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Whenever Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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I'd probably cut the number of Isochron Scepter . Like mentioned above, adding Snapcaster Mage would be huge for this deck. also Serum Visions and Electrolyze might be good here as well. Like the deck! +1
Thanks for your input uiuiho12!
I'll definitely test with some more discard and try and lower the land count and cmc, i kinda like how the build is turning out right now. However, i don't believe Snapcaster Mage really helps the build all that much, as I'm trying to keep my spell count high so Delver flips more often, i'll try playtesting with it though. Also, i started with the Thoughtseize count at 3-4, however, i am consistently losing 10 life just due to my own spells and lands, so i may go with 2 Thoughtseize and 2-3 Inquisition of Kozilek , thoughts?
delver decks try to drop a delver turn 1-2 and then just win the game with that by protecting it. AEtherspouts costs a lot of mana, same with Cryptic Command and Sphinx's Revelation . being able to cut down to 19-20 lands will almost ensure your delver flips. delver-control decks are aggro decks that protect delver for long enough to win the game, not the normal control type decks you see in standard that are super super slow.
So I have to ask, how budget is this deck? I didn't really give to many suggestions at first because I don't know how much is to much to spend on specific cards, but I guess I will just suggest them now.
Let's start with lands. You have 2 of the 3 painlands. That is pretty good, but we can do better. I would get the W/B pain land to finish the cycle. Then I would add in the 3 shocks (Hallowed Fountain , Watery Grave , Godless Shrine ). After that I would finish your "buddy" land cycle (Isolated Chapel ). Now let's add in another good land Reflecting Pool . That gives you pretty decent mana base, and you should be able to hit your colors pretty well. I would remove the guild gates, