Echelon can attest to this, I come up with A LOT of theory, some of them better than others.
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Great feedback, thanks to you!
I will definitly try brutality:Added answers to DRS will surely be helpful since they wreck the deck.
An extra land will be added. Note though that the deck BG with a white splash for rector and a few SB cards. Not sure a second plains specifically is warranted. Perhabs a second Tower since tower-draws can be very busted.
I'll keep proscription in mind when in test the sideboard.
Yes, at first I would have tell tower because you run only one of it, then I make my mind that the reason was you have 3 leap for sac effect.
I saw that you have only humility which need the WW, so one plain can do the job, yeah.
I think you'll find out quickly which land you need in the end :)
So, the final spoilers have arrived, and i thought the following cards are most interesting, but not really standing out much.
http://media-dominaria.cursecdn.com/...7783157495.png
Hexproof is real nice, but doesn't impact the board on ETB and for 6 mana i had expected at least Trample to make it worthwhile.
http://media-dominaria.cursecdn.com/...9893076548.png
More for Jund, but i do not think it will improve Jund anyhow, this could be more nice next to Tarmogoyf, which really isn't NicFit. Dies to bolt and Decay.. I wouldnt run this over Tracker, Courser or even Nissa, Vastwood Seer.
http://media-dominaria.cursecdn.com/...7768870808.png
Propably the most interesting card. Could kill Veteran Explorer, but on 5 CMC we probably have enough. It does have a recurring board control effect. Pity it is 5 CMC and brings a rather un interesting body to the field.
http://media-dominaria.cursecdn.com/...3596460534.png
Seems interesting on first sight, but thinking about it, Scryb Ranger does this better.
Those all just seem bad to me. The Croc and that RG haste dude are about the only cards I'd consider, and even then they would be in the SB to be used as Jace killers.
Of all the variants, Nyx Fit stands to gain the most from this set. Cruel Reality and Sandwurm Convergence make me want to relegate Doomwake/Curse/Plane to the sideboard, to be brought in as a hedge against graveyard hate or white exile effects. But absent those, why should we bother trying to assemble a two-card win condition when just one will do?
I like the idea of running both of the new enchantments as one-ofs. Ideally we can Rector for whichever best suits the board at the time. Having one of each helps provide insurance against drawing and being unable to cast one or the other, and Collective Brutality's discard mode should help with that problem as well. Starfield would then provide backup, as it does.
Testing will tell, but I foresee a pretty dramatic jump in the deck's power level, at least in game one. We would become more susceptible to graveyard hate or exile effects out of the board, though, since our wincons are very hard to resolve without Rector's help, and Rector needs to hit the graveyard to trigger. This may be reason enough to keep the old Living Plane plan in our 75—but perhaps not in the core 60.
I was looking around the primer for a GSZ guide but I haven't found out.
My general strategy is, if I have Therapy but no VE, I GSZ turn two so I can hopefully go Therapy/VE/Therapy/two drop as my first two turns. If I already have VE then I hold GSZ until I can tutor for a bigger threat.
Which dovetails into another thing I've been thinking of: some of my worst hands involve having VE but no sac outlet and then getting stuck on three lands. Been trying to think of a suitable way to tutor a way to kill my VE. Maybe Channeler's Initiate would fit the bill? But even then its kind of late and can only be done turn three. Then again, he's probably at least an upgrade over STE even if he's a turn slower than I'd want.
Another really bad situation is having my VE swordsed. How do you guys play around this? Maybe I should be naming swords with therapy and then brainstorm on the flash back.
This depends on what Nic Fit list you're building but I am a huge fan of DRS. Most lists I see run 1-2 but I like to lean more on 2-3. It's just more ramp in the deck to help you establish mana, MD gy hate and he can gain life which is relevant when trying to stabilize against initial onslaughts. In the matchups where Vet is bad you can side them out but still feel pretty good about DRS playing the ramp role.
If I was looking for more cheap sac outlets I would look at running either an extra tower (could go up to 2 if you run 1, 3 might start making general mana shaky). Or you could run something like innocent blood as a cheap sac effect.
I would love to hear others thoughts on this but as of late when I name with Cabal Therapy I think about my cards in hand, the deck aim playing against and what role that puts me in. If you have a hand with a lot of action where you being pro-active will set the pace of the game then I will name something to protect what I have or am trying to resolve etc.. and if I know I can go bigger then them. If our hand is slower, not quite as much action I will name what I think will slow them down most and be most disruptive to their game plan.
