You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.
Draw two cards.
Price & Acquistion Set Price Alerts
4 days ago
Ehhhh I kinda wish Sensei's Divining Top stayed in the format, but the ban isn't really surprising. It's kinda the same feeling I had when Birthing Pod was banned in Modern. I like the card and wish there was another way, but I completely understand why the ban. This is especially considering the shitty slow play used to go 1-0-1 every round.
My main concern is Miracles was basically the last truly competitive control deck left in the format. Legacy has really shifted to having a large saturation of midrange. I dunno, we'll see if something else steps in. U/W Control has basically been a thing before Counterbalance was even printed. It's probably the oldest archetype in the format (going all the way back to Weissman's "The Deck").
On another note, I'm really surprised Gitaxian Probe got restricted in Vintage. Gush was a long time coming because of how well Monastery Mentor was positioned in the format. Gush has repeatedly been problematic every time it gets unrestricted. Hopefully, we see more variety between Thirst for Knowledge, Gifts Ungiven, and other blue draw engines. Gush really pushed those out of the format to where everyone has been playing UWxcontrol-midrangegoodstuff.dec because of how much value you get out of it.
But Gitaxian Probe? I guess they're really trying to nerf the shit out of Monastery Mentor and Delver of Secrets Flip. I'm not really sure that's necessary considering how diverse the format is. Swedish Nationals just ended with 5 compeltely different archetypes in the top 8. The 3 decks that were the same were Monastery Mentor lists, and only 2 of them shared colors.
For those unfamiliar with what the difference is, Esper Mentor gives you Cabal Therapy (double prowess triggers for daaaaaaaaaaaaays!), along with the option of playing Demonic Tutor and Yawgmoth's Will. This means Esper allows for more combo finishes where you make a bunch of tokens and get tons of prowess triggers.
Jeskai, on the other hand, gives you far more control options. The main cards are Dack Fayden (who steals Tinker targets) and Pyroblast (which stops Time Walk and Ancestral Recall, while also blowing up Jace, the Mind Sculptor).
I'm not sure what restricting Gitaxian Probe accomplishes, despite the DCI's reasoning. Gush is the main culprit in Mentor, besides Monastery Mentor itself. I feel like this just hurts Delver and Noble Fish strategies. If they're so concerned over Monastery Mentor, I don't see why they don't just restrict the damn thing.
1 week ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
1 week ago
I can certainly oblige as best I can; I'll give you a rundown of what you want your pile to contain, and how you want to assemble the combo:
Essentially you want the package to include, an initiate draw, which could either be Gush allowing you to draw what you need, or Thought Scour which allows you to pitch what you need in the yard. You can arrange this to suit the Worldgorger combo or Bomberman as you see fit. So long as you have Animate Dead to jump start the loop, you should ensure another creature is in the GY or else the game will result in a draw as you cannot break the infinite loop.
As for what to add into the deck, I focused in the best forms of card draw and tutors that allow. Gamble is the Red Entomb if you're in a pinch. Buried Alive let's you pitch all the creatures you need. Hard tutors like Demonic Tutor, Vampiric Tutor, Lim-Dul's Vault etc let you sift through your deck for what you want. I actually think Lim-Dul is one of the more underrated tutors. Life is a resource, and it lets you arrange the top 5 in whatever way you desire. Ad Nauseam is also very highly recommended, but only if your deck is running lower to the ground in terms of converted mana cost. It would be unfortunate to lose a considerable amount of life from beefier cards, and not reveal the ones you need. That was partly why this deck took a drastic shift in strategy and speed. One thing to always remember is that your graveyard is as much your hand as the hand you contain. Don't be afraid to pitch important artifact cards to weld them again, or reanimate as you see fit.
1 week ago
My favorite general pile to use with Zur is Gush > Lion's Eye Diamond > Gitaxian Probe > Yawgmoth's Will > Laboratory Maniac. Gush will be much more important once you get your LED. Winning for UU, 4 life, and 2 Islands on the battlefield is short and sweet.
3 weeks ago
Notes on the sideboard. Hedron Crabs would be replaced for 2 Wall of Frosts when going against less aggressive decks. The Gushes leave most decisions to be made by you, but I would replace 2 AEtherizes for them when going against less aggressive decks. Profane Memento could be swapped for Sphinx's Tutelage If you're going against a deck with few creatures, rendering Profane Memento pretty useless. Vision Charm and Brain Freeze are just in the sideboard because they're cards I find interesting yet not that great in this deck.
3 weeks ago
Isochron Scepter only works with instants, so no Time Walk combo. Also, the storm mechanic doesn't help flip Erayo, so Hindering Touch or Brain Freeze aren't worth it at all. You need cheap spells such as Moxen, Gush, Daze or Force of Will for that.
I actually think Sidisi, Undead Vizier might the best way to go, if you pack the deck full of mana acceleration and a few Reanimate effects, tutoring for Time Vault plus Voltaic Key should be easy.
3 weeks ago
Thanks for the reply GabeCubed.
Spell Snare could be good, but it is 5$ same with RemandSpell Pierce looks very solid. I will probably mainboard a few, or run some in the sideboard.i'll test Disrupting Shoal it could be a budget replacement for FOW
still, it is a very good card. I might be able to make it work with a few more islands.
Price of Progress looks very good. It might be a little rough with all of my pain lands, but it is still definitely a card to be considered.
as for fetches and shocks, I cannot afford them, as I have no money.
People in my playgroup also dislike people who spend large amounts of money on magic as they feel it is then a pay to win game.
I agree that fetches are necessary if I want the deck to be as good as possible, I also need fetches if I want to be able to play Brainstorm. Brainstorm is necessary to the deck, as it quickly allows you to turn a bad hand into a good one. fetches also fill my graveyard for treasure cruise.
I will up the amount of Thought Scour in the Mainboard.
thank you for your advice and all of the card suggestions.
3 weeks ago
I am a huge UR lover. Here's my two cents:
Spell Snare, Spell Pierce, Disrupting Shoal (aka Poor man's Force of Will), Counterspell, Mana Leak, and Remand are all decent counters you should consider. (Force Spike is there if you want to be funny).
Honestly, many of the things that would help your deck more are going to cost money, which is unfortunate (I like to go budget too).
Hope that helps, at least a little bit.