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Thread: [Deck] MonoU OmniTell

  1. #881

    Re: [Deck] MonoU OmniTell

    Game 1 of my round 6 feature match from SCG Portland does a decent job of showing off one of Jace's many benefits. Basically, I resolve him turn 3, force his first ritual while I'm tapped out, and have the ability to keep open Cunning Wish while still being able to manipulate my deck and win the game. Without Jace, there's a good chance I lose the second he draws a black source

  2. #882
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    Re: [Deck] MonoU OmniTell

    I am really liking this deck at the moment. I played at the local last night, going 3-1 and essentially losing to myself.

    Round 1 v Bant. Loss 1-2

    Game 1, I lead off on the draw (puzzling him greatly) and kill on Turn 3 with Flusterstorm and Pact backup.

    Game 2, I am again on the draw, but keep a one lander with Ponder, Preordain, and Brainstorm. I don't find any more land and die to a god hand of Turn 3 KotR into Turn 4 Dark Depths into Turn 5 20/20. I shouldn't have kept that one-lander. I need to stop doing that. However, I thought it would get there with the two cantrips. What do others think about this keep?

    Game 3, I am again on the draw, and have a Turn 2 win. However, he has a Daze. I have a PoN and consider jamming it, but I think nah, if he has a FoW (he has three cards in hand) I just straight up lose, and anyway I can Intuition for three more SnT next turn and go off with PoN AND Flusterstorm backup. So I let the Daze resolve. After the game I realise that one card in his hand was the Island he returned to Daze, the second was a Batterskull he fetched with SfM and therefore he couldn't have had any counters whatsoever. DERP. I should have gone to the gym before Magic, my head would have been clearer. Anyway, the next turn he drops the third card in his hand, being Meddling Mage, naming SnT, meaning that I have to go for Intuition into three Dream Halls to have a chance of winning. I could have actually done it if I hadn't taken so much damage from Ancient Tombs. I'm thinking I should mix up the ratio of Tombs to City of Traitors a little bit, what do others think about the proper ratio?

    Round 2 v Burn. Win 2-0.

    Game 1. I'm on the draw, and go off on Turn 2 with PoN backup.

    Game 2. I'm on the draw again, and go off on Turn 2 again with a PoN for his REB.

    Round 3 v Shardless BUG. Win 2-0.

    Game 1. I'm on the draw, and he's screwed on mana. However, he does have two FoWs for my attempts to go off, and then draws into double black for a Hymn to Tourach to take my third attempt. Fortunately, Deathrite Shaman isn't providing much of a clock so I have time to recover. However, he drops and flips Delver and Delves a Tombstalker into play so I have to find something soon. I do, at 1 life, and cast Dream Halls into Enter the Infinite for the win.

    Game 2. I'm on the draw again, and he's hitting me with Hymns. He nabs and Surgically Extracts an Omniscience, but it's ok, I can go off with just Dream Halls. He tries to Abrupt Decay my Laboratory Maniac in response to my Ponder to win the game, but I just Brainstorm in response. Lesson, when you're playing Dream Halls, you should be pitching Show and Tells first, then Dream Halls, then Enter the Infinite, NOT CANTRIPS. I almost didn't have enough cantrips to win the game :P

    Round 4 v TES. Win 2-1.

    Game 1. I'm on the draw and am subjected to Duress and Gitaxian Probe-informed Cabal Therapy. I fight back with Flusterstorms on some of his cantrips and other spells. It ends up that he Burning Wishes for Empty the Warrens and gets only two tokens. However, with the amount of discard he draws, they get me down low and he manages to mini-Tendrils me out.

    Game 2. I'm on the play, having sided in Thoughtseizes. However, I don't see any (although again I manage to Flusterstorm some of his cantrips, even through his Defence Grid). He gets 6 Goblin tokens with me on 13 life. He swings me down to 7, and I play a Dream Halls. He swings me down to 1, and I rip an Enter the Infinite for the win. 1 life!

    Game 3. He's on the play, and again we're playing the discard game. Eventually, however, I manage to land a Dream Halls, so he's doing things like Burning Wish for Thoughtseize to keep me off two cards in hand (he correctly put me on EtI on the top of my library after a Brainstorm). Eventually, however, although he again gets some Goblins going, I rip a blue card to EtI, again at 1 life!