Against what decks are you seeing VE sworded? Miracles it's generally fine since you don't want them with basics anyway.
I'm usually fine with seeing VE get exiled. Means one less removal for one of your intermediate to late-game creatures. You can dip into either Innocent Blood or Diabolic Tutor if you want more sac outlets outside of 4 Therapy, 2 Phyrexian Tower.
Yea as soon as I posted that I realized I should have clarified because people would assume I'm talking about Miracles. Against Miracles I'm usually siding out my VE to go up to 4 DRS/AD.
There's a guy who plays Bant 12-Post every week in our group and another guy who plays a SFM deck.
Here is what I've come up with for my own Nyxfit decklist. It looked extremely weird when putting it together but running left me feeling good about it.
LANDS
4 Verdant Catacombs
4 Windswept Heath
2 Cavern of Souls
2 Phyrexian Tower
2 Bayou
1 Savannah
1 Scrubland
2 Forest
2 Swamp
2 Plains
CREATURES
4 Veteran Explorer
4 Academy Rector
2 Eternal Witness
ENCHANTMENTS
3 Pernicious Deed
3 Sterling Grove
1 Sandwurm Convergence
1 Oblivion Ring
1 Curse of Death's Hold
1 Starfield of Nyx
1 Cruel Reality
1 Humility
PLANESWALKERS
2 Nissa, Vital Force
1 Elspeth, Sun's Champion
INSTANTS/SORCERY
3 Abrupt Decay
2 Painful Truths
4 Cabal Therapy
4 Hymn to Tourach
SIDEBOARD
3 Carpet of Flowers
3 Leyline of Sanctity
2 Surgical Extraction
2 Spirit of the Labyrinth
2 Lost Legacy
1 Seal of Cleansing
2 (Open slots) Starfield?
I have to do more testing, but there isn't much to test against around here. Any suggestions for the 2 slots in the board?
Edit: Lets try writing this again, this time not on mobile.
My experience has been that with Nic Fit, or any other ramp deck for that matter, that if you don't get your mana sources you're basically not in the game. I've tried solving this for Nic Fit by attacking it from both ends. First of all, I'll continue advocating the idea of going wide, lowering your curve, and increasing card velocity. That way you can still play when you don't have mana, you just do more when you do. The other solution I've found though is to increase my ability to ramp. I don't think that 4 Veteran Explorer/4 Cabal Therapy is enough. Instead, I supplement my Explorers with Deathrite Shamans going up to 6 sources of mana (and in my SB I have another 4 sources, sometimes they swap for Vets, sometimes they just come in), and I increase the sacrifice side too. I run 1 Phyrexian Tower which adds a 5th sacrifice outlet. Additionally, I use 2-3 Crop Rotations (current MB is 2) so that I have 7 draws for a sacrifice effect. Last, I've been using Strangleroot Geist as an additional sacrifice target for the Tower. All of this combines to give me some pretty stable acceleration as long as I still keep in mind not losing to a Swords to Plowshares or a Wasteland.
On the Swords note, since I saw some discussion above. Vet should never be vulnerable to Swords. If you open on Therapy, you can cast Vet and flash it back without ever giving your opponent priority. Essentially, the same sequencing that stops Daze also stops StP.
Last, on Therapy... I actually prefer the openings where I can kill Vet without using Therapy because I like saving Therapy for the turn where I want to ensure something resolves. Being able to clear out a FoW for example in order to make sure your threat gets through is very powerful. The flashback is a lot less useful when trying to maintain board presence.
@Cringe:
I like the shell you have. I'd cut Hymn (double B is harsh on the mana) in favor of removal/enchantments.
That's 4 open slots.
I think the Enchantment-based lists need Toxic D in some capacity. Vets and Recs need to die to yield value. Let's go with 1 Toxic main. With the 3 remaining slots, we have cute options and more streamlined stuff.
-Courser (in the standard NF builds, doubles as enchantment here)
-Solitary Confinement as a way to hold the fort. Recursion loops with Witness
-R. Nightmare. See above for main loop
-Rest in Peace x1 in the SB. Possibly more depending upon the meta. Groves/Recs tutor for this
-Choke. *see above
-Gideon, Ally of Zendikar. Strong finisher
-Keranos (UR god). Finisher, lots of CA
-Blood Moon. SB option
EDIT: I'd definitely run V. Stronghold to loop my few creatures
I'm making a lot of controversial changes to Sneak for tomorrow's Mythic. I expect the turnout to be low due to the Easter weekend, which means it's a fairly low-key chance to try some ideas out while being in a still decently-sized room with a variety of decks and opponents.
