Laz
Developer
<Cards that care about the top card of your library>
(or brainstorming in response to specific questions).
Heh. I get it.
<Cards that care about the top card of your library>
(or brainstorming in response to specific questions).
How is that tight sight deck supposed to mill itself? I see Golgari thug and wayfinder. Won't this take forever?
I'd try Loaming Shaman over Journey to be honest, it's surprisingly versatile.That looks pretty good. I really like the bow works as a piece of tech in this sort of enviornment: much more eloquent than the old way of using krosan restoration and memory's journey, though those cards were neat as anti-graveyard and TOL manipulation tech. Its also nice as an anti-flyer card for green. Part of me still wants to run a single copy of memory's journey, but thats probably not the right focus right now.
More looting effects is a cool way to fill graveyards that jives with grindy incremental advantage. I wouldn't double up on magmatic insight over Faithless Looting. I still think you should probably do more to enable graveyard filling; a skaab archetype maybe?I think you are right about the incidental graveyard milling. I feel like blue really needs something on top of the x3 thought scour (no, I am not running mental note). Maybe just a second forbidden alchemy and call it a day? I probably need to get red a little more involved as well: tormenting voice should be in there. I might want x2 tormenting voice, x2 magmatic insight, x1 faithless looting.
The thing is, you really don't need a lot of self-mill or card draw, I don't think. A more controlling build should be able to take the long game enough where it decks itself off of a little card draw. Forbidden alchemy + flashback +second draw or mill spell is usually going to be enough, I feel, to put a control deck in mill range.
yeah, I think the grixis list I drafted without foreknowledge fits your UB/UR goals, so hopefully that's heartening.I want my control decks to have distinct personalities, so this is what I am going for:
1. U/W: sort of a tempo-tax feel to it.
2. U/B: 2006 dralnu decks, getting value off of spot removal to grind out a game, hopefully with a toolbox feel
3. U/R: sort of an artifact based control deck.
Obviously, the personalities change a bit with the edition of a third color: e.g. Esper can run Terminus like a champ.
Fyi, I really wanted that past in flames, because I think it could be great with bounceland ramp, but I have no idea how to use it lol.
The artifact and land section is still a pretty big mess though, I feel. How did you feel about the fixing and competition for stars?
Wait, is this the innistrad cube or did you post the pincher in the wrong thread