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Thread: [Deck] MonoU OmniTell

  1. #2221

    Re: [Deck] MonoU OmniTell

    Went 3-1 at my local weekly tonight, first time playing the deck. Here's the list I used:

    3 Underground Sea
    5 Island
    8 Fetch
    1 Ancient Tomb
    1 City of Traitors
    1 Boseiju, Who Shelters All
    --------------19 LAND------------------------
    4 Show and Tell
    4 Omniscience
    2 Emrakul
    -------------10 COMBO------------------------
    4 Cunning Wish
    4 Ponder
    4 Brainstorm
    4 Preordain
    3 Lim-Dul's Vault
    ------------19 SEARCH----------------------
    4 Force of Will
    2 Spell Pierce
    2 Swan Song
    1 Flusterstorm
    3 Thoughtseize
    -------------12 DISRUPTION

    1 Wipe Away
    1 Trickbind
    1 Release the Ants
    1 Firemind's Foresight
    1 Slaughter Pact
    1 Pact of Negation
    1 Massacre
    4 Leyline of the Void
    4 Leyline of Sanctity
    -----------15 SIDEBOARD


    I played against:

    Splinter Prison (Legacy Splinter Twin with Chalice, Blood Moon, Sol Lands, Daze, god knows what else)
    Win 2-1. This was a camera match, starts at 6:30 here: http://www.twitch.tv/cardkingdom/v/34967602

    I made one or two questionable plays (tapping my lands incorrectly under Blood Moon, but that didn't matter). Also, I ended up pitching a Cunning Wish to a FoW, when maybe I should have pitched Brainstorm, but oh well.

    Gotta admit, Game 1 that Daze on my Spell Pierce really came out of left field. Did not expect Daze out of the Sol Land/Chalice deck.

    Jund 2-0 Win
    Pretty straightforward. I did get greedy game 2 and should have left a Spell Pierce up instead of playing a cantrip and got my combo Duressed away for my troubles. But I reassembled and won.

    Burn 0-2 Loss
    He had a very aggressive draw both games (lots of Goblin Guides - game 2 he was swinging with 3.) My deck looked like all foam and no beer this match - cantrips into cantrips into cantrips with no combo pieces.

    Burn 2-1 Win
    Game one, once again, all foam no beer. Game two, Leyline of Sanctity gave me plenty of time to find my combo. Game 3 I think I had the T2 win, I may be confusing that though.


    All in all, the deck felt powerful, but I'll need to wait and see how it does against the usual suspects of Delver, Miracles, Storm, Reanimator, etc.

  2. #2222

    Re: [Deck] MonoU OmniTell

    Without Eladamri's Call+Noxious Revival, the amount of life necessary to win with Cunning Wish->FF for Wish+LDV+BS increases. This is because you lose the ability to find Wish off your LDV. If you can find Wish, you can BS->Wish, then with 2 wishes, Wish->Call, CAll for Emrakul, then Wish->Noxious Revival, Revival on Call and take your extra turn. This results in drawing call on your bonus turn and getting to call for the other Emrakul leading to 2x attacks. IME, LDV being able to find the 2-3 remaining Wish, 2 Emrakul, 3 Omni is barely enough when your life total has been pressured.
    BZK! - Storm Boards

    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  3. #2223

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by emidln View Post
    Without Eladamri's Call+Noxious Revival, the amount of life necessary to win with Cunning Wish->FF for Wish+LDV+BS increases. This is because you lose the ability to find Wish off your LDV. If you can find Wish, you can BS->Wish, then with 2 wishes, Wish->Call, CAll for Emrakul, then Wish->Noxious Revival, Revival on Call and take your extra turn. This results in drawing call on your bonus turn and getting to call for the other Emrakul leading to 2x attacks. IME, LDV being able to find the 2-3 remaining Wish, 2 Emrakul, 3 Omni is barely enough when your life total has been pressured.
    I guess that depends how much our life has been pressured. It wasn't an issue for me, but I can see how it could be.

    With that in mind, what changes would you propose?

    Something like:

    -4 Leyline of the Void (these were just in there for fun anyway)

    +1 Eladamri's Call
    +1 Noxious Revival
    +1 Surgical Extraction
    +1....?