    I should have won that first match. Also, I should pay more careful attention to TES's graveyard because I could have Cunning Wished for Surgical Extraction on his Burning Wishes and locked him out of the game completely. But overall, the deck is really impressive. It could do with four Thoughtseize in the sideboard instead of three, and as I've indicated I haven't cast Slaughter Pact once so I'm not sure whether it should stay. Many say Intuition as a Cunning Wish target doesn't get used but I have gone for it a number of times. It just seems like it could be so good in certain situations so I'm loathe to cut it.

  3. #883

    Re: [Deck] MonoU OmniTell

    Your keep was fine. Games like that are chalked up as acceptable losses. You should be able to find a land in 10 . As far as the count of cities and tombs, I won't play anything less than 3 City. Burn is an actual deck now that Eidolon exists, and being able to Intuition for city at low life totals is incredibly relevant

  4. #884
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    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by 4thHorsemanOfSleaze View Post
    Your keep was fine. Games like that are chalked up as acceptable losses. You should be able to find a land in 10 . As far as the count of cities and tombs, I won't play anything less than 3 City. Burn is an actual deck now that Eidolon exists, and being able to Intuition for city at low life totals is incredibly relevant
    Thanks for your input. I usually keep one Island hands when I have at least two cantrips that allow me to get rid of cards from the top of my deck (Ponder or Preordain). I will continue to do so. I will also change up the ratio of Tombs/Cities from 4/1 to 1/3 and add an extra Island to keep the land count at 19.

  5. #885
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    Re: [Deck] MonoU OmniTell

    Ur Omni-Tell

    1 Emrakul, Aeons of Thorn

    4 Force of Will
    4 Brainstorm
    3 Cunning Wish
    3 Pact of Negation
    1 Intuition

    3 Preordain
    4 Enter the Infinite
    4 Show and Tell
    4 Ponder
    3 Gitaxian Probe

    4 Island
    3 Misty Rainforest
    4 Scalding Tarn
    3 Volcanic Island
    1 Mountain
    3 Ancient Tomb
    1 City of Traitors
    (60 Main boards)


    1 Release the Ants
    4 Leyline of Sanctity
    3 Defense Grid
    1 Pyroblast
    1Red Elemental Blast
    3 Volcanic Fallout
    1 Intuition
    1 Trickbind
    (15 Sideboards)


    Guys what is your verdict to my idea? I played this on casual games and this build is good against anti combo such as goddock teeg, Thalia, Meddling Mage, etc. I would love to play it on a tournament because I'm sure that my opponent will be surprice on my build but I don't have the money to buy for volcanic fallout, volcanic island and scalding tarn so I will appreciate if someone will try my build on a tournament.


    Thanks in advance... :)

  6. #886

    Re: [Deck] MonoU OmniTell

    To be entirely honest, I don't think splashing for reb and fallout is really worth it. If you wanna splash red, I'd be doing it for Burning Wish. But I don't think it's worth opening yourself up to wasteland

  7. #887
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    Re: [Deck] MonoU OmniTell

    A short report from the local weekly.

    Maindeck (60)

    6 Island
    1 Underground Sea
    4 Polluted Delta
    2 Scalding Tarn
    1 Misty Rainforest
    2 Ancient Tomb
    3 City of Traitors

    4 Show and Tell
    4 Omniscience
    4 Enter the Infinite
    4 Dream Halls
    4 Cunning Wish
    1 Intuition
    1 Trickbind

    4 Brainstorm
    4 Ponder
    4 Preordain

    4 Flusterstorm
    3 Pact of Negation

    Sideboard (15)

    1 Laboratory Maniac
    1 Research//Development
    1 Firemind's Foresight
    1 Pact of Negation
    1 Trickbind
    1 Wipe Away
    1 Surgical Extraction
    1 Slaughter Pact
    4 Thoughtseize
    2 Toxic Deluge
    1 Swamp

    Round 1 v Bant - Win 2-0

    Game 1 I start on the draw (by choice). I grind through some cantrips and combo out pretty easily with PoN and Flusterstorm backup.

    Game 2 I again start on the draw (not by choice). This time it is a bit more difficult because my cantrips aren't showing me any love, but I stay patient and play to my outs and draw the combo off the top at 7 life, again with PoN backup.

    Round 2 v Mono U Merfolk - win 2-0

    Game 1 I start on the draw (by choice). He states he thinks this is a good matchup for him. I cantrip quickly into the combo and have mana to pay for his Spell Pierce and a PoN for his FoW.

