That's a lot of grave hate in your board. Not meeting Dredge or Reanimator makes that part of the board rather weak. I'd recommend cutting one of two. An additional Spell Pierce or Red Elemental Blast is always nice to have.
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That's a lot of grave hate in your board. Not meeting Dredge or Reanimator makes that part of the board rather weak. I'd recommend cutting one of two. An additional Spell Pierce or Red Elemental Blast is always nice to have.
That Jund game. Misdirecting Hymn. What a blowout. I just love all of the tricky spells this deck plays like Stifle. I know we need stifle for our noughts, but if I dont have a nought in hand, is it okay to stifle fetchland triggers and keep them off of their mana?
I'm not very familiar with this deck, but how can you feel comfortable running Dreadnought when Abrupt Decay is such an ubiquitous card?
I'm looking for a deck that will smash combo without losing to fair decks like Jund. I love the tempo elements of this deck, including Misdirection, but banking on having Misdirection and/or Divert is a bit too risky for my liking. Vision Charm seems great too, but it's also your 5th combo piece.
Indeed, you can rely on your other win conditions to beat most decks, but they're super fragile against a deck with Punishing Fires. Do you have any advice for the Jund matchup, or is this a slight negative (unless you can mess up their manabase and/or misdirect a Hymn)?
Im not sure if I am posting in the ringht thread, but I noticed a player on modo who has been doing well with this :
Creature [4]
4 Snapcaster Mage
Instant [25]
4 Brainstorm
3 Counterspell
4 Force of Will
4 Lightning Bolt
3 Spell Pierce
3 Spell Snare
4 Stifle
Artifact [2]
1 Crucible of Worlds
1 Engineered Explosives
Enchantment [3]
3 Standstill
Land [25]
3 Faerie Conclave
2 Flooded Strand
3 Island
4 Mishra's Factory
1 Mountain
4 Scalding Tarn
4 Volcanic Island
4 Wasteland
Planeswalker [1]
1 Jace, the Mind Sculptor
Sideboard:
2 Pyroblast
2 Red Elemental Blast
2 Surgical Extraction
1 Volcanic Fallout
3 Pyroclasm
1 Engineered Explosives
4 Relic of Progenitus
I have been playing it some time and it seems very strong. My main problems are Maverick and Nic Fit, as they can land creatures too big for EE and Pyroclasm, but the as long as I can keep them from generating tons of mana I tend to be able to grind them out by having more cards from standstill.
Well it doesn't play noughts so it's basically landstill, isn't it? Used to be UW, but yet it's the same gameplan I guess. Can I suggest you play Firespout instead of the Pyrocalsms? It's a mana more expensive, but if it solves your problems, why not? Other than that I can only think of Dismember to kill things efficiently, although it's single target. I'm certain you've thought about Day of Judgement or Wrath of God already so won't suggest them. Then again there aren't many cards you play in red. Why is it you play the whole four volcs and not splash into a third color to help fighting NicFit and/or Maverick? It's not like your manabase is exactly stable, right? Just my two cents ;)
Jund isn't that bad. Grim Lavamancer kills everything except Tarmogoyf, you can Bolt their Deathrite Shamana and Stifle + Waste their lands. Daze is also very good in this deck (mainly against Liliana). If Dreadnought hits once is enough, you can finish them with Lavamancer/Bolts or Mishra's Factory.
However, the ideal draw against this deck is: turn 1 Delver, followed by turn 2 Mishra + Standstill. They'll have to break the symmetry really fast, and even Hymn doesn't get you far behind in CA. Misdirection Hymn and Abrupt Decay when you can, and if you can save Vision Charm to protect Dreadnought, you're in a good shape.
Also, I'm playing 1 Torpor Orb and 1 Vision Charm as Stifle #5 and #6, so we can use our Stifles aggresively in the early game. Rough/Tumble also goes a long way wiping their board (they usually play 4 Bob, 4 DRS, 4 Goyf, 3 BBE). More on, you can save your FoWs to scary things (like Liliana, Pernicious Deed), we don't really care if Bob comes online, as this deck usually powers out early enough for Bob to matter.
By the way, this is my new list:
4 Wasteland
4 Mishra's Factory
4 Volcanic Island
4 Scalding Tarn
2 Misty Rainforest
2 Island
4 Delver of Secrets
4 Phyrexian Dreadnought
4 Grim Lavamancer
4 Brainstorm
4 Daze
4 Stifle
4 Lightning Bolt
3 Force of Will
3 Standstill
2 Misdirection
2 Spell Pierce
1 Torpor Orb
1 Vision Charm
SB: 3 Rough/Tumble
SB: 3 Mind Harness
SB: 2 Divert (or Echoing Truth)
SB: 2 Pyroblast
SB: 2 Relic of Progenitus
SB: 1 Tormod's Crypt
SB: 1 Force of Will
I'm playing Mind Harness over Submerge, because we run very few threats, and stealing a Tarmogoyf for a couple turns is really good, especially if you're opponent is willing block. If your meta is full of Goblins, Elves and Stoneblade, you can probably fit another Torpor Orb in the sideboard, since they pretty much depend on Enter the Battlefield effects.
Divert comes and goes from my board, depending on the quantity of BGx decks I'm expecting. Otherwise, I just play Echoing Truth, which is a nice catch all.
The Divert's seem good. Though it seems easy for a BUG deck running DRS to be able to pay for it...
That same logic can be applied to Daze, Spell Pierce etc.
Divert is very underrated. It's essentially a 2 for 1 for one blue, a Dispel for counters and even better vs Hymn. People definitely try to play around it once they get Diverted once so, so running only 1 or 2 will always make them play around it even if you don't have it.
Misdirection effects are great right now, and Divert offers better CA than misdirection although, it is more narrow. Run them both!
Just find what works for you in play testing and roll with it.
Haven't actually played this deck, but in those decks where I wanted a redirect effect (combo usually), Divert has usually been pretty insane. It's a better spell pierce when you want it (seize, Hymn, decay, etc). I can't really speak to it's uses in this deck with intelligence or experience, but it seems at first glance that it would be better maindeck than Misdirection due to card disadvantage. You're already 2-for-1-ing yourself with Dreadnought and Force (and yes Standstill can make up for some of that), so having a good answer that doesn't require a bunch of cards seems pretty decent to me anyway.
But of course I could be totally wrong since I've never played Dreadstill. :)
The reason I prefer misdirection over divert is because we tap out so much in this deck that you want all your counter magic to be free...I don't mind pitching 2 cards to save my dreadnought since 1 attack is usually good enough...if you have to wait to hold up mana for a divert it slows you down and gives them more opp to draw answers.
Why would you want a redirect effect against combo? Redirect one Tendrils copy? If you're paired against any storm based combo, Misdirection is the worst card you can have in the maindeck (it has some utilities against Sneak and Show). It's usually the first card to come out of the mainboard, giving space for Pyroblast/Spell Pierce, which is a lot better.
@Vandalize: dont you miss Trickbind? I mean against any counter deck its much more safer than vision charm?!
Play Vision Charm against High Tide or Miracles. It's fun, I swear.