So you can resolve your bombs such against popular decks such as Canadian and Blade control.
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I have to agree with DukeDemonKnight, that if you did remove scepter(s) then you might as well also remove abeyance at the very least. Maybe keep orim's chant for a surprise factor, but I might be in favor of dropping that too. There are better control cards.
Personally, I like chant and silence (with the scepter) instead of chant and abeyance. Abeyance still allows you opponent to get too many things in. I'd much rater take my chances preventing everything instead of card draw.
Might as well be the one to say it.
With Land Tax being unbanned, could it work in here? Since we are essentially parfait as is. Or is it too slow by the standards of a modern legacy?
It's too slow for Legacy as it exists today. Maybe, maybe if the format was still dominated by old school Landstill. As it is, Land Tax is just a vastly inferior Scrying Sheets.
Also re; the above conversation, Abeyance makes much more sense without Scepter than Chant does, maindeck wise.
Well, I've loved mono-white forever and used to play my own version of Quinn quite a bit back. I think that right now mono-white is actually a strategy to be pretty competitive, if metagamed to the current top decks. While my list has quite a bit of a different focus than traditional mono-white lists, I thought that since I've been out of the loop for legacy this might be as good a place as any to post my list and some of my thoughts. Anyway, here's the lists and I'll throw some of my ideas about it and where the construction came from after it.
This will be a long post, so feel free to respond to all or part of it. Thanks in advance for responses!
// Lands
4 [DK] Maze of Ith
1 [NE] Kor Haven
4 [CS] Scrying Sheets
14 [IA] Snow-Covered Plains
1 [LG] Karakas
// Creatures
1 [SC] Eternal Dragon
// Spells
4 [AVR] Terminus
3 [CMD] Soul Snare
1 [M12] Gideon Jura
4 [V09] Sensei's Divining Top
4 [DDF] Elspeth, Knight-Errant
4 [SHM] Runed Halo
4 [IA] Swords to Plowshares
4 [PLC] Porphyry Nodes
1 [AVR] Entreat the Angels
3 [ALA] Relic of Progenitus
2 [8E] Ensnaring Bridge
1 [ZEN] Expedition Map
// Sideboard
SB: 1 [M12] Gideon Jura
SB: 1 [8E] Ensnaring Bridge
SB: 2 [DKA] Grafdigger's Cage
SB: 2 [M12] Oblivion Ring
SB: 3 [TE] Humility
SB: 2 [6E] Enlightened Tutor
SB: 1 [ALA] Ethersworn Canonist
SB: 2 [M10] Pithing Needle
SB: 1 [NPH] Surgical Extraction
(Sideboard mostly placeholder)
Of particular note is the curve:
1cc: 19
2cc: 4
3cc: 3
4cc: 4
5cc: 1
6cc: 4 (Terminus, normally should be casted for ::w::)
7cc: 1 (Edragon, mostly a land fetch)
This is a pretty low curve for a control deck, but I think this is more the direction to go. My main complaint about control decks are getting hands that would have a lot of big spells that really just couldn't keep up. Playing a lower curve also lets you not need as much lands. I think this works because you can play a lot of cheap answers to trade for parity, while only having to generate card advantage a couple times before you start coming ahead. The main ways we can do this is through sheets, answering multiple critters through nodes/terminus/halo, and by nullifying enemy creature removal. While the combo kill of servant/grindstone is fast, I dislike that the cards are worthless outside of that. Hence I opt for Elspeth, who can protect as well as kill, even if she has some dysynergy with the mass removal.
Now, if you are interested in more specific card choices:
1) With the amount of SnT decks popping around, permanent based answers are really awesome. This led me to consider runed halo, soul snare, porphyry nodes, maze of ith, ensnaring bridge, and soul snare. I think that if a mono-white deck wants to compete with these types of decks you need these types of answers. While not auto-wins by any means (except for bridge G1), they can buy you some time, and will make G2/3 a lot better too when you can bring in something from the board like humility.
2) Maze of ith seems pretty well positioned in a mono-white control deck. It's an uncounterable, permanent-based answer for Griselbrand, and works very well with mass removal against aggro-decks. Ith plus a terminus or porphyry nodes can really rack up some serious card advantage in the almost any matchup. In the past I've felt that this card can really slow you down sometimes, but I think that the curve is better than a lot of mono-W control I've seen in the past, which makes the "cost" of this card a lot easier to pay.
