I don't play SOFI in my Esper build either. Now that I think about it, I don't remember the last time I saw a SOFI hit the field in the Blade Control decks.
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It turns any random dork into a powefull threat at a low cost, much moreso than jitte or skull
It generates card advantage and turns every creature you play into a must kill threat. Same for Feast & Famine. Pro blue is also nice, as it protects your creatures from Jace unsummon and means they can't block with Snapcaster, Clique, or Venser. Jitte deals the same amount of damage per turn as SoFI when it is active, but is also a turn slower.
You basically want SoFI whenever Jitte isn't good. The real debate is SoFI v. Feast & Famine.
I see your point, but against Miracles, isn't Elspeth just better period than SoFI? Against miracles you would have to hit a stone forge, get Sofi, and get a threat to stick around long enough to matter. Whereas; Elspeth can hit a decent amount even under a counter balance lock and generates its own threats?
The only 2 equipment I run maindeck is Batterskull and Jitte and I just couldn't see SoFI going in the board over Elspeth. Its possible i'm off base in my thinking though!
I generally can't find space for Elspeth in my 75 because I generally can't justify bringing in more 4 mana spells not named Jace. I can see how it would be good in Miracles, but outside of that match-up she seems pretty underwhelming. I can see the card advantage argument - I'll have to test it in with that angle in some of my more low to the ground match ups.
Elspeth is probably better against Miracles, but it's not necessarily an either/or proposition. I play both (actually right now I'm playing Nahiri online to give her a try, but Elspeth is my more traditional pick). SoFI is better against combo than Elspeth- I wouldn't even board in Elspeth in those matches.
True Name is generally a problem for Miracles because only about half their removal can deal with him. True Name with a SoFI on it is much scarier than with a Jitte. But anyway, you're the beatdown in this match, you can't worry so much about whether they have the removal- make 'em have it.
(FWIW, I also bring in Clique if it's in my SB, and Meddling Mage, which is just okay, but can make them have 2 types of removal handy to get out from under you. I've been known to side out at least one SFM, and sometimes even the Batterskull, but I don't know how correct that is).
I went 4-1 in 5 rounds of swiss and l lost to manaless dredge in the quarterfinals in a tourney on Saturday. I went 2-1 round one against a pod port-over from modern.
Round 2 I played against infect and lost 1-2. Always counter the creature.
Round 3 was me vs. Burn with Goblin Guides. I win this 2-0 thanks to equipment + TNN, and also 4 basics helps.
Round 4 I play against a goyfless Junkblade list, sporting 4 Lingering Souls. I 2-0 again.
Round 5 I get paired against my buddy I play all the time, mud. Dumb. I miraculously 2-0 him also. At one point I vindicated a chalice @1, then the following turn I CJ trini, then pay (w)1 and swords a lodestone golem. Then swing in for lethal off tokens.
Manaless Dredge beats me 2-0 after a 1 and 1/2 hrs of attrition and silly dredge randomness and lots of Jitte activations, and a needle on Phantasmogorian, I throw in the towel. When I got home I changed my board from 2 S. Extraction and 1 Grafdigger's Cage to 1 RIP, 1 Containment Priest, 1 Surgical Extraction and 1 Grafdigger's Cage.
Here's my current list. Other than the posted sb changes, I don't think I would change a thing. It was very strong all day and other than a few land issues, I had no problems whatsoever. I mulligan aggressively, just fyi.
List:
2 TNN
3 SFM
3 Mentor
1 Batterskull
1 Jitte
3 StP
2 CJ
1 S. Verdict
1 Jace
3 DTT
4 Brainstorm
2 Ponder
3 Probe
1 TSeize
3 Therapy
2 Daze
2 Pierce
4 FoW
1 Swamp
1 Plains
2 Island
1 Karakas
1 Scrubland
2 USea
2 Tundra
4 Strand
3 Delta
1 Flats
2 Wasteland
SB:
2 Clique
1 C. Priest
1 S. Extraction
1 EE
1 Meekstone
1 Needle
1 G. Cage
1 Pierce
1 RIP
1 Reality Shift
1 Disenchant
1 Vindicate
1 Wasteland
I guess what I may do is go to 61 for Marsh Flats #2. An easy sb swap out for the Wasteland.
This deck is strong. I would like to know if anyone else is doing anything like this.