I almost did, and then I second guessed myself into keeping it in. It may be a crutch, but goddamn if it isn't one of the best crutches every made. I seriously debated it and have come to the conclusion that both A: it's won me way too many games to cut it, and B: I'm just flat out uncomfortable with 0 lifegain in a Nic Fit deck.
Here's what I'm doing:
4 Veteran Explorer
2 Deathrite Shaman
1 Sakura-Tribe Elder
1 Fierce Empath
1 Eternal Witness
3 Tireless Tracker
1 Thragtusk
1 Inferno Titan
1 Primeval Titan
1 Woodland Bellower
1 Emrakul, the Aeons Torn
4 Cabal Therapy
4 Green Sun's Zenith
1 Maelstrom Pulse
2 Lightning Bolt
2 Abrupt Decay
3 Pernicious Deed
3 Sneak Attack
2 Sensei's Divining Top
1 Nissa, Vital Force
2 Phyrexian Tower
1 Volrath's Stronghold
3 Forest
2 Swamp
2 Mountain
3 Bayou
1 Taiga
1 Badlands
4 Verdant Catacombs
3 Wooded Foothills
sb::
1 Scavenging Ooze
1 Reclamation Sage
2 Thoughtseize
2 Slaughter Games
2 Carpet of Flowers
1 Pithing Needle
2 Surgical Extraction
1 Pyroblast
1 To the Slaughter
2 Toxic Deluge
DISCLAIMER: I am testing things. The last list I posted from March's Mythic is the current "stable" list that I recommend for large-meta events (SCGs, etc). The changes I am about to explain are /not/ ones that I stand behind as of yet.
Here's a brief rationale of the changes. I will provide a report and summary of my opinions of the changes once I've actually played with them tomorrow.
I went into the changes knowing that I wanted to test out extra Trackers, and I wanted to test out what would happen if I tried the deck without PFire. PFire was kind of ass at Mythic last month -- I still think it's better in a most true representation of the overall meta, but it wasn't very good vs the specific decks I played against and the decks that I saw in the room in general.
Thrag initially came out to help make room for the Trackers. I also cut the 3rd Top for the 3rd Tracker, because with 3 Trackers I expect to draw enough cards to compensate for the loss of a Top (plus I expect to draw multiples of Top more often).
The 3 PFire slots became 2 Bolts and 1 Pulse. It is important to me that these three slots be efficient at picking off planeswalkers. I considered Dreadbore, but I think that the raw efficiency of Bolt pushes it past the "kill em all" nature of Dreadbore, as well as being able to go face for extra reach, which likely becomes more important as the extra two Trackers strengthen the beatdown side of the deck. This is why I opted out of Fatal Push, incidentally. Push does jack fuckall to planeswalkers, and it's very important to me as a pilot that Sneak be the best version of Nic Fit against planeswalkers, as planeswalker is a card type that I expect to see only increasingly more play as time passes, and Deed doesn't handle them.
At this point, I was still torn on Thragtusk, but decided that I really just flat fucking wanted it, for the reasons I briefly stated above while writing out my decklist. I examined the deck a couple of times and decided that the only reasonable cut was the 4th Sneak Attack, which is something that I've fairly staunchly defended. I look forward to seeing how the deck plays with 3 tomorrow to get some data on the 3 Sneak vs 4 Sneak debate. Admittedly, the extra 2 Trackers also helped make this decision.
As for the manabase, I had 3 open slots due to the Groves. I knew I wanted the 7th basic for sure. I was torn between Foothills 3 vs Taiga 2, and opted for the Foothills due to the extra Trackers. For the final slot, I was between Foothills 4, Taiga 2, or Tower 2. I opted for Tower 2 in order to increase the number of "broken" starts, which are better due to the 7th basic, but also which makes me feel slightly guilty about cutting a Sneak Attack. It is very possible that Taiga 2 is the actual correct choice here, but I want to try the second Tower, so I'm gonna do it.
Honey badgers, etc.
For the sideboard, I knew a couple of things that I wanted to change from last month. I've been missing a catch-all "big graveyard" answer for a while now, and Ooze is regrettably the best example of that type of card that we currently have. Sam had success with the card at Worcester, so I decided to give it another try.
I wanted to hedge slightly more against Delver and Stormchaser Mage while maintaining my Miracles count (actually I wanted one more miracles card, but more on that in a bit), and keeping an answer to Jace / TNN. Pryoblast seemed like the most reasonable choice here, although I only have room for a 1-of. I'm unwilling to cut the To the Slaughters entirely as the card has been bananas for me, but I am willing to hedge with a similar card that has slightly different applications in some matchups.
However, cutting a To the Slaughter makes my Lands matchup worse. Adding Ooze slightly improves it, but I wanted to use the Ooze slot as a flat addition to my previous Lands board, which meant I needed to make up an answer to Merit Lage somewhere. The only logical cut was the 3rd Surgical Extraction, which I've had my eye on for a little while now anyway. Losing a Surgical ensured that this slot was going to be for vs Merit Lage, vs combo, and ALSO my 8th slot for Miracles. The only card that checks every single one of those boxes is Pithing Needle. I've run Needle before to mixed results, and I look forward to trying it out.
Note: there is a decent chance that I audible overnight to this slot being the 4th Sneak Attack instead, as just improving the combo plan vs combo and Lands is highly relevant, and Sneak Attack as a card is very important in the Miracles matchup. It would also allow me to perhaps save my day if I realize a round or two in that I never should've cut the 4th from the maindeck, lol.
Anyway, that's a quick update on the things I'm trying tomorrow, and I look forward to giving my results when I get home tomorrow night :D
Thanks for the input! Just tested against elves and BUG. I didn't ever find a good hand. Stabilized a few times and came back from low health. The big struggle here seems to be the opening hands I get. I can't seem to find good openers, probably due to big cmc cards through most of the deck. I tried GSZ but never really found them. I'll be for sure testing all of the cards you've mentioned. Didn't even hit me that deluge also hits my rector and explorers at the same time as a DRS. Thanks again!
I'm probably way late, but how did any testing for Eldritch Evolution go? It seems pretty sweet in a BUG shell with strix and Vet to sacrifice.
If you're going to 2 for 1 yourself and potentially get hugely blown out by a Counterspell, you need to win the game more thoroughly than Eldritch Evolution does. It's not impactful enough for the resources it costs us and the vulnerability it gives the deck.
So I've just had one of the best matches of Magic in a long time. This was a non-league match against Food Chain (a bad match up?), here I'm testing my latest BUG Fit value configuration.
http://i.imgur.com/8avD5mo.jpg
In game one my walkers answer everything and I win very quickly against a T2 Leovold. Buying back all the walkers (currently I have 2 Nissa 2 Lili 1 Jace 1 Ob Nixilis in the main; in the side 1 more Jace) with Nissa -3 is so insane.
In game two I keep a hand without discard and eventually lose to some random dude.
Game three was so awkward for the opponent: he got me to like 5 life but eventually I managed to stabilize thanks to 1 Strix. Then Murasa got the strix back and drew me another strix.
In this picture he conceded because he knew he was dead, but he had all his exile creature in exile with a food chain in play.
Notable cards in my yard: pulse of murasa (he couldn't attack into strix with his 1 3/3, before he drew food chain and manipulate fate, and I gained 6 life), Perilous research (I think the card is very strong in BUG and enhances the consistency, CA and mana wise, of the deck a lot).
His endgame: food chain with infinite mana and infinite 3/3, not bad.
My endgame: 2T combo with strix and tusk into play (aka every turn I make a 3/3 and I gain 5 life), Nissa (I could ult but I decided to bring back an ooze).
It's true that he could draw a ballista and win, but sometimes you lose to a random topdeck, it's the nature of the game. I think the grinding capabilities of this BUG version are underrated, strix and recursion are key against creatures, walkers are MVP against miracles.
I think the deck is kinda weak against storm (I don't have space in my side for counters, I only play 1 surgery and 1-2 lost legacy) but that deck is not very well positioned in the meta right now. I miss my hymns in this 3 color version, but I found out that hymn + strix + veteran explorer are hard to achieve consistently in the early game without 4 drs (I play 1).
I tested Eldritch evolution a while and go and it mostly sucked, but tbh now it has a very powerful target that it didn't before, Leovold. Do eldritching tracker make him trigger the two landfalls from veteran? I guess no sadly.