    My board feels light on creature removal, so maybe some kind of sweeper? I've also been considering moving the boseiju to the board, or maybe playing one main, one SB. That split would depend on how much Miracles I anticipate in the room.

  4. #2224

    Re: [Deck] MonoU OmniTell

    I play 1 Boseiju Main, 1 Boseiju board now. It's the best card vs Miracles, so going up to 2 copies is very good. It's randomly okay vs the other blue decks, even the ones with Wasteland since you can usually bait out the first Wasteland if you draw Boseiju (via Fetch->Sea), although I wouldn't want to be relying on it vs a Delver or BUG deck.

    If you're not playing SDT, I like Teferi's Realm. It is unfortunately a nonbo with SDT given the rather large % of the time you want to name artifacts. It's nice because in several matchups your opponent might have both Thorn/Chalice and Hate Bears so what they end up playing is draw-dependent. It's also fine vs Counterbalance since it can deal with either Mage or CB.

    I also like Toxic Deluge as a sweeper. Deluge is nice with your larger control package since you can bring it when against the blue creature decks (Stoneblade, Grixis, RUG) and use it to buy a lot of time (and maybe kill a Meddling Mage/Canonist).

    I usually want access to Rushing River as well, both as a card that can be sided in as well as a card that can be wished for (whether you want to side in/keep in the board Wipe Away or Rushing River kinda depends on the matchup, in some matchups you'd rather Wish for a bounce 2 vs sometimes you want the split-second). River is also helpful in scenarios where you end up SnT->Emrakul since it gives you extra reach for permanents.

    If I was going to play graveyard hate, I'd probably be playing Grafdigger's Cage since it's also a card you could bring in vs Elves. Otherwise, I was never really impressed by Surgical Extraction, but it can serve a purpose if you're more concerned about Reanimator than Dredge (where you'd want real sideboard cards, not Surgical). I haven't tested it, but I could see bringing in 2 Cages as being a thing against the SCM/Therapy decks. After considering cage, I'd look into Nihil Spellbomb because it's a mana faster than Relic and can cycle. Rav Trap is the best wishable solution to Dredge, but beware that 3 mana isn't super reliable.
    BZK! - Storm Boards

    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  5. #2225

    Re: [Deck] MonoU OmniTell

    emidln, how do you fight with the problem of too many cards in hand to combo out? LDV into a piece of combo, then SnT -> Omni -> something. It's four cards, while Force of Will means two cards more to protect SnT. That's a plenty of cards. Previously OmniTell fought the first attack of disruption war, then reassembled the hand with DTT and then comboed. Now we have nothing to fill the hand with cards - and we did not become faster. So how do you achieve the card in hand demands of the combo?
    Isn't it better to cut some Forces (we have a heretic here) for the additional discard, that costs mana, but does not cost cards? I mean Cabal Therapy, of course, the strongest one, that does not damage your life total and is capable of discarding more than one card. In the hands of a skillful player it has no drawback, while producing some neat interactions with Emrakul. For the help can be added some Probes, that also let trim the number of lands.
    Why you choose Tombs over Cities? Sol-lands aren't doing anything beyond SnT, so they can safely sit in the hand until the combo turn, so life-saving should be better, than land-saving.
    (no, I won't start my usual "Eladamri's Call and Release the Ants are winmores while we have FF" whining. I scooped half a year ago).

  6. #2226
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    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Dziga Murnau View Post
    emidln, how do you fight with the problem of too many cards in hand to combo out? LDV into a piece of combo, then SnT -> Omni -> something. It's four cards, while Force of Will means two cards more to protect SnT. That's a plenty of cards. Previously OmniTell fought the first attack of disruption war, then reassembled the hand with DTT and then comboed. Now we have nothing to fill the hand with cards - and we did not become faster. So how do you achieve the card in hand demands of the combo?
    Isn't it better to cut some Forces (we have a heretic here) for the additional discard, that costs mana, but does not cost cards? I mean Cabal Therapy, of course, the strongest one, that does not damage your life total and is capable of discarding more than one card. In the hands of a skillful player it has no drawback, while producing some neat interactions with Emrakul. For the help can be added some Probes, that also let trim the number of lands.
    Why you choose Tombs over Cities? Sol-lands aren't doing anything beyond SnT, so they can safely sit in the hand until the combo turn, so life-saving should be better, than land-saving.
    (no, I won't start my usual "Eladamri's Call and Release the Ants are winmores while we have FF" whining. I scooped half a year ago).
    I agree with some of what Dizga is saying particularly in that getting a critical mass of cards in hand is important and so I mostly want to ask, do you miss leyline of sanctity?Teferi's realm seems really powerful, but I have had many situations where without leyline I just lose to discard. Any chance we could make our wishboard only 7-8 cards and fit in both?
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  7. #2227