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I've been testing out a similar list. Initially it had SFM, but I very quickly dropped them and made the best part of the deck better by adding more mentors, probes and therapies. Its not really "blade control" anymore, but it is a similar strategy.
19 lands:
4 Flooded Strand
2 Island
2 Marsh Flats
1 Plains (only non-island)
4 Polluted Delta
3 Tundra
3 Underground Sea
2 Baleful Strix
4 Monastery Mentor
2 Snapcaster Mage
4 Brainstorm
4 Ponder
4 Gitaxian Probe
3 Dig Through Time
4 Cabal Therapy
3 Daze
4 Force of Will
4 Swords to Plowshares
1 Elspeth, Knight-Errant
1 Jace, the Mind Sculptor
1 Inquisition of Kozilek
*These last 3 slots I am unsure about, they could easily be something else. More discard, removal, creatures or counters might be better and either PW might not be worth it. At one point I think I had 1 Jace, 1 Counterspell, 1 Deluge.
Sideboard:
1 Disenchant
1 Engineered Explosives
2 Ethersworn Canonist
2 Flusterstorm
2 Meddling Mage
1 Null Rod
1 Path to Exile
1 Pithing Needle
2 Surgical Extraction
2 Zealous Persecution
I have not taken it to any tournaments yet, but in my testing it has been very solid against all the tier 1 decks. Theres some advantages to not having SFM. I have don't care at all about artifact/enchantment hate, I care little about single target removal/discard AND I get to play null rod.
Similar to the deck I went day 2 with in Lille. I posted more about it in the Deathblade thread since I initially started out with DRS in it. Maybe it needs its own thread.
UWr Blade took 1st place in the scg premier iq
http://sales.starcitygames.com//deck...p?DeckID=88260
Oh Stoneblade, I don't know why I ever play decks without SFM.
Hello everyone, so I'm really new here to the Source, but I've been playing with this decklist on MTGO for a while, and I just wanted to have other people's take on it.
4x Flooded Strand
5x Island
5x Plains
4x Polluted Delta
3x Tundra
4x STP
4x Brainstorm
2x Ponder
2x Spell Pierce
2x Counterspell
4x Force of Will
3x Back to Basics
1x Detention Sphere
2x Dig Through Time
1x Supreme Verdict
4x Stoneforge Mystic
2x Snapcaster Mage
2x Thopter Foundry
1x Sword of the Meek
1x Umezawa’s Jitte
1x Batterskull
2x Jace the Mindsculptor
1x Elspeth, Knight Errant
SB
1x Spell Pierce
1x Spell Snare
2x Meddling Mage
1x Detention Sphere
1x Supreme Verdict
1x Academy Ruins
1x Pithing Needle
2x Relic of Progenitus
2x Kor Firewalker
2x Ethersworn Canonist
1x Disenchant
It's a pure U/W deck with no splash, and the reasoning behind that is back to basics has just won me games before, and the 10 basics are somewhat required for me to play it to its full potential. It's not really a budget issue, so I could change to multicolor if needed. I used the thopter/sword combo because it gives me the ability to put a lot of pressure on control decks and stymie aggro decks on a fairly consistent basis. Everything else seems fairly standard, I went with the Elspeth instead of the 3rd Jace because she can help me win the PW wars fairly easily, and also is a good PW to play when I already have a Jace out and lets me build my advantage. My miracles match-up has been fairly okay, as my dead cards ie StP and Back to basics, are somewhat mitigated by the existence of the thopter-foundry combo and the extra PW of Elspeth. Most other match-ups have been toss-ups, and in more than one case, I've beaten a suited up TNN by flooding the board with thopters/gaining life and racing it. The reason I don't play TNNs myself is because, especially with 3 btbs, I did not want to overload the 3 mana spot and to keep the rest of the deck lower to the ground (this may be wrong, I admit, but that was my reasoning)
Any questions, comments, and critiques are welcome and appreciated.
Council's Judgment is an excellent card. It is sometimes better than Detention Sphere -- it can be Snapcaster'ed, is *not* blue and is thus immune to Pyro/REB, and also can't be Abruptly Decayed. Oh, AND it can hit 'unkillable' things such as Nimble Mongoose, TNN, and even Thrun. Hitting double White should not be a problem for your build.