3) Porphyry nodes seems just awesome right now. In addition to working vs. SnT, it can stop hard to deal with things like nimble mongeese, thrun, and geist since it's untargetted, and it can buy you a ton of time vs. aggro and just eat the board from very early. While it's delayed, not having to cost 4 mana like wrath of god is a huge boon. Many don't like that you have to take a hit from a creature first, but if people were paying 4 life to play dismember, I think that's a small price to pay for a cheap answer that can potentially net huge card advantage and helps against some of the tougher to deal with cards/matchups.
4) Elspeth seems to be an appropriate win-condition, because it can also double as protection and is hard to deal with if it's not countered. 4 might be too many due to getting too many hands of high CC cards, but it lets you run them into counter spells easier.
5) Entreat the angels, Gideon, and EDragon are mostly back-up win-cons, because I'm concerned with only Elspeth to win with. Edragon is definitely good, was considering a second for inevitability and shuffles, and I don't think that I'd want more than 1 Entreat with only 4 SDTs and 4 Terminus already. Gideon is pretty meh, so he can probably get the Axe.
6) The Relics main are not really necessary, but they are cheap and can provide utility in a of of matchups, and will just cantrip otherwise. They also help to have in the main when up against graveyard strategies like reanimator, so you can have even more cards to play against them. Also, I really like that you can play them to draw into a terminus from top without having to put your top back on your library.
7) Orim's chant and abeyance seem really unnecessary with so little storm combo in the meta anymore. While useful to protect key spells I opt for redudancy in this list, which is why I cut these spells. Naturally, I cut the scepters as well when not running these cards.
8) Singleton Karakas for additional Legendary fatties answers, and the Expedition map is surprisingly useful to get a draw engine (sheets), creature removal (ith), legendary creature answers (Karakas), or just mana. Plus, it's a shuffle effect for top, which is awesome.
Thanks again. Let me know what you think about the direction of the deck. I feel like this style could be in a good position right now, since the aggro/tempo decks would struggle to deal with all the creature removal, similarly with more aggro focused decks, plus the cheat fatties into play decks should also face sufficient roadblocks and we should be able to board against them.
I'm not a great legacy player but I play this deck for quite a long time so I hope I can help.
The first thing that came out to me was your mana base. I really like Maze of Ith. Personally I would like to run more but I think having 6 lands that are not snow-covered lands does slow you a bit. It seems to me that you will get less value from your Scrying Sheets with that. But I didn't test so I leave this open :)
I personally run 18 Plains + 4 Sheets + 1 Kor Haven + 1 Karakas and I'm happy that it can cope basically everything. I wouldn't suggest less than 16 Snow-Covered Plains...Specially because you also have Eternal Dragon.
Of course you are adapting your deck to the current metagame but I feel your deck is too much dedicated to creature decks. You have 4xMaze,Kor Haven,Karakas,4xTerminus,3xSoul Snare,4xStP,4xNodes,2xBridge and also the Runed Halo...
If my math doesn't trick me, that's 27 answers to creatures!!:frown::frown:
I really think that this is too much. If you put on your deck direct and precise answers you don't need that much creature hate.
But, let's assume that you want to keep approximately that many answers.
1) The real big answers you can have are the following:
Ensnaring Bridge, Runed Halo, Swords to Plowshares and Terminus. Despite being a bit slower, I really like Humility, too. I think the rest is interesting, effective but not perfect ;)
You can have some of them in the sideboard if you wish too.
2) I talk about that previously. I think it's awesome! The only problem I see is the interaction with your primarily engine: Sheets :)
3) A dedicated and experienced aggro player will smartly play around Porphyry Nodes. That's my view. I'm not saying it's bad or that it shouldn't be include, I just think that this could be one of the cuts. At least, definitely not 4x copies of it.
4) As you said, I think 4x copies is too much.
5) If you are using that many answers to creatures I think it's going to be even harder to stick to your winning conditions. All of them are creatures basically. The thing about Grindstone and Painter's Servant is the interaction with the deck. It doesn't need to go through an attack phase and I think that is pretty important.
I really like Gideon. I'm testing 1x copy and it turns to be awesome...both against control and aggro :)
Maybe you could cut the Entreat...
6) If you want to keep Relic of Progenitus in the main deck, don't play more than 3x. I think 2x could be the correct number. But that's a personal and metagame choice.
