    1 Engineered Explosives
    1 Life from the Loam
    1 Worm Harvest

    Sideboard:
    2 Vendilion Clique
    1 Baleful Strix
    1 Abrupt Decay
    2 Flusterstorm
    1 Krosan Grip
    3 Surgical Extraction
    1 Maelstrom Pulse
    2 Engineered Plague
    2 Pithing Needle

  3. #83
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    Re: U/B/g The Mind Harvester

    Raven's Crime is way too important in combo and control matchups to not run the singleton in the maindeck. Especially if you're meta is heavy on Landstill, you definitely want the ability to convert Loam card advantage into Mind Twist locking your opponents.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  4. #84

    U/B/g The Mind Harvester

    I'm considering something like this.

    UBgr Jace Loam value

    Creatures:4
    4 Snapcaster Mage

    Spells:33
    2 Engineered Explosives
    4 Brainstorm
    3 Fatal Push
    1 Ponder
    1 Raven's Crime
    1 Spell Pierce
    2 Spell Snare
    2 Counterspell
    2 Life from the Loam
    3 Punishing Fire
    2 Intuition
    1 Kolaghan's Command
    3 Jace, the Mind Sculptor
    4 Force of Will
    1 Nissa, Vital Force
    1 Worm Harvest

    Lands:23
    1 Academy Ruins
    3 Grove of the Burnwillows
    3 Misty Rainforest
    3 Polluted Delta
    1 Scalding Tarn
    2 Tropical Island
    3 Underground Sea
    3 Volcanic Island
    4 Wasteland

    Sideboard not done but general ideas:
    Artifacts for intuition piles
    Cheap interactions for the fast decks.
    No grind cards, the CA engine is unparallelled.
    For wasteland decks: only black removals/sweepers to ensure resilience to colourscrew.

  5. #85

    Re: U/B/g The Mind Harvester

    play a Volrath's Stronghold and some high value creature.

    No Pernicious Deed? Ok, EE + Ruins is good

    No Abrupt Decay and 4 Snapcaster? What's the sense?

  6. #86
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    Re: U/B/g The Mind Harvester

    I just saw stryfro play Entomb+Vengeful Pharaoh+4x Predict on his twitch (https://www.twitch.tv/videos/153023035). List looked sweet af and it looked a lot better than Intuition+cards.

  7. #87
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    Re: U/B/g The Mind Harvester

    With DRS gone, this deck looks like it has some serious potential.

    I know this deck was originally supposed to be a hard control deck, but now I think it makes more sense to be more of a combo deck. I'd still pack some removal of course, but I think going deeper into the combo and lighter on removal is a much better plan, at least maindeck.

    What I mean by deeper is to include cards like Exploration and Merchant Scroll. The plan is to Intuition for Loam/Stage/Depths and be able to make a 20/20 every turn until one sticks, and then you kill the opponent. Exploration isn't necessary, but it speeds the deck up dramatically. Merchant Scroll tutors for Intuition, Force of Will, or Chain of Vapor postboard, which makes it such a perfect fit.

    The ability to also include a copy of Worm Harvest in the sideboard gives the deck added resiliency to effects like Surgical and Pithing Needle, postboard.

    Sample list:

    BUG The Mind Harvester

    Lands (21)
    4 Polluted Delta
    4 Misty Rainforest
    2 Verdant Catacombs
    2 Underground Sea
    2 Tropical Island
    1 Bayou
    1 Island
    1 Swamp
    1 Forest
    1 Wasteland
    1 Thespian's Stage
    1 Dark Depths

    Creatures (3)
    3 Snapcaster Mage

    Spells (36)
    2 Jace, the Mindsculptor
    4 Brainstorm
    4 Ponder
    4 Merchant Scroll
    4 Intuition
    1 Life from the Loam
    4 Exploration
    4 Thoughtseize
    4 Force of Will
    3 Fatal Push
    2 Abrupt Decay

    Sideboard (15)
    1 Chain of Vapor
    1 Raven's Crime
    1 Worm Harvest
    1 Karakas


    Options include doing more fancy things with the manabase, such as...

    Urborg, Tomb of Yawgmoth
    Lonely Sandbar
    Ghost Quarter
    Glacial Chasm
    Creeping Tar Pit
    Treetop Village
    The Tabernacle at Pendrell Vale
    Maze of Ith
    Academy Ruins

    ...among others.

    There's also options like Baleful Strix, Engineered Explosives, Counterspell, Liliana of the Veil, and many more.

    Not really sure what I want to do with the sideboard just yet, but some number of Flusterstorm makes sense, as does Diabolic Edict and Toxic Deluge. More blue instants also sound good because of Merchant Scroll, like Hydroblast.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  8. #88
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    Re: U/B/g The Mind Harvester

    Tweaked the list a bit more, based on the new direction it's taken.

    BUG Intuition Depths

    Lands (21)
    4 Polluted Delta
    4 Misty Rainforest
    2 Verdant Catacombs
    2 Underground Sea
    2 Tropical Island
    1 Bayou
    1 Island
    1 Swamp
    1 Forest
    1 Wasteland
    1 Thespian's Stage
    1 Dark Depths

    Creatures (4)
    4 Snapcaster Mage

    Spells (35)
    4 Brainstorm
    4 Ponder
    4 Merchant Scroll
    4 Intuition
    1 Life from the Loam
    4 Exploration
    4 Force of Will
    4 Thoughtseize
    4 Fatal Push
    2 Abrupt Decay

    Sideboard (15)
    3 Flusterstorm
    1 Hydroblast
    1 Blue Elemental Blast
    1 Echoing Truth
    1 Raven's Crime
    3 Surgical Extraction
    2 Toxic Deluge
    2 Krosan Grip
    1 Worm Harvest

    I'm kind of considering starting a new thread, since the deck can no longer be called The Mind Harvester... since I cut Jace.

    The original list and lists throughout this thread were control decks with a combo-esque finish. This new approach is combo/control.

    At any rate, Jace simply does not make sense in a combo deck with very little removal. Snapcaster Mage is simply much better at doing what this deck wants. The deck still needs an adequate amount of removal since it is on the slower side compared to other combo decks. The deck can afford to spend slots on removal due to how concise and precise the combo is.

    I may be wrong about how I feel about Jace and add it back in later, so for now, I'll keep posting in this thread.

    The sideboard is currently designed to fight postboard hate and opposing combo decks, with a couple of Deluge's to assist against aggro.

    I absolutely believe this deck has the power to be a serious contender in the Legacy format now.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  9. #89

    Re: U/B/g The Mind Harvester

    Unsure if it's been mentioned in this thread before, but this is starting to become very similar to the BUG lands deck here: http://www.buglands.com/

    For the list itself--I don't see why 4x intuition and 4x merchant scroll are in the deck--they seem like very clunky cards in today's environment. I'm unsure why merchant scroll is included over additional cantrips like ponder; and 4 intuitions just seems like there would be a bunch of extras clogging up your hand a non-trivial amount of the time. Just my opinion as I've dabbled with this archetype now and again the past couple of years.

  10. #90
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    Re: U/B/g The Mind Harvester

    Quote Originally Posted by somethingdotdotdot View Post
    Unsure if it's been mentioned in this thread before, but this is starting to become very similar to the BUG lands deck here: http://www.buglands.com/

    For the list itself--I don't see why 4x intuition and 4x merchant scroll are in the deck--they seem like very clunky cards in today's environment. I'm unsure why merchant scroll is included over additional cantrips like ponder; and 4 intuitions just seems like there would be a bunch of extras clogging up your hand a non-trivial amount of the time. Just my opinion as I've dabbled with this archetype now and again the past couple of years.
    There's nothing clunky about having 4 Intuition at all. It's the one card combo of this deck. It's like saying Show and Tell decks should run less than 4 Show and Tell.

    I'm already running 4 Ponder. Merchant Scroll tutors for Intuition, which is the primary gameplan of this deck. Considering it can also tutor for protection (FoW/Flusterstorm) and removal (Echoing Truth) makes it a perfect fit. I could run Preordain instead, but I'm perfectly fine paying one more mana to tutor for exactly what I need.

    I've seen the BUG Lands list, and it's not really similar to my current approach. I'm not trying to play a Lands strategy with tons of utility lands and tons of mediocre tutor targets for Intuition. My focus is to resolve an Intuition to then power out a 20/20 indestructible flyer every turn until I win the game. The rest of the deck is built to support that gameplan.

    Also, Exploration does a lot to speed the deck up and makes Merchant Scroll, Intuition, Snapcaster Mage, and Life from the Loam less clunky. The spot removal + SCM plan buys me plenty of time to go off against most decks. The discard + SCM buys me time to go off against combo decks. The deck may not be perfect, but it feels very powerful to me right now, and I will continue to optimize it further.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  11. #91
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    Re: U/B/g The Mind Harvester

    Your deck is so dependent on that 1 strategy that g2 it probably gets wrecked. G1 is strong though I'm sure. I feel like it needs something more than just 1 stage and 1 depths. You won't win with a snap caster to the face so something else would help I'm sure. I feel like warm harvest should come in every game because opponents will be gunning to surgical when you intuition.