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by merfolkotpt View Post
    I agree with some of what Dizga is saying particularly in that getting a critical mass of cards in hand is important and so I mostly want to ask, do you miss leyline of sanctity?Teferi's realm seems really powerful, but I have had many situations where without leyline I just lose to discard. Any chance we could make our wishboard only 7-8 cards and fit in both?
    I am Dziga
    Looked through the card database, found only those "DTT":
    1 mana: Visions of Beyond. Can work only as a panic button in the side as a wish target after long and exhausting attrition war. We cannot afford it, too long to wait.
    2 mana: Words of Wisdom. Has some funny shenanigans inside, possibly affordable, though giving cards to the opponent.
    3 mana: Three Wishes: We have not enough mana to cast cards during the turn and not enough instants to cast them on the next our upkeep.
    4 mana: Fact or Fiction))) What a card, possibly 4 card drawn (and one best lost) but slow
    4 mana: Gifts Ungiven. Maybe the best one, works in different ways, but too slow again.

    None of them can I see in the current build.
    I forgot about Accumulated Knowledge, this one looks better.

  8. #2228
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    Re: [Deck] MonoU OmniTell

    No, LDV is good enough. Stop trying to replace DTT en get to the way it was Pre-DTT. Pre-DTT the deck was already very powerful, just not as popular. DTT somewhat changed how the deck was played out.
    You got to re-adjust to play out your combo asap. Replace Leyline with Pierce/Flusterstorm/Misdirection and your fine against discard. Leyline only pollutes your list. The are bad when drawn and you have to mull to get them in your opening.
    Also no point in trying out mediocre DTT replacements, LDV is the way to go. It surprises me that it hasn't been done before...
    Kagu-Tsuchi カグツチ (Jund NicFit)
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    Quote Originally Posted by Chatto View Post
    How about: ramp into Deed, clear the board, and bash your opponent's head in.

  9. #2229

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Bobmans View Post
    No, LDV is good enough. Stop trying to replace DTT en get to the way it was Pre-DTT. Pre-DTT the deck was already very powerful, just not as popular. DTT somewhat changed how the deck was played out.
    You got to re-adjust to play out your combo asap. Replace Leyline with Pierce/Flusterstorm/Misdirection and your fine against discard. Leyline only pollutes your list. The are bad when drawn and you have to mull to get them in your opening.
    Also no point in trying out mediocre DTT replacements, LDV is the way to go. It surprises me that it hasn't been done before...
    Well, I tried to promote it a year ago, but then everyone said it's a waste of a card in hand - in the DTT era! Now emidln plays three and finally the Vampiric Tutor of Legacy finds some love - when we suffer from it's drawback more than previously.

  10. #2230

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Ragdoll View Post
    Emidln, can you please explain how do you side with those teferi's realms? I presume they are mainly for d&t but probably for something else too? Could you elaborate on this issue? Thanks in advance
    Sorry that I missed this before. I brought in Teferi's Realm when I was pretty sure my opponent would have permanent-based disruption. This was against Lands (Chalice / hatebears / Spheres / Choke), MUD (infy+1 spheres / Chalice), Loam (Chalice / Thalia / Canonist / Trinisphere / Choke), Miracles (Mage / Canonist / CB), BGW Midrange (Thalia / Canonist / Thorn / Choke ) and DnT (Thalia / Wingmare / Canonist / Mom / Thorn). What I side out is kinda matchup dependent.

    I also play Rushing River and Wipe Away, and when I bring in Realms, I tend to also board in one or the other of those cards (typically leaving Rushing River in the sideboard, except against Mother of Runes).

    Depending on the matchup, I look to side out some mix of 1-2 LDV, Boseiju, Flusterstorms (or the other 1mana counterspell, sometimes that's Swan Song, sometimes Spell Pierce), the 4th Cunning Wish, and (rarely) some number of Preordains.