7) Well....I'm debating that over and over again. I think this should be what suits you more. A lot of times I thought in cutting them out but in the next moment they turn to be awesome in a certain situation. I just think it's a security against control. It's a great help. Specially because control decks are more aggressive nowadays.
Also, it can buy you time for anything you want. Answers, Win Cons,etc.
8) Never tried Expedition Map but it seems a pretty reasonable and interesting choice. Targets for Maze, Karakas, Haven and maybe for Mistveil Plains.
Ok, I am a long time fan of this and obviously coming to this thread again because of land tax but I like where this guy is going with his off the wall take on things. His list does a lot very well but the main criticism I would give is your only ways to win are literally elspeth and entreat. Gideon does seem very meh so I would honestly cut him for a second entreat....or even a decree of justice. That card can still be very good.
First off, thanks for the responses, I appreciate it.
As I had mentioned earlier, I think that because the curve is less than many other control decks that running more land isn't really necessary. 20 + Eternal dragon + Expedition map seems like plenty of mana. Yes, it can hurt scrying sheets a bit, but in reality with 18 snow lands you're still going to be getting plenty of value out of it. Besides, in my opinion its strength is more in the fact that you never have to draw lands, but instead you can just put your lands into your hand so that you can draw only business. Improving your mana base is only a bonus after that.
Is this really true? I mean, let's take a look at most of the big decks out there:Quote:
Of course you are adapting your deck to the current metagame but I feel your deck is too much dedicated to creature decks. You have 4xMaze,Kor Haven,Karakas,4xTerminus,3xSoul Snare,4xStP,4xNodes,2xBridge and also the Runed Halo...
- RUG Delver
- U/X Stoneblade
- Sneak and Show
- Reanimator
- Various aggro decks (Maverick, Merfolk, Golbins, Elves, Etc.)
Pretty much all of these decks need to win by actually swinging at you for the win. Stoneblade runs batterskull, but bridge, maze, and kor haven deal with it quite well. Reanimator and Sneak and show cheat big utility guys into play, but in the end they need to kill you by attacking. Some blue decks do run Jace, the Mindsculptor, which admittedly can be a problem, although he's not played that much and Elspeth and runed halo can do some work against him, so it's not like we're cold to him.
What other types of answers do you recommend? I can't see mono-white really attacking these decks from another angle without dedicating a lot of deck and/or board space. You should be able to take down decks with a ridiculous amount of redundancy.
Sure an aggro player can slow roll you, but that's a positive for you since it forces to play at a slower pace or to face getting X-for-1'd. Despite nodes making you take damage once, it means that the aggro player can't play more creatures while it's active, which buys you time the turn after you get hit, and more time is always good. Additionally you can't forget that this gives an answer besides Terminus for cards like Nimble mongoose and is what can make you not auto-lose to a show and tell. Plus, Maze and Kor haven force your opponents to extend into mass removal, and can really gain you a ton of advantage.Quote:
3) A dedicated and experienced aggro player will smartly play around Porphyry Nodes. That's my view. I'm not saying it's bad or that it shouldn't be include, I just think that this could be one of the cuts. At least, definitely not 4x copies of it.
I'm still on the fence about this. Sure, getting two of them really sucks, but I think you want the 4 copies so you can run them into counterspells. I decided Entreat can be strong, but can reduce consistency too much on top of Terminus with openers. I think that Batterskull is a far superior option to keep consistency, and will replace entreat with that. I might find room for a second batterskull in general, or maybe cut 1x Elspeth for it. Gideon will be useful against anything without swords, or G2&3 against such decks, so I think he should stay too.Quote:
4) As you said, I think 4x copies of Elspeth, Knight-Errant is too much.
5) If you are using that many answers to creatures I think it's going to be even harder to stick to your winning conditions. All of them are creatures basically. The thing about Grindstone and Painter's Servant is the interaction with the deck. It doesn't need to go through an attack phase and I think that is pretty important.
I really like Gideon. I'm testing 1x copy and it turns to be awesome...both against control and aggro :)
Maybe you could cut the Entreat...