    You can defend against surgical if you change a few cards to incorporate a wish board. For every 1 surgical they pull off you just need 1 living wish to get the land back. That would strengthen the strategy and provide some more options. Wish boards are slower but since you are running 4 explorations it might be ok. Wishboards let you do amazing things like find cards to blow out the opponent. If you add 1 glacial chasm you will be able to hold up against alot of decks that can't find an answer to that. 1 of Karakas or bojuka bog. Yeah I know it probably doesnt work with the design concept of the deck but winning is winning...
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  12. #92

    Re: U/B/g The Mind Harvester

    While i can dig the depths approach the draw this deck is loam plus jace and the incredible card advantage that does give!? It's also a combo that break the symetry of loam making it work in a non-land based shell. Put some jace in there, hanni!

  13. #93
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    Re: U/B/g The Mind Harvester

    I realize that the deck is all in game one on a single gameplan, and I am mostly fine with that. Also, in postboard games, my plan is to fight through the hate like Surgical with the additional Flusterstorm's, along with the maindeck Thoughtseize and SCM. The plan was to bring in Worm Harvest every time.

    However, I was thinking about this last night before I even saw your post, and I do want to be maindecking the Worm Harvest, in addition to the Raven's Crime.

    My reasoning for that is varied, but I will break it up into two major points:

    1) Games where I don't have Exploration in play. The Stage/Depths plan without Exploration is slow and doesn't impact the board for several turns. There will be games where I need to impact the board immediately, and a Raven's Crime + Worm Harvest pile does that.

    2) Karakas. If my opponent has Karakas, my plan right now is to go for Wasteland. However, with only 1 copy, I'm most likely forced to spend my first Intuition grabbing it, which means I'm not grabbing the Stage/Depths combo. Worm Harvest is a pretty solid plan against D&T in game one if they have Karakas.

    I'm going to cut 1 SCM and 1 Fatal Push to fit in 1 Raven's Crime and 1 Worm Harvest.

    For now, I'm going to replace the two free sideboard slots with Jace, although I'm not sure if that's correct.

    I'm also considering cutting 1 Verdant Catacombs for 1 Ghost Quarter, to increase my chances of naturally drawing into an answer to Karakas while also giving me the angle to dismantle manabases if I need to (would mostly be used against Miracles, but maybe Stoneblade, Big Eldrazi, and Food Chain too).

    Bojuka Bog in the sideboard is way too slow, and without Crop Rotation, it's sorcery speed. It would probably be fine against Lands and Dredge, but it's ineffective against Reanimator.

    On the other hand, I would like to fit a Karakas in somehow.

    I don't think Glacial Chasm is worth it for me. It requires 2 Thespian's Stage to assemble a lock, which I don't have, and tutoring for it to by me time doesn't accomplish anything.

    I don't think Living Wish is worth it, at all. If I was built like Turbo Depths, with multiple copies of Stage/Depths, and my plan was to assemble A+B, it would be good. However, it's just not going to do enough for me here.

    I don't really want to be on Jace game one. My plan is not to grind out card advantage, it's to combo off. It's too hard to support Jace in here without adding more removal, and there are a number of matchups where it's going to be bad, such as RUG Delver and Infect. I'd be happy seeing it against Miracles and Stoneblade though, which makes it much better in the sideboard than in the maindeck, IMO.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  14. #94
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    Re: U/B/g The Mind Harvester

    Quote Originally Posted by Hanni View Post

    I don't think Living Wish is worth it, at all. If I was built like Turbo Depths, with multiple copies of Stage/Depths, and my plan was to assemble A+B, it would be good. However, it's just not going to do enough for me here.
    The main purpose for living / cunning wish is to let you fight through the hate easier. It was never intended for you to piece together the combo. It also lets you play a better more effective side board. This strategy doesnt work in turbo depths because the goal is to win faster. Your strategy is very slow and it could work here much better.
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  15. #95
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    Re: U/B/g The Mind Harvester

    I already have a two mana tutor that can grab ways to fight through hate with Merchant Scroll, which also happens to grab my combo card. It also has awesome (pitches to Force of Will). Living Wish doesn't do as much for this deck as Merchant Scroll does.

