2 {Temple of Epiphany} 4 {Hallowed Fountain} 4 {Temple of Enlightenment} 4 {Steam Vents} 4 {Sacred Foundry} 4 {Temple of Triumph} 2 {Mountain}
24 lands
2 {Brimaz, King of Oreskos} 3 {Eidolon of the Great Revel} 2 {Keranos, God of Storms} 2 {Stormbreath Dragon}
9 creatures
1 {Anger of the Gods} 2 {Divination} 1 {Planar Cleansing} 1 {Negate} 2 {Magma Jet} 1 {Stoke the Flames} 1 {Jace, Architect of Thought} 2 {Detention Sphere} 2 {Supreme Verdict} 1 {Fated Retribution} 2 {Elspeth, Sun's Champion} 2 {Counterflux} 2 {Warleader's Helix} 1 {Syncopate} 2 {Skullcrack} 4 {Boros Charm}
27 other spells
Sideboard
2 {Searing Blood} 2 {Magma Spray} 2 {Nyx-Fleece Ram} 2 {Polymorphist's Jest} 2 {Satyr Firedancer} 2 {Anger of the Gods} 2 {Swan Song} 1 {Deicide}
15 sideboard cards
Notes: Longevity for burn with faster damage for control.
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Have you considered one or two {Elixir of Immortality} to reshuffle your spells and make sure you don't die to countering a spell with Eidolon on the field? {Warleader's Helix} is an amazing fit though, almost seems designed with this in mind. How does the deck matchup? It seems you have the versatility to pull out most games, but are there any matchups that just destroy you?
From the last build:
I took out
- Aurelia's fury x1 (fun but only proved useful once)
-Dissolve x2
-Syncopate x1
-Stormbreath x1 (3 is too many)
-Mountain
-Plains
-magma jet
Added:
Temple of enlightenment
Temple of epiphany
Keranos (only had 1 originally)
Counterflux (had 1 originally)
Fleece Nyx Ram (originally 1 of)
Eidolon of Great Revel (originally 1 of)
2x Detention Sphere
Last build was strong VS many decks, but I would be getting stuck with too many Counters too late, vs control, did great, junk decks were a bit much when they got something to land, so I added mainboard dspheres
Added another counterflux because its so good for late game casts of win conditions, no need to worry about their counters
The Ram proved great these last few weeks as it saved my early game since most don't destroy it until I've blocked a few things. It was a one of also, so I figure a two of will add more consistent headaches. 2 life per turn or 2 kill spells.
Haven't seen the eidolon of great revel do work yet (only had 1) so this current build will test him more accurately. He seems solid for myself with warleaders helix and rams.
Keranos finally saw play this week in my 2nd round vs a weenie deck that stomped me round 1. Keranos wiped his board fast with my ram and Wear/Tears. Added a 2nd for more consistency with him. Basically swapped the 3rd stormbreath out for him.
Added Dsphere mainboard as I need something other than verdict to control the board.
Fixed land up a bit as I only really need 1 mountain and 1 island to be available untapped.
Elixir was a thought, but if I had to throw a single card in, it would be sphinx revelation for the draw. I'd rather know my deck is shrinking and having the pieces I need coming closer to me is better than 5 life and a random reorder of the deck.
I'm surprised at the "low" land count, but I guess if it works then leave it how it is.
Oh, didn't notice you didn't have {Sphinx's Revelation}, Elixir is only really good if you are drawing through your deck quickly. Elixir isn't just for random reorder though, it gives you a higher percentage of spells in your deck and allows you to functionally run more than 4 copies of your spells. For example, I can't tell you how many games I have won in the mirror match because I was able to keep a full grip by casting 5 Revs while my opponent was stuck with a measly three. Also, with BUG walkers being a big thing (and their main win con being mill), they are kind of nice (as long as you keep Ashiok off the board, you can reshuffle what Jace mills, but not what Ashiok exiles). Lastly, I'd cut 2 {Lightning Strike}s or {Magma Jet}s for the Revs, they are just too good.
Last thing: do you find {Lightning Strike} or {Magma Jet} doing more work? I am currently running {Searing Spear} because I find that the 3 damage is quite relevant (takes out {Courser of Kruphix}, easier to take down {Scavenging Ooze}, helps more against planeswalkers), but a control deck really wants to scry. What do you think?
Magma jet by far
The scry is so useful and it also deletes mutavault. If I have to lay a shock instead of a temple T2, it's nice to know what's coming next.
Strikes are strictly for quick burns/needed eliminations like precinct captain or players at low life (<10)
I may consider the sphinx for the strikes, but I also am not running into much problem for draw, usually getting a syncopate up T2 keeps opponents at bay for a minute, I can allow mana dorks as long as I counter what they are attempting to cast with all that land. This deck has taught me alot of patience.
Main thing about the Sphinx's is getting them,
It's another $16 bucks/trade headache and most people want my shocks :P
Very strong deck, sadly I wish we had a post rotation control list:(
Mass polymorph into frogs is still lookin sweet :)
Quote from: Hunteroffire9 on July 10, 2014, 07:49:58 PM
Very strong deck, sadly I wish we had a post rotation control list:(
Khans isn't even out yet. There has never been a standard where there was not control decks and there have been very few where the control deck was not top tier.
Boros charm I will miss the most at rotation, but then there is the 2 drop, sac artifact deal 5 dmg. I'm interested to see where we will go with Khans
Pretty solid performance at MNM - draw vs esper control (ashiok mill)
2-0 vs Jund control brew (burnt him fast!)
0-2 vs mono blue (took really bad hands vs a very smart aggressive player)
Bright side is I'm learning what to take vs what and 5 lands and stormbreath is no good vs mono blue. Plus familiars stress my magma jets out