I think painter/grindstone just hurts consistency too much and requires more slots (Enlightened tutor) to be effective. What I really hate is that painter/grindstone do nothing by themselves, which makes them effectively dead. While an argument could be made that enlightened tutor is actually good, I don't think it's that great. You can use it to get a bullet, sure, but I think that's pretty weak since against decks against which your bullets would be best are also those with counterspells or since you're so slow they can likely find an answer in time.
Yeah, I agree. I think at least 2x Relic is very good, and I'll probably stick with 3. This way you can have more cards in your deck post-board against graveyard strategies, can have a better chance G1, and will let you deal with any random GY-based strats you may run into (which is quite a lot for most decks nowadays).Quote:
6) If you want to keep Relic of Progenitus in the main deck, don't play more than 3x. I think 2x could be the correct number. But that's a personal and metagame choice.
I don't think either are necessary without running bullets. Furthermore, that's what all the redundancy in answers is about, because even if they counter stuff it shouldn't matter much.Quote:
Map has been amazing, I think I'm going to find room for a second one. Having extra copies of Maze and scrying sheets is incredibly strong by letting your engines get online more consistently (maze + mass removal or sheets + top), and the shuffle effect has been much appreciated for top. It's a bit slow, but with the reduced curve I think the costs aren't that bad at all.Quote:
8) Never tried Expedition Map but it seems a pretty reasonable and interesting choice. Targets for Maze, Karakas, Haven and maybe for Mistveil Plains.
Thank you for this. I'm investigating ways to improve this at the moment, since part of the difficulties come from the fact that your win-conditions have to meet a lot of criteria: hard to deal with, win the game on their own, useful at still controlling. I think the card I overlooked for this was Batterskull, which I think I will be trying to fit into the deck, and I think Elspeth + skull should be enough for win-conditions. Gideon Jura can also be great against non-swords decks, or in the board for extra win-cons.
I don't normally like to do two posts in a row, but I was able to do some actual testing with the deck. So, I have some more thoughts and some list tweaks. First, my updated list:
// Lands
4 [DK] Maze of Ith
1 [NE] Kor Haven
4 [CS] Scrying Sheets
14 [IA] Snow-Covered Plains
1 [LG] Karakas
// Creatures
2 [SC] Eternal Dragon
1 [WWK] Stoneforge Mystic
// Spells
3 [AVR] Terminus
4 [V09] Sensei's Divining Top
3 [DDF] Elspeth, Knight-Errant
4 [SHM] Runed Halo
4 [IA] Swords to Plowshares
4 [PLC] Porphyry Nodes
3 [ALA] Relic of Progenitus
2 [ZEN] Expedition Map
2 [NPH] Batterskull
3 [M12] Oblivion Ring
2 [CMD] Path to Exile
// Sideboard
SB: 1 [M12] Gideon Jura
SB: 1 [8E] Ensnaring Bridge
SB: 1 [DKA] Grafdigger's Cage
SB: 3 [6E] Enlightened Tutor
SB: 2 [ALA] Ethersworn Canonist
SB: 2 [TE] Humility
SB: 2 [M11] Leyline of Sanctity
SB: 2 [M10] Pithing Needle
SB: 1 [CH] Tormod's Crypt
1) Terminus and Elspeth were too much as 4-ofs. I didn't like that they could really clog your hand in multiples, even if they are really strong. Terminus in particular is horrible to have in your starting, but have one occasionally is okay. Pretty much the same think with Elspeth
2) Oblivion ring was sorely missed. I don't know why I didn't play with this originally. I made room by taking out the Ensnaring bridges, which were mostly reactionary to Sneak and Show, but I quickly realized that they shut off my win-conditions too.
3) Gideon is good, but not in the maindeck. Swords is simply too common for him to function as a win-condition, so if he's just being a control card we have cheaper answers. The extra high-cost card was particularly painful. However, he is a great card in the board since people will take out their swords. Especially against the slower control-type decks we're seeing now he's great, and another win-condition against such decks are much needed.
4) The addition of batterskull feels very strong. I added this in order to compensate for taking out an elspeth and gideon jura, and have been very happy. Batterskull is a tough threat to deal with once it's on the board, and can start doing a lot of work right away. The stoneforge mystic might feel odd, but I have liked it. It should mostly be considered as batterskull #3 that happens to shuffle, since the deck really needs more shuffles.