    Cunning Wish is nice because it is instant speed and grabs more possible cards, and is an option instead of Merchant Scroll, but the difference between 2cc and 3cc is also a big deal. I think having 4 Intuition's maindeck is pretty important, but I wouldn't rule out Cunning Wish, and it is something I would like to test with as well.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  16. #96
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    Re: U/B/g The Mind Harvester

    It's been a while since I posted, and I still never got around to doing any serious testing yet, but I think Assassin's Trophy shores up a lot of holes in this deck. It deals with Karakas, Maze of Ith, Marit Lage (by destroying Stage in response to the sac), Gurmag Angler, planeswalkers (JTMS), and postboard Leyline of the Void, in addition to the stuff Decay was already dealing with like Ensnaring Bridge. Giving some opponents a basic land seems perfectly acceptable, all things considered.

    I also think having a singleton Gifts Ungiven could be extremely good, which can be grabbed with Merchant Scroll, particularly in situations where the opponent has Karakas, since I can grab Loam/Stage/Depths/Wasteland. I'm not entirely sure yet though. Of course, if I were to swap to Cunning Wish, I would certainly run a copy in the sideboard.

    I'm also thinking a singleton Crucible would be fantastic in the sideboard.

    I need to tweak a few more things still, and get some playtesting in at some point, but I think that switching Abrupt Decay into Assassin's Trophy is a significant improvement that makes this deck even more resilient. I'll post an updated list at a later time.

    EDIT: I'm also curious how the deck would perform with Preordain instead of Merchant Scroll. The deck would certainly be better at finding Exploration, which is an important component of the deck, but relying on finding 4 Intuition with 0 tutors seems highly suspect. Another idea could be to run a split of Preordain and Gifts, but I'm not sure about that either...

    There are definitely some different configurations that I'd like to try out, at any rate.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  17. #97

    Re: U/B/g The Mind Harvester

    What’s your current list, Hanni? Blue loam is ever intriguing

  18. #98
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    Re: U/B/g The Mind Harvester

    So I was working on this deck for a long time, and I was going to post about it a while ago, but then I stopped messing around with magic for a while. When I was still working on it, the companion rule hadn't changed, although the deck still needs to run 80 cards, and Yorion is still good despite the rules change.

    Anyway, the deck basically builds around the Snowko shell and becomes a sort of cross between Lands and Snowko. Astrolabe helps stitch the mana together by converting the colorless lands into color-producing sources, and enables the 4th color nicely. The shell still has all of the the grindy 2-for-1's, chocked full with spell interaction, removal, and some Planeswalker's, but it has acceleration with Exploration, additional grind with Life from the Loam, and the one card combo engine of Intuition. Intuition can either make a fast 20/20 that you can potentially remake every turn, make a nearly unstoppable swarm of 2/2's zombies every turn, or go for Uro when you need another utility card and/or you lack an Exploration in play to go for one of the other more busted options.

    Before I delve any deeper, here's my current list:

    UGbw Yorion Intuition

    Lands (28)
    3 Prismatic Vista
    3 Misty Rainforest
    1 Polluted Delta
    1 Flooded Strand
    2 Tropical Island
    1 Underground Sea
    1 Tundra
    3 Snow-covered Island
    1 Snow-covered Forest
    1 Snow-covered Swamp
    1 Snow-covered Plains
    1 Cabal Pit
    1 Karakas
    1 Blast Zone
    4 Wasteland
    1 Thespian's Stage
    1 Field of the Dead
    1 Dark Depths

    Creatures (10)
    4 Ice-Fang Coatl
    3 Snapcaster Mage
    2 Leovold, Emissary of Trest
    1 Uro, Titan of Nature's Wrath

    Spells (42)
    2 Oko, Thief of Crowns
    2 Teferi, Time Raveler
    4 Arcum's Astrolabe
    4 Brainstorm
    4 Ponder
    4 Intuition
    2 Life from the Loam
    4 Exploration
    4 Force of Will
    2 Force of Negation
    4 Thoughtseize
    4 Swords to Plowshares
    2 Abrupt Decay

    Sideboard (15)
    1 Yorion, Sky Nomad
    1 Narset, Parter of Veils
    1 Ashiok, Dream Render
    2 Force of Negation
    3 Veil of Summer
    2 Force of Vigor
    1 Assassin's Trophy
    2 Dead of Winter
    2 Surgical Extraction

    The deck is sort of a pile of goodstuff.dec, but it all synergizes pretty well. Most of the cards are standard fare for a Snowko deck.

    I prefer Leo over Narset in the maindeck because I feel like it is better against the majority of the format overall. I chose Leo over more copies of Uro because I don't need a powerful threat to close games out the same way as traditional Snowko when I can Intuition into Dark Depths or Field of the Dead; Leo is intended as a disruptive element that effects most of the decks in the format, and I already have Exploration to ramp out lands.

    For this reason, I also run Teferi. Being able to shut down most forms of interaction that stop me from going off with Intuition/Depths is pretty busted.