    All of that said, Teferi's Realm ended up getting cut (despite being very good), because I believe SDT is more relevant to the deck. SDT + Realm isn't a very good combo when you reliably have to name artifacts with Realm. This is problematic as SDT is a card that you really want to be able to play turn 1 if you know your opponent is going to attack your mana via Spheres/Thalia or your hand via discard. If I did not play SDT, I would certainly be playing Realm. If Lands/Loam/MUD become super common, I'd maybe even overlook the bad interaction with my own SDT because Realm is very good against multiple artifacts (while retaining the option to phase out Choke).


    how do you fight with the problem of too many cards in hand to combo out? LDV into a piece of combo, then SnT -> Omni -> something. It's four cards, while Force of Will means two cards more to protect SnT. That's a plenty of cards. Previously OmniTell fought the first attack of disruption war, then reassembled the hand with DTT and then comboed. Now we have nothing to fill the hand with cards - and we did not become faster. So how do you achieve the card in hand demands of the combo?
    First off, this deck isn't SnT + Omni + Wish/Emrakul. The gameplan is to just get Omni into play and almost anything else in the deck will let you win either this turn or next turn. Cantrips work. Wish/Emrakul are obviously best since they themselves end the game. LDV also works (it wins this turn with an actual cantrip, next turn otherwise). The real reason you play LDV is because you deck literally does nothing if it doesn't get Omni onto the table. The only reasonable way of doing that in a timely manner is casting SnT. Nothing you do besides getting Omni into play matters. People who played Omni when Dig Through Time would often talk about not finding one half of the combo, and they weren't referring to not finding Dig.

    Raw card advantage doesn't really matter in a two card combo deck. It helps to fight discard, but so does stacking exactly the card or cards you want. Additionally to fight discard we are playing 2-3 SDT, which incidentally also allows us to save draws across turns to take better advantage of LDV (giving us more ways than just Brainstorm to abuse LDV). Specifically, Dig Through Time made the deck slower NOT faster (but had other advantages). We didn't play Dig Through Time because our goldfish speed increased. We didn't play it because it helped us to find our combo the best (LDV is miles better in this regard, it guarantees the piece or pieces we need). Dig Through Time let us fight attrition while finding our combo at a reasonable rate while being a combo piece in and of itself (Dig Through Time post Omni could be chained into a Win).

    LDV is faster. Opening LDV + SnT or LDV + Omni with 3 mana means we definitely get to cast SnT with Omni in hand on turn 3. Further, once you have this part of the combo, you have the option to turn LDV into other things (a kill condition or a disruption piece). If you have spare cards in hand because you're not fighting against discard, LDV can trade extra cards in hand (likely lands) for additional useful cards via Brainstorm (either in hand or stacked inside the LDV pile).

    As far as comboing with additional protection, my list plays 2-3 more disruption spells than the common dig lists played (4 Force, 3-4 1 mana disruption, 1 Boseiju) along with LDV having the ability to serve as virtual Boseiju when necessary. Our higher concentration of protection is a nod to recovering into a similar minimally protected kill being problematic with a lack of card advantage. Dig provided an important tactical option of being able to cast Dig in lieu of comboing to assemble higher and higher protection counts in the case you were playing against a particularly hateful stack control deck. Without that, to win in the same spots, we need a higher concentration of protection, as well as more generic protection.

    With that in mind, Thoughtseize is a different disruption spell in nature than the Pieces/Flusterstorms that Omni has relied on in the past. As a proactive spell, mana can be spent before the combo turn. As a hard protection spell, it takes out card unquestioned. It picks these traits up, but loses tempo because the opponent isn't paying mana for their spells (the "mana drain problem") and we might cast Thoughtseize and they have nothing. There are other disadvantages (Thoughtseize leaves a timing gap leading to the opponent possibly drawing a counterspell between you casting TS and casting SnT) and advantages (Thoughtseize is less restrictive in what it can target than other efficient 1 mana disruption, Thoughtseize is easier to map future turns and mana requirements around so that we can fully exploit our mana each turn), but they are secondary to Thoughtseize's generic proactive nature.