5) Eternal dragon and expedition map both did very well in testing, so I moved them up to 2 copies each. The increased amount of shuffles helps a lot to make top even stronger, and both are very good. 2 dragons makes it much more reasonable to get a dragon engine online after stalling out the board state. Expedition map lets our mana be more consistent, while also functioning as maze #5-6 to power up our mass removal when we can. It's also another (sorely needed) shuffle effect for top.
6) I didn't do much to tweak the board, but it feels pretty good. I think that there's enough diversity to allow us to to bring in quite a few cards in a lot of matchups.
Matchups
I got to do a little testing. Not a lot of games against each deck, but I was able to see a pattern/understand the MU better in a few cases. I was pretty happy with the flow of the deck overall. The cheap costs really made the deck able to function well on only a little mana. The one thing I don't like is how slow the deck can be at times, but I think that that's just a price that needs to be paid for this style of deck.
RUG Delver: I found this deck to be a joke, which is good. There's simply too much creature removal for their threats (usually near 12), that we can just fight through most counters. Once you drag the turns out, they'll really start to flail around as they can't dig for anything particularly useful. Their burn, forces, daze, and/or spell pierce often become liabilities too.
Stoneblade: This deck also runs a low number of threats (about 12 like delver), which is good for us. Jace is pretty scary, but ORing, sideboard, and our threats can keep him at bay. Runed halo can also stop Jace from actually winning the game. Even if they draw a lot of cards they can stall out on threats too. Maze is MVP here, since they usually aren't running 4 wastelands, so you can force over extensions, and maze prevents batterskull from doing anything useful.
Sneak and Show: Oblivion Ring + Porphyry nodes makes show and tell into Emrakul very easy to deal with. Griselbrand as a creature threat is easy to keep at bay between our removal suite, however the main problem is a hasted Emrakul from sneak attack, which Griselbrand can draw them into. Unfortunately there's not a good solution for this maindeck, so you kind of have to hope that they stall out after you deal with their creature threats, or can Oblivion ring their sneak attack. Post-board I think it's a lot better though, since we pick up humility, tutors, needle, and a bridge. I feel like it's a bit of a toss-up match unfortunately, but we'll have to see.
With just 18 snow permanents, I don't think Scrying Sheets will be as effective. Why use Maze of Ith if the deck itself can do well against aggro without it?
This is true that less snow permanents makes sheets less effective, although I don't see it as a huge issue. If you notice I'm running less lands than most of the lists in this thread, 20 mana lands compared to near 24 usually. This is where most of the discrepancy comes from. I suppose the number of lands debate is a different matter all together (will probably find room for 1-2 more snow-plains anyway), but the real power of sheets to me is not getting a ton of lands with it, but making sure all your draws are business spells and not lands. With this in mind, I find that even with only 18 snow-lands you can still achieve this.
As for maze, I have found it to be an incredible card. Maze is what lets cards like Porphyry nodes and Terminus trade for so much value. Smart players will usually slow roll their creatures so they can't get X-for-1'd, but maze forces them to extend into these sweepers. Additionally, maze is a great answer for batterskull, a problem that the list faces otherwise. While it dies to wasteland, there are already other good targets, so it's a perfectly acceptable trade I'll take in order to have an uncounterable removal spell that forces overextension.
Have you tested against Counterbalance + Entreat the Angels? They are really troublesome. EOT 3+ Angels plays around most of your removal.
My solution to this is Disk. Any ideas?
Unfortunately I have not tested against countertop. Originally when constructing this deck I expected a meta without counterbalance, which is one of the reasons why I think that this deck can be successful. I am fairly certain that it is difficult to beat an active counterbalance, although if you can manage to keep that offline you have enough tools to keep of an assault for awhile. Oblivion Ring can help, but obviously is not a panacea. Entreat does suck, but top + terminus and maze of ith can buy you some time if needed. This is a concession that has to be made I think, since I believe mono-white is more of a meta-deck than anything since I think it has a great game against many non-CB and non-combo decks.
As for solutions to beating them, I'm not entirely sure. I think disk in many cases is probably very slow, but is in fact very good against counterbalance and entreat. In fact, it's probably the best way to deal with that deck while also having a good Mu elsewhere. Another MVP in that matchup is Gideon Jura, which can kill them in 3 turns if they have fetched twice, kill Jace, is hard to balance away, and can buy some time vs. an angel army. I recommend at least one Jura in the board anyway, as he becomes a beast G2&3 when decks shouldn't have any exiling effects for him.