While I do think Back to Basics is a powerful effect, I think a Red splash can achieve a similar goal and provide additional power elsewhere. In addition to Blood Moon and/or Ruination, you also gain access to stuff like Pyro/REB (simply *amazing* against the current Tier 1 metagame), Grim Lavamancer, Lightning Bolt, Izzet Staticaster, Sudden Demise, Pyroclasm, Wear//Tear, etc.
Thanks for the input. I used the D-sphere because I liked having extra blue cards to pitch to force when I needed it and I liked being able to clear out multiple tokens. Admittedly though, a friend of mine did tell me that council's judgement was probably better in that spot, but I haven't actually tried it out yet.
As for the red splash, losing my fairly large number of basics would damage me in that regard, no?
Just 2x volcanics would be enough for the red splash, which shouldn't be a problem as far as B2B/Blood Moon goes. As far as D. Sphere goes, its problem is that REB eats it. I play 2 CJudgement and couldn't be happier.
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Probably. It's a solid strategy, but in the end, its the player who makes the plays. Make good choices.
That said, I'm not arguing that you should play red. I don't care for it. I like Azorius and Esper; I'm not interested in bad removal and color-specific counters. I'm not a huge fan of your list, it's kinda top-heavy for my taste. However, if it works for you, run with it. I would drop the Detention Sphere, though. It's just bad. If you want that kind of removal, I'd try Echoing Truth. It's my go-to. Also, CJudgement is worth running somewhere in the 75.
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I think Sphere is pretty bad, but I do like Red because Pyroblast and Moon are so important right now.
Lightning Bolt is pretty decent as removal #5 that can also go to the face when creature removal is not needed, I wouldn't necessarily call it bad removal.
Other options red gives you include Wear/Tear (which I find generally a little better than Disenchant), Pyroclasm and Sudden Demise.
Mostly Im preferring red right now for the Pyroblasts. With Omnitell the premiere combo deck that is also pretty easy for folks to pick up (as opposed to say ANT), Miracles still the premiere control deck, and with Grixis and BUG big threats (basically, with Dig Through Time decks being all-dominant), Pyroblast is stronger than ever in Legacy.
IMO, the big question shouldn't be do you play Pyroblast, it should be do you play any maindeck (which I think is a meta call; I'd play at least one in any large tournament)?
I am currently preparing for some upcoming legacy events and am considering an Esper Stoneblade / Deathblade variant. I want to try a Bitterblossom / Stoneforge package for improving mainly my miracles matchup and maximizing the effect of the equipment in the deck while still maintaining a high spell count to be able to combat the unfair share of the meta.
Currently I work within a basic frame of:
20 lands
2 pieces of equipment (1 Batterskull, 1 Jitte)
7 removal spells
10 counterspells / discard
7-8 cantrips (4 Brainstorm, 3-4 Ponder)
2 Dig through Time
= 28 spells which leaves approx. 12 creature slots
Could you give me some advice how the rest of the creature spells should be chosen?
Thank you in advance,
Philip
I am so your man!!!!! I have a custom hybrid that I developed years ago then, when I got back in I put this together with the upgrades available. I have had a lot of positive results testing, but I have seen I am weak against Mono Red. Other than that I have strong match ups against Miracles, Infect, "Fair decks delver/deathblade/etc...", and the rest in peace/tutor package helps against lands.
Lands (22)
4 Flooded Strand [ONS]
1 Island [DDH]
1 Karakas [LEG]
1 Marsh Flats [ZEN]
4 Mutavault [MOR]
1 Plains [DDH]
3 Polluted Delta [ONS]
1 Scrubland [3ED]
3 Tundra [3ED]
3 Underground Sea [3ED]
Creatures (9)
3 Spellstutter Sprite [LRW]
3 Stoneforge Mystic [WWK]
3 True-Name Nemesis [C13]
Other Spells (29)
1 Batterskull [NPH]
3 Bitterblossom [MOR]
4 Brainstorm [5ED]
2 Enlightened Tutor [6ED]
4 Force of Will [ALL]
2 Myth Realized [DTK]
3 Ponder
2 Spell Pierce [ZEN]
3 Standstill [ODY]
4 Swords to Plowshares [DDF]
1 Umezawa's Jitte [BOK]
Sideboard (15)
1 Chill [TMP]
2 Containment Priest [C14]
1 Elspeth, Knight-Errant [MD1]
1 Enlightened Tutor [6ED]
2 Ethersworn Canonist [ALA]
2 Flusterstorm [CMD]
1 Humility [TMP]
2 Rest in Peace [RTR]
1 Vendilion Clique [MOR]
2 Zealous Persecution [ARB]
I'm having a hard time with my mana base. Half of the time I flood and the other half I get screwed. I have already dropped the basic swamp that has been a real troublesome inclusion, but it didn't matter. Here is my mana - base for reference:
21
2 Island
1 Plains
1 Karakas
1 Scrubland
2 USea
3 Tundra
2 Flats
3 Delta
4 Strand
2 Wasteland
The deck is 61 cards, 61st card is A single Ponder. I have no room for more. List or one almost the same just a page or two back if you want reference to the full list.