Yeah, that's an interesting thought. It protects Rector from both Deathrite Shaman and Surgical Extraction. But it also shuts off our own Starfield and Eternal Witness, cards that I only ever board out against fast combo. So it's not the most elegant solution. Still, it could be worth playing, just as Gaddock Teeg so often is in the GSZ/NO decks that run him.
Ground Seal also has the problem of bring graveyard hate that doesn't do much to Dredge, which is a bit awkward sometimes.
It also doesn't stop Exhume.
All true. I'm mainly considering it as a way to protect Academy Rector when it enters the graveyard so that its trigger can resolve successfully. I'll soon be testing a build based on Cruel Reality and Sandwurm Convergence—both nearly impossible to hard cast, so the Rector trigger will be even more essential to the deck. Anything Ground Seal does to interfere with the opponent's graveyard is just icing on the cake, from that perspective.
Went 3-2 today, largely out of my own fault.
Lost to Shardless 0-2
Beat Turbo RIP/Helm 2-1
Lost to Food Chain (Eric English) 1-2
Beat Pox 2-0
Beat Dredge 2-0
Loss to shardless came on the back of him clutch swapping back to brainstorming from fatesealing and finding a Force literally in the nick of time. Game two, I kept an aggressive 6 but should have mulled for a controlling or broken 5. I got him to 7, but then petered out and quickly died. It would've been a hard hand to mull, but I think it would've been correct to do so.
Turbo Rip/helm guy was playing mono-white with a bunch of sol lands, serum powders, lotus petals, chalices, 3balls...sideboarded into Thought-Knots and Smashers. Pretty interesting deck, and anything with RIP/helm is automatically scary for nic fit.
Food Chain was going fine until I spaced out g3 and got super mega punished for it. I'll freely admit that I had a lot on my mind today (used my 2-hour solo drive to the venue to reflect on a lot of depression/life issues), and that played a factor. Eric tried to cheer me up afterwards, something which I appreciated and I think helped me crush my last two rounds.
Pox was a fisting. No other way to describe it.
Dredge guy didn't know what my deck did, which led him to going way too ham in g2 when he really shouldn't have. Game one I just flat raced him with Sneak; g2 he went all-in vs my field of bayou-tower-Vet. I ate my Vet in response to his (all 4) bridge triggers and then stonewalled his ichorids and GGT for long enough to find a Sneak via Tracker and end it.
Should've been a better day, but my mind will do what my mind will do, sadly. I ended up in 11th place.
Thoughts on the changes I made for the day:
-) 2nd Tower was pretty great. I definitely saw it a lot more on the day, and I only had a duplicate scenario once.
-) At the same time, I definitely felt light on red sources without the Groves.
-) I didn't miss PFire at all. I missed the Groves more than I missed the Fires. This doesn't surprise me given the nature of Mythic's room, which is currently a couple Miracles decks, a pile of BUG decks, a couple Eldrazi, and a bunch of random nonsense and 1-/2-of archetypes.
-) I actually don't feel like I drew Tracker as often as I thought I should with 3 copies, which might mean that cutting the Top was greedy. It could also mean that I drew like shit, which I think is frankly rather accurate -- I saw Deathrite Shaman more than I've ever seen the card in my life today, and while that's 'okay' I'd rather draw Vets, especially against something like Shardless. I also was oscillating between flooding and screwing a lot. I very rarely had "just the right amount" of lands. Note that when I did draw Tracker, he overperformed. I'm thinking that a 2-of might be correct, but 3 is too much.
-) Random shout-out to Nissa, who carried me vs RIP/Helm guy in two completely different ways -- in game 1, she pressured him quickly and killed him swiftly; in game 3, she ulted immediately and I buried him in cards with repeated fetchlands. I still don't think we can realistically get away with the 2nd copy, but holy jeebus is the first copy ridiculous.
-) Cutting the 4th Sneak is as incorrect as I thought it was. It's just too important and shores up too many bad matchups / bad gamestates. Vs shardless game 1 I had a duplicate in my hand -- I ran the first one into his (known) Force, then traded him resolving a Jace for me resolving the second Sneak the following turn. Sneak just allows the deck to do so much nonsense that I really think maximizing the chance to draw it is better.
-) Pulse was good in its versatility. Took out anything ranging from Baleful Strix to Food Chain to Rest in Peace on the day.
