Originally Posted by
sdematt
I think we're all along the same page, but we're in a few different camps on a few different subjects. My thoughts:
Duress vs. Thoughtseize vs. Inquisition
My thoughts are Thoughtseize is strictly the best. It hits everything we want it to hit, including Moats, creatures, Jace, Force, etc. If you can't afford Thoughtseize, or want 6 in the main, play 4 Thoughtseize 2 Inquisition. Duress is suited for the board, as an extra measure against combo and getting the run on Landstill and other non-creature permanent based control decks.
Deed vs. EE
Simple here. EE blows up a certain CMC, Deed does cost and under. Deed is much better against Tribal if it succeeds, but it is a turn slower. An EE for two takes two turns, usually running turn 2 and 3, wheres this is turn 3 and 4. Mind you, you probably wouldn't want to rawdog an EE on two with two colours against Counterbalance, so it ends up being the same. For me, I choose Deed unless you plan on facing Belcher or something, and need an out in the first 2-3 turns.
Diabolic Edict vs. Path vs. Swords
Although they serve slightly different purposes, you're still trying to kill creatures, plain and simple. Targeted removal is usually the best next to mass removal. Having someone sac Cursecatcher and save their Coralhelm Commander is terrible. Swords on Coralhelm would be better, in my opinion. Mind you, Ion on white takes away Path and Swords. I agree with Karakas in the main: if you expect Dredge/Reanimator/Emrakul, pack a Karakas backed with Extirpate in the board. If you're playing Knight, that is. I suggest running AT LEAST 4 Swords in this meta (Vengevines, Lackey, Lord of Atlantis). I also like having an extra 2 Path. Saved my ass plenty of times.
Maindeck Extirpate vs. 2 Path or something
Again, if you expect a ton of Vengevine, you could even pack 4 maindeck Jailers for all I care. It depends on your meta. If you have a ton of Veggies, packing 2 Extirpate isn't a terrible idea. I pack 2 extra Path, as it's more versatile in other matchups, such as Merfolk and Goblins. Yes, stripping a dual off a Hymn + Extirpate is good in the main, but so is just Hymning them and Pathing a dude.
Dueling Grounds vs. Engineered Plague
To be totally honest here, since I've discovered Dueling Grounds, I wouldn't go back to Plague. Plague is VERY good against Elves and Goblins, but Grounds trumps it by taking care of Merfolk and helping out with Vengevine. So far, the only problem is the fact that it has terrible art.
Noble Hierarch vs. Mox Diamond
Seems to be the most sway here. It really comes down to explosivity vs. stability. Mox Diamond allows for turn 1 Hymns, Verdicts, and such. I won't disagree. Turn 1 Noble into turn 2 Hymn is decent, only because you have to fetch a Bayou turn 1 for the Hierarch and play another land turn 2. If Hierarch tapped for Black, there wouldn't be any discussion. I agree Mox pumps your Knight, very true, but Hierarch pumps my Goyfs against his, and you have no way to get lands back. Mox allows for explosive plays, but it can also lead to lagginess afterwards if you don't follow up with big plays. Noble gives you a blocker, exalted, mana, and is good in multiples for the bonuses.
I've tried Mox, and I found myself mana hungry because I was losing lands. With Hierarch, I can survive Wastelands and keep trucking, and swing with Dark Confidant on turn 3 for 3. I like it, but Mox isn't a bad choice. I think it comes down to how your deck is built and personal preference.
Sideboard: to be continued, Dexter's on Bravo :tongue:
-Matt