    For the help can be added some Probes, that also let trim the number of lands.
    I'm fairly certain that fewer lands isn't a useful end game for a deck that relies on 3 mana spells and often having a spare land or two to pay for additional protection or enemy disruption. Fewer lands increases mulligans while improving the effectiveness of the most popular hate against the deck (Chalice, Spheres, and Canonist). Probe might be correct in a glass cannon (I would certainly like Probe with LDV as more frequent chances to draw 2 cards from LDV), but I cut it awhile ago for Thoughtseize. In doing so, I kept the hand information and increased disruption at the cost of slightly decreasing velocity. Without the graveyard mattering post-DTT ban, the decreased velocity comes up very little.

    Why you choose Tombs over Cities? Sol-lands aren't doing anything beyond SnT, so they can safely sit in the hand until the combo turn, so life-saving should be better, than land-saving.
    I use Tombs to cast Cunning Wish, SnT, Force of Will, and to pay for sphere effects. Paying for sphere effects is a huge benefit when you need it. Under normal circumstances, you never tap Tomb more than once (thus life is never spent more than once to win the game). If your game isn't going perfectly, the ability to hardcast Force of Wills, Cunning Wishes, and have extra mana to power though spheres, pierces, dazes, and flusterstorms is a real boon.

    (no, I won't start my usual "Eladamri's Call and Release the Ants are winmores while we have FF" whining. I scooped half a year ago).
    FF without Call or Release the Ants requires that you find two copies of Cunning Wish or to play absolute trash like Intuition. To get 2x Cunning Wish, you must play extremely situational cards like Split Decision or consistently have more life when you combo to make sure that LDV+BS can find another Wish. Keep in mind that Split Decision isn't playable by itself when there aren't a million Dig Through Times floating around to target with it when you draw Split Decision naturally. Intuition requires you to play 3x Emrakul or 3x Enter the Infinite and still doesn't actually guarantee that you win with Emrakuls (without Call, there is no FF line that guarantees two attacks with Emrakul). If you plan on finding 3x Enter the Infinite, I'd like to know why you'd rather pollute your maindeck with dead combo pieces rather than your sideboard?

    Regarding discard, I haven't had too much trouble with it. There aren't many decks playing both discard and lots of countermagic, which is where you really feel the pinch. Against pure discard decks (storm decks, Jund, BGW, Loam), I've found that the 14-15 cantrips (including 2-3 SDT) and 3 LDV is enough to power through the discard. Against BUG, for example, I've found that our disruption matches up well against their Hymns/Llilanas/Forces while the rest of their deck doesn't matter much.

    Well, I tried to promote it a year ago, but then everyone said it's a waste of a card in hand - in the DTT era! Now emidln plays three and finally the Vampiric Tutor of Legacy finds some love - when we suffer from it's drawback more than previously.
    I guess I could quote myself from the Omni thread from 2013, but I'll leave that to someone who wants to do a search for "emidln" and "lim dul's vault". For what it's worth, the first people I believe to seriously argue for it were Kuma & friends from Ohio...in 2013.
    BZK! - Storm Boards

    Been there, tried that, still casting Doomsday.
    Drawing my deck for 0 mana since 2013.

  11. #2231

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by emidln View Post
    FF without Call or Release the Ants requires that you find two copies of Cunning Wish or to play absolute trash like Intuition. To get 2x Cunning Wish, you must play extremely situational cards like Split Decision or consistently have more life when you combo to make sure that LDV+BS can find another Wish. Keep in mind that Split Decision isn't playable by itself when there aren't a million Dig Through Times floating around to target with it when you draw Split Decision naturally. Intuition requires you to play 3x Emrakul or 3x Enter the Infinite and still doesn't actually guarantee that you win with Emrakuls (without Call, there is no FF line that guarantees two attacks with Emrakul)
    Okay, into FF art again.
    The standard line I used when played OmniTell (2 Emri) was:
    Wish -> FF
    FF -> Intuition, LDV, BS
    Intuition -> Emrakul, Wish, Wish (opponent choses Wish, of course), after it, in response to Emri's trigger:
    Wish -> Noxious Revival
    than 2 variants:
    1) We have another card in hand: LDV -> Emrakul on top, Noxious Revival -> Emrakul on top of Emrakul, BS -> two Emrakuls in hand, the graveyard is shuffled into the library, cast Emrakul and Emrakul;
    2) We have no cards in hand besides LDV and BS: Noxious Revival -> Emrakul on top, BS -> Emrakul in hand, the graveyard is shuffled into the library, cast Emrakul, LDV -> Emrakul on top, take a turn, draw and cast Emrakul.