-) The sideboard changes felt much better than the maindeck ones. Ooze didn't do much but did feel good to have access to for vs dredge. Pyroblast was good to have access to, and the Needle was...fine. I'd rather have another answer to Merit Lage as opposed to the lands that create him, but again, there's just so few cards that can affect Merit Lage, combo decks, and Miracles. Needle might be the best I've got for now.
Going to parse my opinions for a few days before making any decisions. I'll likely have a new list at the end of that.
Oh, also, get used to Food Chain. It's fucking everywhere. There were I think 5 of them at Mythic, and other legacy-playing friends have said similar numbers from their events. Might behoove us to be aware not only of our matchup vs Food Chain, but also vs whatever is going to rise up to squash it. Not sure what that'll be -- Blood Moon is bad vs it (it plays around 4-5 basics), it eats Miracles alive, and it can stand up to DnT now with Ballista.
Food Chain had a pretty good showing at SCG last weekend. Something to keep in mind against them, is that if you take their namesake card, they can't do much. If you've got a start that enables a T2 Lost Legacy you should probably aim for extracting their Food Chains, especially if T1 involves a Therapy on FoW... though they only play 3 Force and a Therapy/Mana Dork/Lost Legacy hand is exceptionally good on our end.
I didn't even think about that until you mentioned it. I just went with Food Chain because they often run a 3-1 or 3-2 split with the Eldrazi guy these days where as Food Chain is a 4 of. Either way, they run 3 FoW, and no other interaction.
I've only played against them a couple times, but this is a match where I take out some Vets and bring in more DRS and Carpet.
The best card we would have against them removal wise is Fatal Push, but I don't know where I would ever be able to work it in.
For now I'm going to assume it's just a fad and that it will level out again once people get it out of their systems.
Speaking of Food Chain....I know HoneyT and I had discussed a list before just G/B
// Deck: Nic Chain (60)
// Lands
4 Bayou
4 Forest
3 Misty Rainforest
1 Phyrexian Tower
1 Polluted Delta
3 Swamp
4 Verdant Catacombs
1 Volrath's Stronghold
// Creatures
4 Deathrite Shaman
4 Elvish Visionary
1 Emrakul, the Aeons Torn
4 Eternal Scourge
1 Eternal Witness
2 Fierce Empath
1 Gurmag Angler
4 Veteran Explorer
1 Woodland Bellower
// Spells
4 Cabal Therapy
2 Hymn to Tourach
4 Lost Legacy
3 Sensei's Divining Top
2 Sylvan Library
2 Thoughtseize
I think abrupt decay is really good against food chain. Usually it leads to them to sac'ing a guy and us blowing up chain in response to them casting the next creature. I'm trying a sneak list that goes in heavy on DRS and spot removal (3 bolt, 3 abrupt decay).
I feel like most of my losses come from stumbling in the early game not establishing my mana and conversley getting run down from other decks fast starts.
The higher number of ramp and removal is to try and further my decks consistency in being able to get to our end game mana and stave off any early opponents threats, allowing us to live long enough to swing things in our favor.
I'm still running woodland bellower, prime/inferno Titans and emrakul as the main bombs. These are supplemented by 2 trackers that if need be can become the big scary monster. DRS activations and bolts can also be the "final push" .
One thing I've really loved about Stronghold is it's singlehanded ability to elevate the grindability of this deck. Vet and Therapy already use the grave, but not really so much that we despise grave hate. Stronghold can be your only other graveyard interaction and now your opponent feels real pressure to hate your grave or lose. Then while they're playing grave hate, just play a midrange/fatty and win.
Hilarious. It seems we have moved away from Recurring Nightmare towards less graveyard dependency.
I went 5-1 with Bobmans Jund list yesterday. I removed the Ugin in sideboard for one more Thoughtsezie and Expicate become a Feare Macbaber
The decks were 3-4 color or "punishes decks that don't have basics"
2-1 red stompy
1-2 UW Stoneblade with back to basic
2-1 Bug delver
2-1 Bug aluren
2-0 painter
2-1 4 color controll with truename
I had so much fun with this list, more then the junk version. Loved to play with AD and P.Fire again.
All five planeswalkers was amazing. Chandra ToD is really nice.
Tireless was really good in the last match. I got 8 Clues and draw cards for all of them. Couser really help him out.
I really like Damntaion and Toxic in the SB. Sideboard out Deed when meet creture only matchups.
Primevial Titan was okey. Getting lands is nice but I felt it was winmore. I would like to test with Broadmate Dragon.
10/10 would play it again