    Game 2 I again start on the draw (not by choice). This time he leads with double Cursecatcher, one of which nabs a ponder. However, I was prepared for that and planned for it to be countered. I continue to cantrip with my Brainstorms, and even take a couple of turns to blind draw off the top because he's only beating in with Cursecatcher for one per turn. However, he eventually drops a Merrow Reejerey and a Lord of Atlantis, meaning that I have to go for it. I have managed to drop five Islands and find a City of Traitors, the combo, plus a Cunning Wish, PoN and two Flusterstorms. I hardcast Dream Halls with two blue mana available, and PoN his FoW. He activates Vial in response and I tank, wondering if he's got a Clique to put in. Anyway, I can't stop it, so it resolves and he puts in a TNN. He Spell Pierces but I Flusterstorm back, win the counter war, and EtI for the match win.

    Round 3 v Death & Taxes. Loss 0-2

    Game 1 I start on the draw (not by choice). He gets down a Turn 2 Thalia, Turn 3 Stoneforge Mystic, and Aven Mindcensors me when I crack one of my fetchlands. I find an Island in the top four cards that time, but not on the subsequent fetchland, leaving me one mana short of comboing off before dying.

    Game 2 I start on the draw (by choice). I boarded in 1 Swamp, 2 Deluge, and 4 Thoughtseize for 3 PoN and 4 Flusterstorm. He goes Turn 1 Vial, Turn 2 Thalia, Turn 3 upkeep Enlightened Tutor for Spirit of the Labyrinth, which he casts with mana, then Turn 3 EoT Enlightened Tutor (again!?) for Ethersworn Canonist, which he Vials in on Turn 3 EoT. So on his Turn 4 I'm faced with all of that, meaning that all my spells cost one more, I can't play more than one per turn, and I can't draw more than one card per turn, plus I'm facing seven damage per turn. Through all of this, I've managed to assemble two Islands, one swamp, a Deluge, and the combo in hand, and on the turn before lethal I rip a City of Traitors to cast Deluge for two, wiping his board. However, he's ramped his Vial to three counters and of course brings an EoT Flickerwisp, which finishes me off from two life. I was on four life before Deluging for two, going to two, so I couldn't survive the Flickerwisp swing.

    Round 4 v Patriot Delver. Loss 1-2.

    Game 1 I start on the draw (not by choice). He gets a second turn Stoneforge Mystic into Batterskull, and sees two Spell Pierces and a FoW, and also my hand via Gitaxian Probe. However, I manage to assemble a hand with multiple Show and Tells, which I ram into his countermagic until I can use my PoN on his FoW to win.

    Game 2 I start on the draw (not by choice). He gets a Turn 1 Delver that flips, putting me on the clock. He also gets a Meddling Mage naming Show and Tell. I find a Toxic Deluge and the combo, but Deluge gets countered and I can't get rid of the Meddling Mage in time.

    Game 3 I start on the draw (by choice). He again gets a Turn 1 Delver, but this one doesn't flip. His Turn 2 Delver worries me, as does the Turn 3 Meddling Mage. Of course, on Turn 4 they flip and I am in for it. Again, I have a Toxic Deluge but he again has the counterspell for it. Again, I would have been able to go the next turn.

    Today's verdict on Toxic Deluge is that it's too slow and it could have been Massacre in any case and it would have been just as good or better. In the Death & Taxes matchup, in the second game if the Deluge had been a Massacre I would have won because I would have remained on four life and the Flickerwisp wouldn't have killed me. In the second game of the Patriot Delver matchup, I had a Flusterstorm in hand which I would have been able to use to protect the Massacre and won the game. However, I still appreciate that Deluge has wider applications against decks such as BUG Delver and Maverick where you may not be able to cast it for free due to an absence of Plains, and also (in the case of Maverick) of Gaddock Teeg. However, my metagame is inundated with good Death & Taxes players so I think maybe I change the Deluges to Massacres next week and see how it runs. In a larger metagame Deluges are likely the right call, however.

    I didn't take out Slaughter Pact, removing Intuition instead. I find I can avoid creating situations where I wish for it when it's not there. It was probably the easiest cut.