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I would suggest altering your deck to run 4 copies of Ponder along with 20-22 lands. Ponder will help you find what you need, when you need it, and is arguably much more powerful than running multiple copies of 'business' spells. Ponder does a lot to help make land drops on time and avoid flooding as well.
21 lands is where I'm at, so I'd saying that's correct, I have no room for the Ponders. Go back two pages and check out the list, there simply is no room. I was thinking that maybe my numbers needed altered between basix/fetches/duals. I love the wastelands, they are strong, at least in my meta.
From my phone. I do my best, dammit!
2 SCM
4 SFM
2 TNN
3 Mentor
1 BSkull
1 Jitte
3 StP
2 JCouncil
1 SVerdict
1 Jace
3 DTT
4 Brainstorm
3 Probe
3 CTherapy
1 TSeize
2 Pierce
4 FoW
1 Swamp
1 Plains
2 Island
1 Karakas
1 Scrubland
2 USea
2 Tundra
1 Marsh Flats
4 Strand
4 Delta
2 Wasteland
Here are my suggestions:
-1 TNN
-1 DTT
-1 CJudgment
+3 Ponder
You have plenty of board control, you don't really need to have a 2nd TNN. DTT is difficult to cast multiple times, especially in the early game. You have Snapcaster Mage to flashback CJudgment if you find yourself needing to cast it more than once in a game.
Ponder does the following:
-fuels DTT
-activates Mentor
-finds lands, counterspells, discard, removal, threats, etc.
-also helps avoid drawing into multiple copies of the aforementioned cards when you don't need them.
-increases the reliability of your sideboard cards by helping to find them earlier and more consistently
If I were playing Esper Blade, I would also strongly consider finding room to play Deathrite Shaman. That card is sooooo good, and a justification for dipping into Black in the first place. I personally don't feel that discard alone is enough to justify running Black as your tertiary color instead of Red, but DRS is arguably worth it.
To do that, I would consider the following further changes:
-1 Land (probably a fetch or basic Island)
-2 S. Pierce
-1 TSieze
+4 DRS
This way you become an even stronger Midrange deck. Then I would put a few more anti-Combo cards in your sideboard to help mitigate the loss of the Spell Pierce and TSieze.
Just my personal opinion, feel free to play the deck however you want.
Note: -1 Stoneforge, +1 Ponder to the above list before my testing explained below.
After some testing, I found that imo Dark Confidant is better here than Shaman. Here's what I tested as far as changes go to the current list, although the slots I chose to use was the stoneforge package, making this the incorrect thread to post in.
-2 SFM
-2 equipment
-2 TNN
+4 Dark Confidant
+2 SDT
I also tested this next configuration removing the same 6 cards:
+4 DRS
+1 Daze/Ponder (just depends on your style, I prefer the daze, as it's less durdling)
+1 Spell Snare (counterspell would be fine here also)
These changes are both plausible. That said, I prefer not dropping Mentor so early, as even though I felt when I first started playing the list that would be best, after a lot of testing and a 5 round tournament with a cut to top 8, I found that generally controlling the early game is often the correct line of play. This is where discard is most potent, as are soft counters and FoW. The reason I like Confidant better is because he helps fuel this plan moreso than DRS, and DRS opens the deck up to graveyard hate like leyline/RIP, even more than just DTT.
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Can someone help create a red splash sideboard guide for me an other newer players?
I will list some things and what I think could be appropriate to use them in, but I need help siding things in and out.
Pyroblasts/REB for omnitell
Flusterstorm for storm
Wear / tear for Death and Taxes or miracles
Blood moon for delver or mud
Grafdigger's Cage/containment Priest for dredge or reanimator
Ethersworm canonist for storm or omnitell
Pithing needle for Death and Taxes or miracles
Meddling mage for storm or combo
Rest in piece for dredge, reanimator, or delve cards.
