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Mystical Teachings Discussion
11 hours ago
U/W Control is favorable, the problem that deck has specifically is that we have inevitability over them. The control deck can't realistically expect to win if they never play a threat, and if they mis-time playing that threat they can lose on the spot. It really is a matter of patience and not getting too jumpy with going off. Their best plan is to try to stick a Jace, the Mind Sculptor at a point where we can't feasibly combo and fate seal to victory. That's the dream for them; for us its to get to at least 6 mana as quick as possible and play conservatively, they are at an onus to not counter anything but Ad Nauseam , anything else is risky and can be the game. For us then, its about crafting a hand that has at least 2 Pact of Negation in it, that is usually pretty hard for them to beat, especially if they try to tap for anything to progress towards winning the game; our goal is to present a scenario where we can win if they ever try to commit, they need to play very very smart, the onus is really on them to pick their moments, we just have to observe. Mystical Teachings also is often great in this matchup, I've had control players stare down a Mystical Teachings at end step, knowing it is getting a Pact of Negation , put in a lose-lose situation as, if it resolves, they don't have the mana to beat 2 Pact of Negation , and if they counter it they can't beat 1.
I've had a few players express how much they dislike the matchup, but to me it's really just a matter of being patient, sometimes keeping a below average hand with just acceleration, dig, and Pact of Negation , simply because a smart control player is not going to try and win quickly and play as though you always have it.
After sideboard, because I never leave home with at least 1 Grand Abolisher type effect and if control was feeling worse I would probably also have a Swan Song , while it gets a bit more complicated because of Dispel changing the math, overall we are still favored; the one exception perhaps being Esper Control just because they have access to Thoughtseize + Surgical Extraction .
Overall my record against U/W (+Esper since I began recording a couple months ago I have lumped those two together as they play out similarly) is 33-3-13, so about 67%, the majority of the loses coming to decks with the black splash. Its a hard matchup if you don't know what you are doing, but we have the advantage as long as you are smart (keep in mind though that there is a point of no return with a deck like control, like we aren't going to win if they have 20 lands out and 7 counters in hand but if it ever gets to that point the game probably should have ended ages ago). :P
1 week ago
Hi guys, i'm an old school MtG player who got on MTGO for the first time 4 days ago. I've only played Mono Black in a casual format until now, so i'm not an expert.
I've chosen to play the Pauer format on MTGO and i've started with a UB Teachings... this is my Decklist:
INSTANT: 1x Dispel 1x Disfigure 1x Tragic Slip 4x Counterspell 1x Deprive 2x Essence Scatter 1x Doom Blade 1x Diabolic Edict 3x Think Twice 1x Soul Manipulation 3x Forbidden Alchemy 1x Mystical Teachings
I've got more losses than wins (probably mostly due to the fact the i'm new to this type of deck) but i'm wondering if you guys have some tips for maximize my chances to win consedering the actual meta in pauper.
I'm not playing in tournaments right now.
I'VE GOT A BUDGET OF 5 TIX TO SPEND FOR THE POWER UPS!
Thanks in advice!!
1 week ago
Thanks for the compliments, Darkness has definitely gotten better with the rise of Phoenix in modern, a lot of games nowadays really come down to being as efficient as possible with your resources and Darkness , in my opinion, while not a permanent solution to any problem, is by far the most flexible.
As for your question, yes and no. For me, Mystical Teachings is not the cut if you want to play Echoing Truth in main as then you would only have 2 tutors in the deck, plus I am a huge advocate for Mystical Teachings and would never register a 75 without it. I have played Echoing Truth in the main at a tournament where I expected a lot of Humans and the cut I made was 1 Pact of Negation , essentially swapping the sideboard Echoing Truth and it. This is where Echoing Truth is best as, without it, we basically concede game one to Humans. That being said in both paper and, to my surprise, on MTGO recently, I haven't played much Humans (thankfully) so the need to play Echoing Truth on main has not been something I have cared much about, I would rather have the extra piece of protection than a card that is functionally dead in many matchups.