  8. #888

    Re: [Deck] MonoU OmniTell

    I can't say that I like even adding black at all. I think it makes the deck way less consistent to shore up matchups that Defense Grid fixes in less slots. FWIW, here's the SB I'm using at the moment

    3 Leyline of Sanctity
    3 Defense Grid
    1 Quicken
    1 Trickbind (Still not 100% on this slot. Suggestions welcome/appreciated)
    1 Release the Ants
    1 Mindbreak Trap
    1 Ravenous Trap
    1 Pact of Negation
    1 Rushing River
    1 Wipe Away
    1 Intuition


    IMO, Intuition is far too important to cut. Its saved my ass/let me win sooner more times than I can count. The Traps are a kind of concession to other forms of combo. Mindbreak is fantastic against the Storm variants, and Ravenous is fantastic against any deck with a Careful Study type of effect (dredge, reanimator). Quicken is my route of choice against Flickerwisp, O-ring, etc. to just flat out win the game. Every time I win with triggers on the stack, I always get looks of amazement from my opponent/spectators, and it's worth it every time. The reason I'm also including Trickbind is for the situations where you see the opportunity to SnT, but don't have the Enter on hand. Its something that's come up recently, and again, that slot is very much in limbo right now. One thought that has occurred to me is boarding the 4th Dream Halls, for the match-ups where Show and Tell can be a detriment (Sneak, Reanimator).

  9. #889
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    Re: [Deck] MonoU OmniTell

    What is your current list, Sleazy Horseman?

  10. #890

    Re: [Deck] MonoU OmniTell

    When I was at the black splash I was using massacre only. Simply because as I wrote a couple of pages ago t.deluge seems and is sometimes uncastable for us against d&t plus thanks to life loss we sometimes only help them :). Massacre is way better not only in this particular matchup. Has anyone fully tested polymorphist's jest already?

    @Horseman: Have you considered/tested another options in exchange of those 3 leylines? I've never been using less than 4 and actually now I'm not using them at all. Is there a difference in draws with 3?

  11. #891

    Re: [Deck] MonoU OmniTell

    I think that Polymorphist's Jest is not worth it. It costs 3, so you need at least 6 mana to combo out when you play it on your turn; with Thalia, Guardian of Thraben in play, you need 7 mana, that's too much imho. Still, this is just my thinking and i didn't tested it in real games.

  12. #892
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    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by pandaman View Post
    A short report from the local weekly.

    Maindeck (60)

    6 Island
    1 Underground Sea
    4 Polluted Delta
    2 Scalding Tarn
    1 Misty Rainforest
    2 Ancient Tomb
    3 City of Traitors

    4 Show and Tell
    4 Omniscience
    4 Enter the Infinite
    4 Dream Halls
    4 Cunning Wish
    1 Intuition
    1 Trickbind

    4 Brainstorm
    4 Ponder
    4 Preordain

    4 Flusterstorm
    3 Pact of Negation

    Sideboard (15)

    1 Laboratory Maniac
    1 Research//Development
    1 Firemind's Foresight
    1 Pact of Negation
    1 Trickbind
    1 Wipe Away
    1 Surgical Extraction
    1 Slaughter Pact
    4 Thoughtseize
    2 Toxic Deluge
    1 Swamp

    Round 1 v Bant - Win 2-0

    Game 1 I start on the draw (by choice). I grind through some cantrips and combo out pretty easily with PoN and Flusterstorm backup.

    Game 2 I again start on the draw (not by choice). This time it is a bit more difficult because my cantrips aren't showing me any love, but I stay patient and play to my outs and draw the combo off the top at 7 life, again with PoN backup.

    Round 2 v Mono U Merfolk - win 2-0

    Game 1 I start on the draw (by choice). He states he thinks this is a good matchup for him. I cantrip quickly into the combo and have mana to pay for his Spell Pierce and a PoN for his FoW.

    Game 2 I again start on the draw (not by choice). This time he leads with double Cursecatcher, one of which nabs a ponder. However, I was prepared for that and planned for it to be countered. I continue to cantrip with my Brainstorms, and even take a couple of turns to blind draw off the top because he's only beating in with Cursecatcher for one per turn. However, he eventually drops a Merrow Reejerey and a Lord of Atlantis, meaning that I have to go for it. I have managed to drop five Islands and find a City of Traitors, the combo, plus a Cunning Wish, PoN and two Flusterstorms. I hardcast Dream Halls with two blue mana available, and PoN his FoW. He activates Vial in response and I tank, wondering if he's got a Clique to put in. Anyway, I can't stop it, so it resolves and he puts in a TNN. He Spell Pierces but I Flusterstorm back, win the counter war, and EtI for the match win.