    Beyond, depending on the build, we can LDV not for the second Emrakul, but for the FF and have some value out of nothing, while still casting Emrakul. Also, a build with a single Emrakul can attack with her twice, but it requires a Cabal Therapy in hand/yard.

    Buy the way, you missed my Cabal Therapy question. I always liked them more: life-saving, hand-desolating, mind-challenging, shenanigan-providing.
    I'm activated, because desided to play OmniTell once again in Russian Legacy Championship, and once again I have too little time to actually test, so discussing on forums is my choise.

    So, onto the first question: the deck cannot be considered a two-card combo. How often do you find yourself with just a SnT and Omni in hand after finishing the disruption war? Or, better say, with a sole Omni in hand while SnT resolves? Is this variant still a win? You pass the turn, and then have to topdeck something among 2 Emrakuls and no more than 4 Wishes to win right now (again, on the next turn after Omni hits the battlefield), less than 14 cantrips to have a chance and find one of these 6 or less game-winner cards - and 3 or less LDV to win again a turn later - that's around 20 cards of something like 45 cards staing in library. Not a winning strategy - to pass the turn and then literally toss a coin.

    So you are always to have some third card, that does something after Omni is in play. There are plenty of that third card, so OmniTell better viewed as a 2,5-card combo. Without DTT, I agree, that means we must be faster, but card-saving also, so, possibly, one FoW should go to the sideboard (we just cleaned the space, removing winmores from the side) and Cabal Therapies take some slots.

    Why Intuition is trash? It finds everything in the deck, just like Cunning Wish finds everything in the side, costs the same amount of mana, wins games, happily goes to the side after the first game, lets shuffle the graveyard with Emrakul. Good singleton.

  12. #2232

    Re: [Deck] MonoU OmniTell

    If you play Sensei's Divining Top maindeck, you should take Culling Scales into consideration as a sideboard card.
    An early unanswered Culling Scales wins games single-handedly against permanent-based decks like DnT because it creates a nice soft-lock with SDT.
    If you draw it late, it 's bad though. Then Teferi's Realm is much better.

  13. #2233
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    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Smea.gol.lum View Post
    If you play Sensei's Divining Top maindeck, you should take Culling Scales into consideration as a sideboard card.
    I don't get it.
    Kagu-Tsuchi カグツチ (Jund NicFit)
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    Quote Originally Posted by Chatto View Post
    How about: ramp into Deed, clear the board, and bash your opponent's head in.

  14. #2234

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Bobmans View Post
    I don't get it.
    The idea being that Scales will cull the hate/lock pieces, because they all cost 3 or less.

    Interesting card, I'd forgotten about it. Realm seems stronger to me though. It's more direct, and can't be "dodged" by running out low casting cost permanents that we don't care about, but the scale still has to chew through.

    Another note: emidlin, if you thought Top and Realm were a nonbo, wait till you play Scales and Top

    Edit: I just realized the recommendation was specifically to play Scales if you run Top.

    I guess I don't get it either.

  15. #2235

    Re: [Deck] MonoU OmniTell

    Culling Scales + SDT looks a lot like "My Own Personal Chancellor of the Annex".

    With Culling Scales out and a SDT, you could make sure that Culling Scales never kills itself since, worst case scenario, you target SDT and then tap SDT to draw. This results in you paying 1 extra per turn when there isn't another 1 drop around. If they have something to kill, presumably you tap SDT eot to draw a card. Maybe 1 mana per turn is worth an Abyss that can kill artifacts/enchantments? I'd probably rather just play Teferi's Realm, but actually destroying the permanents is kinda cool.
    BZK! - Storm Boards

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    Drawing my deck for 0 mana since 2013.

  16. #2236

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Bobmans View Post
    I don't get it.
    As long as your opponent has permanents with CMC 3 or less, fine, Culling Scales will eat them 1 by 1.
    When there aren't any targets left, Culling Scales will target itself and destroy itself in the next upkeep.
    SDT prevents this: Target SDT with Culling Scales in the upkeep, spin Top in response, Culling Scales' effect fizzles, draw Top, play Top, voila.