Looking at the top of the modern format right now, the only decks that I would consider having Echoing Truth on main would be beneficial for are: 4-Color Prison, Bant Spirits, and Humans (which I include more out on respect than anything else). Against Prison its a nice tool to have access to if they manage to lock me out quick enough, against Spirits it's more of a bonus than anything. And personally, I feel it is wholly unnecessary against most Phoenix builds. So in simpler terms, there really aren't enough decks that I will see on a frequent basis where Echoing Truth is necessary. Pact of Negation and Mystical Teachings will, at the very least, both always have an use. This is not to say that playing an Echoing Truth is by any means wrong or bad, I just don't believe that competitively it needs to be in the main at this moment as there aren't enough decks seeing a high enough percentage of play that demand we play it or just concede.
Thank you for the question, I hope my answer was satisfactory.
1 week ago
I really love the Darkness tech you have here, with the burst damage that Phoenix can put out it makes a much better inclusion than any sorcery speed wrath.
2 weeks ago
- Reality Scramble
- Sprout Swarm
- Crystal Ball
- Mystical Teachings
- Illusions of Grandeur
- Divergent Transformations
- Tasigur, the Golden Fang
- Thought Lash
- Bounty of the Luxa
- Mirage Mirror
- Calciform Pools
- Simic Guildgate
- Punishing Fire
- Crop Rotation
- Grove of the Burnwillows
- Mirri's Guile
- Land Tax
- Parallax Wave
- Words of Worship
- Enchantress's Presence
- Sylvan Library
- Tropical Island
- Underground Sea
- Urborg, Tomb of Yawgmoth
- Serra's Sanctum
This added in fancy lands that were gathering dust. But as far as actually modifying the deck, I essentially cut the polymorph package for a heavier enchantress package. New synergies include:
- Words of Worship + Lich's Mastery
- Auratog + Rancor + Enchantress's Presence
- Parallax Wave + Opalescence
- Punishing Fire + Grove of the Burnwillows
1 month ago
Flooremoji sorry I've been busy the last couple of days! out of the 2 I like Mystical Teachings better, I like it as a 1-2 of, but at this point the list feels pretty tight, how would you make room for it?
1 month ago
Okay, sorry for being gone :).
The deck looks solid, but I think it could use some consistency.
3 months ago
I find this build really clunky.
Vulshok Morningstar is quite expensive, especially when you want to leave mana up for counter. 2 point in toughness is nice vs Lightning Bolt but I would suggest changing it to either Bonesplitter if you want to close the game faster or Mutagenic Growth if you want to have protection vs Bolt (also more spells that flip Delver).
Too little creatures. Any starting hand without Delver of Secrets Flip in it seems quite bad. If opponent puts any >1 toughness creature (like Glint Hawk or Lagonna-Band Trailblazer) into play you will probably die to it.
You also lack the ability to sneak the Ninja of the Deep Hours into play with ninjutsu. Delver decks usually use Faerie Miscreant and Spellstutter Sprite to put Ninja into play and get back something with etb trigger.
You are mixing up two things. If you want to use Delver of Secrets Flip you are creating Tempo deck. That means you have to go down on cmc and get cards that can interact with opponent but also get in some points of damage, i.e Vapor Snag or Spellstutter Sprite - when you counter with Sprite you will kill opponent unless he does something about it, but when you counter with Counterspell you are not any closer to winning the game.
If you want to create Controll deck, you don't even need creatures to win, however you need some way of interacting with things your opponent manages to put into play as well as some card advantage. You can look up UR or UB control lists - they play a lot of removal like Chainer's Edict or Skred to deal with things they coulnd't counter and play things like Think Twice, Mystical Teachings, Accumulated Knowledge and so on to generate card advantage. You can even count not playing creatures as "card advantage" - their removal would be useless.
Mystical Teachings occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%