Sword of feast and famine for elves or other creature decks.
Chill for punishing fire or burn.
Thanks,
Please let me know of anything I missed or potential cards
Yeah, looks like you just did. If you want an actual sideboard, post a list, and other than forgetting Vendilion Clique and Containment Priest, both of which are better/more relevant than Canonist or Meddling Mage, you did a pretty okay job. Oh, but Sword of Feast and Famine is generally for the combo matchups, as the discard effect is solid and it allows you to play out your hand as normal while still having mana open for permission spells during their turn.
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So my list that I am working with right now is as follows
MB
4 strand
3 delta
2 mesa
3 tundra
2 volcanic
2 island
2 plains
1 mountain
1 karakas
1 venser, shaper savant
1 vendilion clique
1 snapcaster
2 true-name
4 stoneforge
4 force
4 swords
4 brainstorm
4 ponder
2 bolt
2 spell snare
2 spell pierce
2 counterspell
2 dig
1 batterskull
1 jitte
1 jace
1 council's judgement
1 supreme verdict
SB
1 canonist
1 wear / tear
1 blood moon
1 pithing needle
1 containment priest
1 meddling mage
1 grafdigger's cage
1 flusterstorm
1 Elspeth, knight errant
1 sword of feast and famine
2 rest in piece
3 red elemental blast
This is for an unknown meta at the moment. I have debated Elspeth in the main over a bolt. If that happens, I can add some burn hate like Chill
This feels like bad UWr Delver. You also missed Sulfur Elemental in your sideboard guide, and to a lesser extent, there's Izzet Staticaster, both are strong against mentor, Staticaster is good against that as well as YP, Bitterblossom, Bob, Snappy, Clique, and etc. Lose the Venser, at 20 lands, playing him to any real effect is...unlikely. also, it's Rest In Peace, not Piece. Sorry, but it's been driving me nuts. Drop the Mage and Canonist for 2x more Clique in the board for the Miracles, SFM mirror, and combo (all) matchups, they outperform the others by a good margin. Sword of Feast and Famine is too slow these days with 16 cantrip, mono-colored A+B combo decks everywhere that if I were you, I would just drop it and instead play another Blood Moon, or a singleton Engineered Explosives/Echoing Truth/Sulfur Elemental for Mentor. If Miracles 2.0 is a thing in your area I suggest the Elemental as it is an ongoing effect that they have to deal with to win.
From my phone. I do my best, dammit!
Thank you for your thoughts.
Sorry about the RIP error. The speech to text on my phone and I must have missed it. I have venser for omni matches specifically, but as I haven't played much with this deck in my meta, which has elves, death and taxes, mentor miracles, and some jund and burn. I suppose I will at least take out venser to add something. And thanks for sulfur elemental and izzet staticaster - never thought of those. You recommend to drop the Mage and canonist for 2 more clique. By this, so i can understand, you mean take out snapcaster, venser, and canonist in total to add different cards. Would it be worth 3 total cliques in main in your opinion? I would then have an open spot for izzet staticasternever in the board. How is this a bad or poor delver list and how can I improve that?
About my "feels like bad Delver" statement, I mean playing red in this kind of deck just feels like that, it's not something that you are doing wrong, just how red in Stoneblade feels to me and is why I don't play it.
I understand wanting to play Venser against Omni, and it probably works once in a while, but I think more often than not it's
Either pitched to force, put back with brainstorm, or is dead in hand thanks to only 20 land.
Do you really have good success with 2x Spell Snare? I can't bring myself to even play one. It just feels bad to me. Also, In my opinion I think 2x bolt isn't worth it. 3x is as low as I would go, otherwise I feel like it's wasting slots that could do more.
I would drop Venser for another Snapcaster Mage and I would drop the Meddling Mage and Ethersworn Canonist out of the 75 and use those 2 sideboard slots for 1 Clique and 1 Sulfur Elemental. If you want a 3rd Clique, drop the sword of Feast and Famine out of the 75 and add a 3rd. Don't play more than 1 Clique main.
