Originally Posted by
Arianrhod
Those are reasonable changes if you want to stay away from the double white costs, but I'm not actually convinced that you should. Like, I look at your deck, and it looks a lot more like a Rock (gbw control, specifically) variant which is splashing blue for Brainstorm and sideboard, than it does a BUG-splash-white list. Let's break down the original list:
4 Veteran Explorer (G)
4 Deathrite Shaman (g/b)
1 Scavenging Ooze (G)
1 Eternal Witness (GG)
1 Captain Sisay (GW)
1 Thragtusk (G)
1 Primeval Titan (GG)
4 Green Sun's Zenith (G)
3 Brainstorm (U)
2 Sensei's Divining Top (x)
1 Thassa, God of the Seas (U)
1 Diabolic Intent (B)
4 Cabal Therapy (B)
3 Pernicious Deed (GB)
3 Abrupt Decay (GB)
2 Golgari Charm (GB)
2 Maelstrom Pulse (GB)
///
1 Gaddock Teeg (GW)
2 Enlightened Tutor (W)
3 Surgical Extraction (B/2)
2 Engineered Explosives (x)
1 Pernicious Deed (GB)
2 Pithing Needle (x)
2 Venser, Shaper-Savant (UU)
1 Engineered Plague (B)
1 Rest in Peace (W)
You have 6 blue cards in the 75 (of these, the Vensers are the only double-cost).
You have 5 white cards in the 75 (of these, 0 double-cost). *Note if you swap 1 Pulse -> 1 Vindicate you have 6 white.
You have 24 black cards in the 75 (of these, 0 double-cost).
You have 29 green cards in the 75 (of these, Primeval + Witness are double-cost).
Okay, so your deck is actually just GB with U and W splashes.
The Vensers aren't actually intended to be cast, I don't think -- they're more for Show and Tell you said, right? That reduces you to 3 Brainstorm + 1 Thassa for blue cards to consider. You also have the 4 DRS to help with the fixing.
Hmm.
How about something like this:
4 Veteran Explorer
4 Deathrite Shaman
1 Sakura-Tribe Elder
2 Eternal Witness
1 Thragtusk
1 Sigarda, Host of Herons
1 Primeval Titan
4 Cabal Therapy
4 Green Sun's Zenith
2 Council's Judgment
1 Vindicate
3 Brainstorm
3 Abrupt Decay
3 Pernicious Deed
2 Sensei's Divining Top
2 Batterskull
4 Verdant Catacombs
4 Windswept Heath
2 Bayou
1 Savannah
1 Scrubland
1 Tropical Island
2 Forest
2 Plains
2 Swamp
1 Island
1 Karakas
1 Volrath's Stronghold
1 Phyrexian Tower
//sb
2 Flusterstorm
2 Thoughtseize
2 Rest in Peace
1 Gaddock Teeg
2 Engineered Plague
2 Ethersworn Canonist
2 Pithing Needle
1 Sorin, Lord of Innistrad
1 Kiora, the Crashing Wave
That's my first effort at this type of deck, but it's a good place to start discussion, I think.
At its core, your desired version seems to be basically an old-school style Rock deck. You want lots of flexible removal, some recursion, some hard-to-answer threats, and a lot of powerful hate for the things that you otherwise can't handle.
Let's break it down:
4 Veteran
4 DRS
1 Sakura-Tribe Elder
The ramp core. DRS is industry-standard when you go over 3 colors and is a generically strong card. 1 Sakura-Tribe helps smooth things out for when you don't have access to a 'going-exploring' Explorer (Explorer + sac outlet), or when you don't want to set off an Explorer (ie Miracles).
2 Eternal Witness
1 Volrath's Stronghold
1 Phyrexian Tower
The recursion engines. I personally like the 2nd Witness in removal-heavy decks, because Witness is the green Snapcaster Mage. We had it first, and we still do it better (because we can re-use our target indefinitely as long as we can keep triggering witness). Two-towers is a standard package for Primeval Titan control decks and is better than Recurring Nightmare here due to the lower creature count.
2 Batterskull
1 Thragtusk
1 Sigarda, Host of Herons
1 Primeval Titan
The wincons. I've professed my love of 2x Batterskull for a quite now and am still on that page. Thrag is...well...everyone in this thread knows what Thrag does to legacy decks. Sigarda is the ultimate wincon for the manacost. Primeval Titan is our lord and savior. All hail Primeval Titan.
4 Green Sun's Zenith
3 Brainstorm
2 Sensei's Divining Top
The card advantage/selection. I've always liked the 3/2 Brainstorm/Top split in blue Nic Fits on principle. Zenith is standard issue. Nothing to see here.
4 Cabal Therapy
3 Abrupt Decay
2 Council's Judgment
1 Vindicate
3 Pernicious Deed
The disruption / removals. Council's Judgment is the defacto "best" removal spell in existence. It can't hit lands or multiples, but it can get rid of anything else, and the only real cost is the mana. But, come on. This is Nic Fit, and since when do we care that something costs 3? That's like, the bottom of our curve. Vindicate is for those problem lands -- I think that Judgment is actually better than Pulse, since the pulse effect is a corner-case at best and I'd rather have a wider answer than a more powerful one. Decay is strong vs Delver and Counterbalance, and I could see running the 4th in the board (I would run a 4th Decay before a 4th Deed for sure). Therapies, Deeds, we know these things.
[lands]
Manabase. We need these.
2 Flusterstorm
2 Thoughtseize
2 Rest in Peace
1 Gaddock Teeg
2 Engineered Plague
2 Ethersworn Canonist
2 Pithing Needle
1 Sorin, Lord of Innistrad
1 Kiora, the Crashing Wave
Sorin and Kiora are the strongest planeswalkers against Miracles. With the widespread adaptation of Council's Judgment, this might not end up being the long-term best way for Junk builds to fight against Miracles, but I would still like these 2 slots to be specifically for Miracles, Jund, Junk, [blade], etc.
Everything else here is pretty self-explanatory, I think. I don't like Enlightened Tutor as much at the moment -- I'd rather have more copies of powerful multi-deck hate cards in general at the moment, and especially in a deck with Brainstorm, I'd rather just have more hosers rather than waste slots with tutors for fewer hosers.