Originally Posted by
Silent Requiem
Well, I've had the chance to do some serious playtesting again after getting a little bit bored with ANT. I also picked up some Snapcasters, largely because I hate using proxies.
I started with the list I'd borrowed from benthetenor, which I'll repost for reference.
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This was just gold fishing, so I was not worried about pinning down a sideboard.
Well, I played a dozen games, with any game that I did not successfully combo out on turn three being counted as a loss. I won them all.
Seriously. The deck combo'd like clockwork on turn three. It was beautiful. Yeah, there were a couple of games where I got lucky, top decking my third land or my High Tide on turn three. But wow, what a change of pace.
That said, I do feel there is room for improvement. VoB was just dead to me - I was abusing Snapcaster so hard that I often had only six or so cards in my graveyard, despite having a storm count in the double digits. I'm not saying the card is wrong, just that it's wrong for me. Which is sad, actually, because I really want to make that card work.
I also felt the most pressure in the early game, as you only have two turns to assemble the combo if you intend to go for a turn three win. That makes the extra digging power of Opt especially valuable. So I'm doing a straight swap with Opt for VoB.
Brainstorm also had to be used far more aggressively, and I wonder if Thought Scour would find a home in a "fast" version of Solidarity. It would do a better job of clearing away the chaff than Opt, and helps reduce the storm count needed to win in other cases.
I've toyed with PtD over Impulse, because without the need to find a fourth land and one less turn to find High Tide the extra dig seems strong. Sadly, it does not grab Snapcaster, so I'll probably leave it for the minute.
17 lands seemed to be enough, but I got lucky a couple of times, and so I'd probably want to go back up to 18. On one hand this is coming from a guy that pioneered the 20 land list, so I clearly like my lands. On the other, I do think that while we want to be able to combo on turn three, we'd happily wait if our opponent allows us to. We get stronger as long as we can keep making those land drops.
I also never seemed to actually cast Turnabout - it did nothing when I was tight on mana, and I didn't need it when I had plenty of mana. It's on the watch list for the moment.
I really do want a card advantage engine outside of Meditate, though. FoI plays badly with Snapcaster, and is slow to boot, but perhaps I'll test it. Alternatively, a maindeck BSZ or Stroke could be randomly broken.
Wish seems weaker, and I'm not sure that three is the right number. We can't Wish for setup cards, and it does not play well with Snapcaster. Would two be enough? Remember that we are trying to race more than react here. Something to test.