Not necessarily. The idea is that Jace is weak to Elves because they're a bunch-of-dudes deck that can constantly apply 1 to 2 points of pressure on Jace. Sure we can keep digging for removal to keep JTMS alive, but their deck has way more many dudes than we have actual answers. So we'll kill a few, and then more will come. And this repeats until we're out of removal. Keeping Jace alive is an unsustainable plan in the long run. I think Jace is good for finding secondary copies of Counterbalance, but in the face of Abrupt Decay and SDT-hate, that plan isn't as reliable. Also, JTMS doesn't help us stabilize as much as any of the other cards in the deck (minus Plains, I guess), so I'd rather be taking out JTMS instead of Council's Judgment. Is my logic sound?
I personally like Jace, due to the fact that he makes it much easier to find Terminus.
I don't plan on him winning me the game, just stabilizing. He is usually better at that than a single copy of Council's Judgement and without a question better than (at least) 1 plains.
On a unrelated note: What tokens do you use and what basic lands do you use?
Playtested against merfolk a lot this week. Tested agains the best shell against us: 4 standstill and 4 chalice main deck.
I am using 4 ponder list with this side:
2x peacekeeper
1x supreme verdict
1x Engineered explosives
3x Reb effect
1x counterspell
1x spell pierce
2x fluster
1x blood moon
3x vendilion
Game 1 (30%-70%) played 10 games
First game is VERY hard. The best plan I found is NOT counter aether vial and keep our FOW to ensure your entreat resolve fast. A fast Entreat is our only out in the first game.
Game 2 (60%-40%) played 20 games
They are playing the unfair game to lock us: Vial + Chalice + Standill + Counters. My plan A is ensuring peacekeeper. Plan B is slow down the game and resolve an entreat
Sideboarding:
+2 peacekeeper
+1 supreme
+1 engineer explosives
+1 spell pierce
+3 reb +1counterspell
-4 counterbalance (useless)
-4 ponder (they have 4 chalice)
-1 jace (die very easy)
Suggestions:
1. Do not FOW aether vial. Keep it to resolve peacekeeper, terminus and entreat. Counterspell or spell pierce is OK if you have more counters in hand
2. Keep your life as HI as possible. Do not hesitate using swords against a turn2 silvergil. Merfolks can easy deal 8-10 unblockable damage in a single turn, so you cannot afford any damage. Games usualy ends with you at very low life. (same goes to fetchlands)
3. Peacekeeper is much better than ensnaring bridge. Moat is even better but i don;t use it ;) I preffer peacekeeper cause they are useful against infect, sneak attack and reanimator.
Last edited by order; 02-11-2015 at 02:29 PM.
Taking out one Jace is definitely fine, but the original post meant to take out all the Jace. I would prefer to leave 1 Jace in at the least. The point is not to keep Jace alive, the point is to find mass removal using Jace or put clunky Miracles cards back. For example, Reid Duke would have died many turns ago if he didn't use Jace-bounce and/or Jace-brainstorm in that PC game.
Following up a Terminus with a Jace can be huge as well. If you can manage to stave off Glimpse / NO and get the elves player into topdeck mode, Jace is game over. A lot of times I find that Glimpse and NO isn't even game plan #1 post board, they'd rather play it safe and push small chunks of damage through early and often.
In this respect, you can misrepresent Jace as a looming threat, and try to prod your opponent into overcommitting to the board. Use Jacestorm to find more ways to clear off the table, rinse, and repeat. Not to say Jace isn't a threat, he definitely is, but if you can push your opponent towards dealing with it NOW rather than LATER, you can certainly press that advantage. A dryad arbor off a fetch can't kill jace, as a single +2 more than puts him out of range for this line.
They banned Top, so now I play Grixis Delver.
That's a fair reason. I think in Ein's list though, because we're on 4 Ponder, that finding Terminus without Jace is easy enough. Additionally, the removal that would be taking Jace's spot can also effectively "buy us a draw", giving us more time to find Terminus.
RE: Council's Judgment - I think it provides a lot to the matchup because it stops cards like Null Rod, Choke, and Pithing Needle, while also potentially being creature removal.
I can get down behind leaving in 1 Jace over Plains. Should we be worried about 19 lands against Elves?
Hey everybody, i'm a long time lurker and i wrote a couple of posts here and there, i've been working on sideboard plans recently and i'd like to post here where i am with that work atm so if you have any suggestions you can post that here.