You're welcome, my pleasure ;)
Of course you want Scrying Sheets as early as possible but I really think it's only used the best during the late game, especially because of the pace of recent metagame. And this is a deck that needs a lot of mana to work at his best.
But anyway, this is my opinion. If it runs good for you, I'm happy for that :)
Ok, fair enough.
Still, I think it's possible do take down some creature answers without ruin the probabilities of winning games against creatures. By doing this, we could rely more on the 1st games against combo and control without relying almost 100% on the sideboard.
If you're not using Orim's Chant, Silence and/or Abeyance, it's ok to run 3-4 Elspeth ;)
I've been trying Expedition Map and it's really great. I'm using only 2x Maze instead of your full playset.
As an answer to Counterbalance and other control decks, Gideon Jura is quite good I agree.
I would really fulfill the sideboard with Seal of Cleansing, Disenchant, Pithing Needle, Mana Tithe (incredible good), Surgical Extraction, more Leylines, etc.
Unless you go the full chant/abeance/scepter route, I don't think that we can make the deck good enough to beat reliably beat combo. Yet, I don't really like such cards in general, because it takes away a lot of deck space. And then, even with our board I feel that we will still have trouble with combo. I will play some hate to see how it goes, but I am not hopeful. The deck is just too slow, so combo can easily have a lot of time to build up and/or find answers. As such, I accept this match loss, in the expectation that I won't really face it in my meta.
Definitely. 4 Elspeth seems like too much though, so I'm only running 3. Getting 2 Elspeths in hand was just too crippling in my experience. Been much happier with the 3/2 Elspeth/Batterskull split. Plus, batterskull plays really well with Elspeth, and if you get and stick both you can put yourself in a great position.Quote:
Yep, the more I play with map the happier I am with it. I am running 2x of it right now, and have found it very powerful. The mana costs do kind of suck, but with maze of ith it makes a third turn go much smoother to go find maze and put it into play. What I really like most is the added shuffle effect, as that has saved me so many times with a top out.Quote:
I've been trying Expedition Map and it's really great. I'm using only 2x Maze instead of your full playset.
I've also been testing out one Urza's Factory in the main to go fetch with the maps. It's very slow, but I have been appreciating it a lot, since I get to games where they stall out and I'm in a very good position between sheets or Eternal dragon getting me more mana, but I am having difficulty finding or sticking a win-condition. This is particularly useful against control. I think the opportunity cost of running factory is pretty low, and since it has the potential to win the game it has seemed worthwhile.
GenCon 2012
GenCon Legacy Champs list:
MainDeck:
Lands:
1x Karakas
4x Scrying Sheets
16x Snow-Covered Plains
Instants:
4x Enlightened Tutor
4x Swords to Plowshares
4x Orim's Chant
Sorcery:
1x Terminus
2x Wraith of God
2x Entreat the Angels
Enchantments:
1x Moat
1x Humility
1x Sacred Mesa
3x Oblivion Ring
Artifacts:
1x Grafdigger's Cage
1x Pithing Needle
2x Isochron Scepter
2x Grindstone
4x Sensei's Divining Top
Creatures:
2x Painter's Sevant
2x Sun Titan
2x Eternal Dragon
Planeswalker:
1x Gideon Juar
Side Deck:
1x Rule of Law
1x Humility
1x Aura of Silence
2x Pithing Needle
2x Tormod's Crypt
2x Ray of Distortion
4x Leyline of Sanctity
1x Rule of Law (Flex Slot)
1x Nevermore (Flex Slot)
Thoughts, ideas and suggetions are all welcome and appreciated.
I feel Moat is out of favor. All Show and Tell-ed creatures have flying. Delver has flying (and it's quite annoying when backed up with permission). Qasali Pridemage can be tutored no problem. And the control mirror will have an army of angels.
I think Humility is the way to go. It also shuts down Stoneforge Mystic and Snapcaster Mage.
If you do go with the 2x Humility plan, you might wanna look into Trading Post (maybe in the Mesa slot). Not only it is versitile, it can make an army of Goats!
I also feel Painter Stone win con isn't as good as it used to be. My greatest fear is actually Emrakul against various matchups (Sneak/Show for the most part). I think you're better off going all in attack with Batterskulls and Planeswalkers. I actually do not like Entreat in the deck as you can't Brainstorm it back to your library when it's clogging your hand.