    Round 3 v Death & Taxes. Loss 0-2

    Game 1 I start on the draw (not by choice). He gets down a Turn 2 Thalia, Turn 3 Stoneforge Mystic, and Aven Mindcensors me when I crack one of my fetchlands. I find an Island in the top four cards that time, but not on the subsequent fetchland, leaving me one mana short of comboing off before dying.

    Game 2 I start on the draw (by choice). I boarded in 1 Swamp, 2 Deluge, and 4 Thoughtseize for 3 PoN and 4 Flusterstorm. He goes Turn 1 Vial, Turn 2 Thalia, Turn 3 upkeep Enlightened Tutor for Spirit of the Labyrinth, which he casts with mana, then Turn 3 EoT Enlightened Tutor (again!?) for Ethersworn Canonist, which he Vials in on Turn 3 EoT. So on his Turn 4 I'm faced with all of that, meaning that all my spells cost one more, I can't play more than one per turn, and I can't draw more than one card per turn, plus I'm facing seven damage per turn. Through all of this, I've managed to assemble two Islands, one swamp, a Deluge, and the combo in hand, and on the turn before lethal I rip a City of Traitors to cast Deluge for two, wiping his board. However, he's ramped his Vial to three counters and of course brings an EoT Flickerwisp, which finishes me off from two life. I was on four life before Deluging for two, going to two, so I couldn't survive the Flickerwisp swing.

    Round 4 v Patriot Delver. Loss 1-2.

    Game 1 I start on the draw (not by choice). He gets a second turn Stoneforge Mystic into Batterskull, and sees two Spell Pierces and a FoW, and also my hand via Gitaxian Probe. However, I manage to assemble a hand with multiple Show and Tells, which I ram into his countermagic until I can use my PoN on his FoW to win.

    Game 2 I start on the draw (not by choice). He gets a Turn 1 Delver that flips, putting me on the clock. He also gets a Meddling Mage naming Show and Tell. I find a Toxic Deluge and the combo, but Deluge gets countered and I can't get rid of the Meddling Mage in time.

    Game 3 I start on the draw (by choice). He again gets a Turn 1 Delver, but this one doesn't flip. His Turn 2 Delver worries me, as does the Turn 3 Meddling Mage. Of course, on Turn 4 they flip and I am in for it. Again, I have a Toxic Deluge but he again has the counterspell for it. Again, I would have been able to go the next turn.

    Today's verdict on Toxic Deluge is that it's too slow and it could have been Massacre in any case and it would have been just as good or better. In the Death & Taxes matchup, in the second game if the Deluge had been a Massacre I would have won because I would have remained on four life and the Flickerwisp wouldn't have killed me. In the second game of the Patriot Delver matchup, I had a Flusterstorm in hand which I would have been able to use to protect the Massacre and won the game. However, I still appreciate that Deluge has wider applications against decks such as BUG Delver and Maverick where you may not be able to cast it for free due to an absence of Plains, and also (in the case of Maverick) of Gaddock Teeg. However, my metagame is inundated with good Death & Taxes players so I think maybe I change the Deluges to Massacres next week and see how it runs. In a larger metagame Deluges are likely the right call, however.

    I didn't take out Slaughter Pact, removing Intuition instead. I find I can avoid creating situations where I wish for it when it's not there. It was probably the easiest cut.
    If you worry about dnt and maverick match-up, maybe try 1 teferi's realm? (I didn't test)

  13. #893

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by Ragdoll View Post
    @Horseman: Have you considered/tested another options in exchange of those 3 leylines? I've never been using less than 4 and actually now I'm not using them at all. Is there a difference in draws with 3?
    For a while I ran without Leyline, playing the R/D Lab Maniac plan, and Sapphire Charm. From what I've seen so far, playing with 3 is basically the same as playing with 4. I almost always have it when I want it. Basically, I'm playing it to kind of hedge bets against decks with alot of hand disruption (Jund, BUG, Storm, Pox, etc.) And honestly, I don't know what I would want to play in those slots if I were to cut them

    As far as my current list goes, its as follows

    1 Emrakul, the Aeons Torn
    3 Dream Halls
    4 Omniscience
    4 Cunning Wish
    4 Brainstorm
    4 Force of Will
    4 Enter the Infinite
    4 Ponder
    4 Preordain
    4 Show and Tell
    1 Intuition
    2 Jace, the Mind Sculptor
    2 Personal Tutor
    1 Ancient Tomb
    3 City of Traitors
    5 Blue Fetch
    1 Boseiju, Who Shelters All
    9 Island

    Its pretty much the same main that I ran in Portland. I tested a couple different counterspells in the Personal Tutor slot, and I hated it. I think it's more of a personal preference. It makes me slightly worse against Delver, but I don't think its a significant enough difference that its worth the change. Plus, I'm already slightly above 50% against them, which I'm fine with. The third Grid in the board should help with that as well.