    Thoughtseize is chosen over cards like Dovin's Veto or other countermagic because the proactive disruption plays a bit better with the combo-nature of the deck. It's also a fantastic turn 1 play, especially when you lead with a turn 1 Exploration, setting up a turn 2 Intuition pretty nicely.

    When going for Field of the Dead, Thespian's Stage can copy it, allowing me to keep the package more concise.

    Brainstorm and Ice-Fang Coatl (or even Ponder with Teferi on the board) can protect Life from the Loam from graveyard exile effects, so I no longer need cards like Lonely Sandbar or Waterlogged Grove.

    Ice-Fang Coatl and Snapcaster Mage can insulate my 20/20 from Edict effects.

    Naturally drawn Loam's can help fuel Exploration, and there are enough juicy land targets that can put in work as well. The card advantage can also be converted into business spells with Brainstorm when extra lands in hand are not needed.

    I've cut a lot of the other old stuff that is just no longer needed anymore, like Worm Harvest and Jace the Mind Sculptor. The deck is no longer The Mind Harvester anymore, so maybe at some point I'll start a new thread.

    The deck grinds just as well as Snowko, but goes way over the top with more powerful/faster ways to turn the corner and finish games. The deck shores up a critical weakness of typical Lands decks by having strong interaction against combo decks or turn 1 Blood Moon's while being less all-in with its graveyard/Loam dependence. Overall, I feel like this deck is getting the best of both worlds.

    Exploration as acceleration helps this deck to get out ahead in most matchups, allowing it to play through Waste/Daze/Pierce from Delver decks, Waste/Port/Thalia vs D&T, and just otherwise start casting its bombs/disruption faster vs everything else.

    The sideboard isn't set in stone, but I feel like it gives the deck the remaining tools it needs to deal with everything in the format. There are obviously hundreds of options available here given the four colors we have access to.

    I've considered numerous other cards for this deck between maindeck and sideboard, but this is what I have settled on. Cards like Sevinne's Reclamation could still find a way in the deck at some point, but I'm pretty happy with the current configuration. I'm also of the opinion that Dead of Winter is better in here than Plague Engineer, but maybe I'm wrong. I'd be happy to list the tons of other cards I've considered for this deck if anyone would be interested in it.

    I wasn't sure if I should have posted this brew before placing with it in some events first, but since I don't plan on actually participating in any tournaments at any point in the near future, I guess it doesn't really matter. Hopefully if someone does, I'm given the credit for my brew, but it's whatever. I never really got any credit for creating the basis for Miracles, so I've conditioned myself to no longer care about my standing in the magic community.

    Enjoy folks. This things a mufuckin beast.
    Last edited by Hanni; 08-27-2020 at 11:23 AM.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  19. #99
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    Sep 2011
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    4,776

    Re: U/B/g The Mind Harvester

    I love the addition of the Intuition/Loam engine. 1-card combo/toolbox must do a lot to counteract the drawback of playing 80 cards, and your toolbox doesn't take up much space.

    Do you find the maindeck a little light on removal with just 4 StP + 2 Decay? (Blast Zone is slow to set up) Most Yorion decks ran more, with either Terminus or Dead of Winter maindeck.

  20. #100
    Etherium is limited. Innovation is not.
    Hanni's Avatar
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    Columbus, OH
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    2,818

    Re: U/B/g The Mind Harvester

    The deck isn't really trying to play control (with creature removal) as hard as other Yorion decks because it can just make a quick 20/20 and win that way, or clog the board with swarms of 2/2's, but it does have Coatl, Snapcaster, Cabal Pit, Blast Zone, Oko, Teferi, FoW, and Thoughtseize that can all deal with creatures too. Cabal Pit and Blast Zone can keep coming back every turn once Loam is online, if necessary. Leovold and Uro also wall down some creatures, like Thalia and what not.

    The deck can also grab removal with an Intuition if it really needs an immediate answer. With a Snapcaster in hand, you can grab just a single removal spell with whatever else. The deck has tons of lines it can make to deal with most situations.

    The deck has so much draw and tutoring effects, along with enough redundancy, that you barely notice the extra 20 cards.

    Going thinner on removal improves most non-aggro matchups, and there is additional removal in the sideboard that comes in for the aggro matchups.

    I have not had an issue with the amount of removal between maindeck and sideboard. That's simply the trade-off that has to be made to incorporate a powerful one-card combo.
    Last edited by Hanni; 08-27-2020 at 07:17 PM.
    Sligh
    Echo Stompy
    /r Miracle Intuition
    Yorion's Intuition
    5c Hollow Vine

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

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