I'm testing this decklist now:
21 lands
4 Flooded Strand
4 Misty Rainforest
2 Arid Mesa
3 Tundra
2 Volcanic Island
4 Island
2 Plains
36 other spells
4 Brainstorm
4 Ponder
2 Dig Through Time
4 Sensei's Divining Top
4 Counterbalance
4 Swords to Plowshares
4 Terminus
2 Entreat the Angels
2 Jace, the Mind Sculptor
4 Force of Will
1 Counterspell
1 Council's Judgment
3 creatures
3 Snapcaster Mage
SB: 1 Counterspell
SB: 1 Council's Judgment
SB: 3 Vendilion Clique
SB: 3 Flusterstorm
SB: 1 Disenchant
SB: 1 Engineered Explosives
SB: 2 Red Elemental Blast
SB: 1 Pyroblast
SB: 2 Rest in Peace
Here we go with the sideboarding plans:
Ant: 8
Out
1 Swords to plowshares / Council’s Judgment
2 Entreat the Angels
4 Terminus
1 Jace
In
3 Flusterstorm
1 Engineered Explosives
3 Vendilion Clique
1 Counterspell
Swords to plowshares stays in so we can have an answer to Xantid Swarm, Dark confidant and co. If they have Young Pyromancer i'll keep Terminus in instead.
Burn: 6
Out
2 Dig Through Times
2 Jace, the Mind Sculptor
1 Entreat the Angels
1 Terminus
In
1 Counterspell
2 Vendilion
2 Fluster
1 Disenchant
Bug Nic Fit: 4 (Totally not sure on this one... any suggestions?)
Out
4 Counterbalance
In
2 Rest in Peace
1 Counterspell
1 Council's Judgement
Canadian threshold / Rug Delver: 7 ( i guess i should cut 1x Dig for 1x more Flusterstorm or 1x Vendilion)
Out
4 Force of Will
1 Counterspell
2 Jace
In
2 Rest in Peace
2 Flusterstorm
1 Council's Judgement
1 Engineered Explosives
1 Disenchant
Disenchant enters here for Sulfuric Vortex, Null Rod, Pithing Needle..
Death and Taxes: 5
Out
1 Force
4 Counterbalance
In
1 Explosives
1 Disenchant
2 Vendilion/ 1 Vendilion 1 Judgment
Not so sure here, Vendilion vs. a deck with 3x Karakas rarely attacks or blocks, Judgment vs. Ports, Thalias etc, seems a little too heavy
Deathblade : 8
Out
4 Force
4 Counterbalance
In
2 Reb
1 Pyroblast
1 Disenchant
1 Council's Judgement
1 Engineered Explosives
1 Counterspell
1 Vendilion
Dredge: 8
Out
4 Counterbalance
1 Council's Judgement
2 Jace, the Mind Sculptor
1 Dig Through Times
In
2 Rest in Peace
3 Flusterstorm
1 Engineered Explosives
2 Vendilion Clique
Elves! : 3
Out
1 Council's Judgement
2 Jace, the Mind Sculptor
In
1 Vendilion Clique
1 Engineered Explosives
1 Counterspell
This one's up in the air, i guess it's right to board 1x Disenchant or at least 1x Judgment for taking care of Choke, Library, Needles, Null Rod, but i totally don't know what to cut
Esper blade : 8
Out
4 Force
4 Stp
In
2 Reb
1 Pyroblast
1 Disenchant
1 Counterspell
1 Esplosivi
1 Council's Judgement
1 Vendilion Clique
Goblins: 5
Out
4 Counterbalance
1 Counterspell
In
1 Engineered Explosives
2 Vendilion Clique
1 Disenchant
1 Council’s Judgment
Vendilion here enters for removing Ringleaders from their hand
Infect: 6 ( any suggestions here?)
Out
2 Jace
1 Counterspell
1 Council’s Judgment
2 Entreat the Angels
In
3 Vendilion
2 Flusterstorm
1 Disenchant
Jund: 9
Out
4 Force of Will
1 Jace/ 1 Dig
4 Counterbalance
In
2 Rest in Peace
1 Council's Judgement
1 Engineered Explosives
1 Disenchant
1 Counterspell
3 Vendilion Clique
Jund Nic Fit: 3 ( This is way up in the air)
Out
1 Counterbalance
2 Force of Will
In
2 Rest in Peace
1 Council's Judgement
I'd like to board in some Disenchants et similia
Loam: 9
Out
4 Force of Will
4 Terminus
1 Dig Through Times
In
2 Rest in Peace
1 Disenchant
3 Vendilion Clique
1 Engineered Explosives
1 Council's Judgment
1 Counterspell
Maverick: 4
Out
4 Force of Will
In
1 Disenchant
1 Council's Judgement
1 Engineered Explosives
1 Counterspell
Merfolks : 7
Out
1 Force ?
4 Counterbalance
1 Counterspell
1 Jace
In
1 Esplosivi
2 Vendilion
2 Reb
1 Pyroblast
1 Judgement
Miracles : 11
Out
4 terminus
4 spiga
2 Entreat the Angels
1 Plains
In
2 Reb
1 Pyroblast
3 Vendilion
1 Counterspell
2 Flusterstorm
1 Engineered Explosives
1 Council’s Judgment
Mud: 5
Out
4 Counterbalance
1 Entreat the angels?
In
2 Vendilion
1 Disenchant
1 Council's Judgement
1 Counterspell
Omnitell: 11
Out
4 Swords to Plowshares
4 Terminus
2 Entreat the Angels
1 Plains
In
2 Red elemental Blast
1 Pyroblast
3 Flusterstorm
1 Disenchant
1 Counterspell
3 Vendilion Clique
Painters:Does anybody here have some experience?