    In other news, I came across an interesting development against Nic Fit last night. With my list, I need to be putting Omniscience on top with Enter to play around Extirpate. I do this mainly because I can go infinite with Jace and Emrakul if I somehow do get sleazed. If you aren't running the 2 Jace, I'd say put the Emrakul on top and play it safe

  14. #894

    Re: [Deck] MonoU OmniTell

    Can we discuss a UR list here? I like the idea of sweepers in the wish board. And 7 main deck show and tells with burning wish.

    I'm looking for a list to start playing this week.

  15. #895

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by kingsey View Post
    Can we discuss a UR list here? I like the idea of sweepers in the wish board. And 7 main deck show and tells with burning wish.

    I'm looking for a list to start playing this week.
    http://www.mtgthesource.com/forums/s...k-U-R-OmniTell

    There you go

  16. #896

    Re: [Deck] MonoU OmniTell

    On the Trickbind sideboard slot... assuming you aren't playing Firemind's Foresight then to beat an ORing effect you need both ETI and Cunning Wish in hand. Either Quicken or Trickbind will do effectively the same thing in this situation. I prefer trickbind as it has some use in other cases, like against counterbalance, or preventing one draw 7 from Griselbrand after a SnT. I don't think you need both.

    A separate question... are other having problems with D&T? The matchup isn't terrible but I always struggle with it and I'm after a good sideboard answer. I've moved away from the U/b version (and dread of night / deluge) and back to mono U.

  17. #897

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by elroy View Post
    On the Trickbind sideboard slot... assuming you aren't playing Firemind's Foresight then to beat an ORing effect you need both ETI and Cunning Wish in hand. Either Quicken or Trickbind will do effectively the same thing in this situation. I prefer trickbind as it has some use in other cases, like against counterbalance, or preventing one draw 7 from Griselbrand after a SnT. I don't think you need both.

    A separate question... are other having problems with D&T? The matchup isn't terrible but I always struggle with it and I'm after a good sideboard answer. I've moved away from the U/b version (and dread of night / deluge) and back to mono U.
    DnT is an incredibly positive matchup. I'd say somewhere in the 90/10 range. Rather than use a slot on it, I'd say just keep practicing against it, learn what their actual threats are, and how to play around them

    I agree that I don't need both Quicken and Trickbind. And you are correct that it requires me to have an additional card. However that is the exact reason I play 4 Wish instead of the usual 3. What I'm not sure of is what to put into that 15th slot. The more I think about it, the more I'm leading towards the 4th Halls

  18. #898
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    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by 4thHorsemanOfSleaze View Post
    DnT is an incredibly positive matchup. I'd say somewhere in the 90/10 range. Rather than use a slot on it, I'd say just keep practicing against it, learn what their actual threats are, and how to play around them

    I agree that I don't need both Quicken and Trickbind. And you are correct that it requires me to have an additional card. However that is the exact reason I play 4 Wish instead of the usual 3. What I'm not sure of is what to put into that 15th slot. The more I think about it, the more I'm leading towards the 4th Halls
    I have to say I disagree with my deck. I don't play FoW so I can't counter anything they play, leaving me with board control as my only option. I will keep practising, though.

  19. #899

    Re: [Deck] MonoU OmniTell

    Quote Originally Posted by pandaman View Post
    I have to say I disagree with my deck. I don't play FoW so I can't counter anything they play, leaving me with board control as my only option. I will keep practising, though.
    Can you elaborate?

  20. #900
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    Re: [Deck] MonoU OmniTell

    Well, the hate pieces come down very consistently and disrupt enough that it's quite difficult unless you have a good hand. I've now lost many more games than I have won against D&T. Turn 2 Thalia/Canonist/Spirit of the Labyrinth starts it off, then they have just been dropping more pieces on Turns 3 and 4. If it's a pure race, it has been difficult to win without having mass removal for all the bears.

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