Originally Posted by
jasper
Some nice, grindier lists being posted. To those of you on builds with fewer sol lands (@drude1, @felipe_tardoqui), what would you estimate your average combo turn to be? How well does the interaction you have in form of cards like KCommand and Bolt enable you to stay alive? Do you win more games off the back of the combo or just outgrinding opponents with planeswalkers?
In both of your lists, there are a lot of one-ofs of cards that aren't tutorable, like planeswalkers and sideboard cards. Although I understand the value of having access to a diverse range of threats and answers, I wonder to what extent consistency is impacted. @felipe_tardoqui, only running 2 Ponder seems strange to me—what's the rationale behind that?
I agree that Bridge is a great card right now, although 3 seems excessive to me. I am running 2 in mono-blue. Of course, you have Brainstorm to get rid of redundant copies, but nevertheless.
As far as beating DnT, Walking Ballista is fantastic against them, particularly if you can tutor it (Trinket Mage) and recur it (Academy Ruins). I am currently testing one in the maindeck, with an additional copy in the board. Of course, it's better with sol lands. If you're running red, Pyroclasm also does great work—just don't get too greedy with it when playing. Getting yourself a 2- or 3-for-one should be plenty to swing the match in your favour.
Although arguably a very different style of deck (not sure it even belongs in this thread), my build of mono-blue (with Chalice) has performed well for me since the ban. I went 4-1 online the other day, losing only to RUG, and 4-0 locally yesterday. Online, I beat Elves, Sneak and Show, Miracles and Grixis Delver; in person I beat Sneak and Show, Nic Fit, Dredge and Grixis Control. Thanks to Chalice, you can be extremely pro-active in many match-ups, which great in a fresh, uncertain meta. Additionally, the mana-base is much more stable with a whopping 13 basic islands.