Patriot: 6
Out
4 Force of Will
1 Jace, the Mind Sculptor
1 Counterspell
In
1 Engineered Explosives
1 Disenchant
2 Pyroblast
1 Council's Judgement
Pox: 6
Out
4 Terminus
2 Entreat
In
1 Disenchant
1 Counterspell
1 Judgement
1 Esplosivo
2 Vendilion Clique
Reanimator: 9
Out
4 Swords to Plowshares
4 Terminus
1 Dig Through Times
In
3 Flusterstorm
2 Rest in Peace
1 Counterspell
2 Pyroblast
1 Red Elemental Blast
Shardless Bug: 8
Out
4 Force of Will
4 Counterbalance
In
2 Reb
1 Pyroblast
1 Engineered Explosives
1 Counterspell
1 Council's Judgement
2 Vendilion
Sneak and Show: 11
Out
4 Stp
4 Terminus
2 Entreat the Angels
1 Plains
In
2 Reb
1 Pyroblast
3 Flusterstorm
3 Vendilion Clique
1 Disenchant
1 Counterspell
Team America: 8
Out
4 Force of Will
4 Counterbalance
In
1 Engineered Explosives
2 Flusterstorm
1 Council's Judgement
3 Vendilion
1 Disenchant
Tes: 8
Out
4 Swords to Plowshares
1 Terminus
1 Jace
In
2 Entreat the Angels
1 Counterspell
3 Flusterstorm
1 Engineered Explosives
3 Vendilion Clique
UWr Stoneblade: 7
Out
4 Swords to Plowshares
1 Plains
2 Stp
In
2 Pyroblast
1 Esplosivo
1 Disenchant
1 Council’s Judgment
2 Vendilion Clique
Thank you for any suggestion or critique
Red blast comes in vs. any deck you expect Jace from, IMO.Vendilion Clique. Clique is great for baiting countermagic and killing geeseCanadian threshold / Rug Delver: 7 ( i guess i should cut 1x Dig for 1x more Flusterstorm or 1x Vendilion)
Out
4 Force of Will
1 Counterspell
2 Jace
In
2 Rest in Peace
2 Flusterstorm
1 Council's Judgement
1 Engineered Explosives
1 Disenchant
Disenchant enters here for Sulfuric Vortex, Null Rod, Pithing Needle..Clique is bad. Don't bother with it. Judgment is good, and so is counterspell, believe it or not.Death and Taxes: 5
Out
1 Force
4 Counterbalance
In
1 Explosives
1 Disenchant
2 Vendilion/ 1 Vendilion 1 Judgment
Not so sure here, Vendilion vs. a deck with 3x Karakas rarely attacks or blocks, Judgment vs. Ports, Thalias etc, seems a little too heavy
They banned Top, so now I play Grixis Delver.
@order Vendilion vs. Burn is needed to kill our opponent, we protect it with cb(without cb top we cannot survive against burn) Terminus stays in vs eidolon
I'm scared about your plan vs. RugDelver only 3 wincons and 2 dies to bolt all 3 dies to reb
Keeping Cbs vs. New lists decay light might be right, however this Sb plan is almost the Ein's one
@exallium which changes would you make to fit in Cliques against RugDelver?
@Quasimoff ok so i will not board in Cliques vs. D&T and I'll keep all 4 FoWs boarding in counterspell and Judgment too
Ok, thanks, I'll test that out.
Regarding elves, how do you usually board? it seems to me that i have way too little slots to cut
will be streaming again at 7:30 EST - www.twitch.tv/anzi104 - for those interested.
EDIT: Today did not go so well. Went 2-2, winning round 1 vs miracles and round 2 to storm. Lost rounds 3 to miracles and round 4 to deathblade where I misclicked and let a true name resolve with entreat on top. I'll be back tomorrow at 2:00 EST most likely.
Last edited by AnziD; 02-11-2015 at 10:38 PM.
As a budget option, how well does the RiP/Helm version stack up?
Moving to a new area and hopefully will be able to dust off my old legacy decks, but I'm missing Jaces and most dual lands.
I was rocking RiP/Helm with 2x hallowed Fountains and fetches to minimize energy field getting blown up, but don't know if it's viable in today's metagame.
The very fact flamethrowers exist means that someone, somewhere said to themselves, "You know, I want to set those people over there on fire.... but I'm just not close enough to do it."
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