    EDIT: We posted simultaneously, Emidln :D

  17. #2237

    Re: [Deck] MonoU OmniTell

    Guys, how does Teferi's Realm vs Choke make sense? You don't untap your islands, then in your upkeep you phase out choke (and Teferi's Realm), and Choke phases back in in your opponent's upkeep. What am I missing?

  18. #2238

    Re: [Deck] MonoU OmniTell

    Thanks for the clarification on the Culling Scales/Top interaction. It seems obvious now that I see it.

    For anyone who has tested Scales, which matchups do you bring it in against?

    I'm wondering if it's only good enough v. permanent based lock pieces, or if there's any utility in bringing it in against threat-lite Delver strategies (flipped Delver will always be the first thing to go.)

    Obviously it's trash against both young pyro and nimble mongoose which I guess leave BUG Delver...eh maybe not strong enough.

  19. #2239

    Re: [Deck] MonoU OmniTell

    I' ve tested Culling Scales a bit and I think that it's not reliable enough.
    Since we play a combo deck, we can't afford to wait for several turns if there's something in the way of the troublesome permanent (Mox Diamond, Sensei's Divining Top etc) --> Teferi's Realm > Culling Scales.

    @Emidln: I would also like to hear what you think about Dziga Murnau's questions (Cabal Therapy, Intuition etc).

  20. #2240
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    sillysam71's Avatar
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    Apr 2009
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    Re: [Deck] MonoU OmniTell

    Played this at a 23 person Legacy/Vintage split tournament this weekend. 3 rounds Legacy, 3 rounds Vintage, Legacy top 8.

    2 Ancient Tomb
    1 Boseiju, Who Shelters All
    2 Flooded Strand
    4 Island
    4 Polluted Delta
    3 Scalding Tarn
    1 Swamp
    2 Underground Sea
    4 Brainstorm
    4 Cunning Wish
    2 Emrakul, the Aeons Torn
    2 Flusterstorm
    4 Force of Will
    3 Lim-Dûl's Vault
    4 Omniscience
    4 Ponder
    4 Preordain
    2 Sensei's Divining Top
    4 Show and Tell
    1 Swan Song
    3 Thoughtseize

    Sideboard
    1 Boseiju, Who Shelters All
    1 Dread of Night
    1 Eladamri's Call
    1 Firemind's Foresight
    1 Flusterstorm
    1 Massacre
    1 Noxious Revival
    1 Pact of Negation
    1 Release the Ants
    1 Rushing River
    1 Slaughter Pact
    1 Surgical Extraction
    1 Toxic Deluge
    1 Trickbind
    1 Wipe Away

    Mini tournament report:

    Round 1: Beat elves, even though he had a turn 2 win game 2.

    Round 2: Mono G 12 post. Smoked him game one, then sphere and trini g2 took forever. Ended up losing turn 5 of turns. He broke up my combo by K gripping Omni.

    Round 3: Beat Loam. Comboed in response to him dropping rec sage off my show and tell to hit omni at one point. That felt good.

    I played Dark Petition Storm in Vintage. Lost to BUG Oath, beat Grixis Painter, and beat Ravager Shops.

    4-1-1 after the swiss landed me in 3rd place.

    T8 Legacy: Belcher. Mulled for Force G1. He had a really good Empty hand and I held him to 6 gobs. He raced me and I was just short on mana for a weird lim duls brainstorm pile to get omni in play and try to make something happen. G2 countered his belcher, then deluged his welder the following turn. I was able to pull together the win before he could reload. G3 mulled to 5, kept ponder, land, tomb, show, lim duls. He dropped belcher in play, with a mox out and a land granted taiga in hand. I pondered, shuffled and found omni, hoping he wiffed and drew Belcher or something useless, but he drew mana and I died. Sucks losing with the next turn win in hand.

    I actually really liked LDV in this deck. It gives us a good 2-drop to curve out into a turn 3 combo. I had a couple fancy piles that caused me to lose a bunch of life, but needed to hit specific sets of cards to win, otherwise the life loss was pretty limited. Firemind's Foresight is an all star in this list and I've never cast it so many times before. I didn't miss Probe at all.

    Team Serious
    1000% Serious
    Seriously

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