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Alright. I understand where you are coming from. I am thinking of staticaster in place of sulfur elemental. It depends on if I am facing elves a lot or not. As far as snare goes, I find it really useful in some games and not others. They may change to something else. I am trying to make this more aggressive, so if I cut the snare, I can finish the set of bolts. I haven't seen the additional clique in many sides, but I will give that a try for mirror, miracles, and storm(are those the ideal matches?) What are thoughts on counterspell? If I go more for an attrition, I think counterspell shines more, but then spell peirce losses a bit. Yet, in an aggressive build, peirce and snare shine a little more than counterspell. In any case, should I keep the main judgement is that too slow?
I would cut a snare and a counterspell for 2x more bolts. Alternatively, playing 3 bolts and upping Pierce to 3 is an option as well.
I love CJudgement in the main. So much in fact, that I play 2x. I'd leave it.
If elves is a concern as well, perhaps instead of Elemental or Staticaster, just good ol' Pyroclasm could be the way to go.
Yes on the Clique for the matchups you said. Clique is also really good against Show and Tell lists. Playing Clique in response to S&T and taking their Omni/Emmy so they have nothing but a land (or nothing) to play off it is really fun, and essentially counters the S&T. Taking care of both the a and the b part of a+b combo with one card is really good, especially when it is a clock, too.
EDIT: This is to say that on my testing with Bob, further testing has revealed that dropping DTT #3 for SDT #3 is a solid decision. Flipping 8 is not a good feeling, especially when following a flipped FoW.
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My current esper list
1 snapcaster mage
1 vendilion clique
1 tasigur, the Golden fang
1 true name nemesis
4 stoneforge mystic
1 supreme verdict
1 engineered explosives
1 counterspell
1 councils judgement
1 batterskull
1 Umezawas was jitte
2 Jace the mind sculptor
2 lingering souls
2 ponder
2 dig through time
4 Swords to plowshares
4 brainstorm
4 thoughtseize
4 force of will
4 polluted delta
4 flooded strand
1 Marsh flats
3 tundra
2 underground sea
1 scrubland
2 island
1 plains
1 swamp
1 creeping tar pit
1 Academy ruins
1 karakas
SB
2 meddling mage
2 rest in peace
1 containment priest
1 cabal therapy
1 spell pierce
1 perish
1 pitching needle
1 surgical extraction
1 supreme verdict
1 zealous persecution
1 sword of feast and famine
1 disenchant
1 notion thief
Thoughts, questions concerns? Been really happy with tasigur as well as true name souls split, kind of want to make room for a second snapcaster and not sure I'm totally happy with sb
Long-time miracles player here (my last posts in this thread were April '14 :rolleyes:). I played UWR blade briefly last year when it showed up in a somewhat unrefined form piloted by Shane Remelt, but I just picked it up again as I believe True-Name Nemesis, Rest in Peace, and Land Disruption are better in the meta than Miracles is.
I settled on this list in particular since it's one of the few that's playing MD Wastelands instead of SB Blood Moons -- UWR Blade Control. It went 1/283 in Japan and there are several videos of the pilot during the tournament: vs. RUG Delver; vs. Omni; vs. Storm. Sakamoto pilots it extremely well. There's a lot of plays I wouldn't usually make, but they end up working for him.
Sakamoto Ryosuke UWR Blade
1 Vendilion Clique
2 Snapcaster Mage
3 True-Name Nemesis
4 Stoneforge Mystic
2 Pyroblast
2 Spell Pierce
3 Dig Through Time
3 Lightning Bolt
3 Swords to Plowshares
4 Brainstorm
4 Force of Will
1 Council's Judgment
4 Ponder
1 Jace, the Mind Sculptor
1 Batterskull
1 Umezawa's Jitte
1 Arid Mesa
1 Plains
1 Plateau (!)
2 Island
2 Wasteland
3 Tundra
3 Volcanic Island
4 Flooded Strand
4 Scalding Tarn
Sideboard
2 Flusterstorm
1 Wear // Tear
1 Vendilion Clique
1 Engineered Explosives
1 Ajani Vengeant (!)
1 Containment Priest
1 Sword of Feast and Famine
1 Pyroblast
2 Rest in Peace
1 Electrickery
3 Meddling Mage
I ended up switching:
- Plateau -> Mountain -- the 4th basic has been great, but I have noticed that WW is somewhat annoying to get for the Council's Judgement)
- Ajani Vengeant -> Nahiri, the Lithomancer -- I'm not really sure what Ajani does better than Elspeth, and I just wanted to play test Nahiri
- Electrickery -> Izzet Staticaster -- I don't own an Electrickery, although I can see how it may be better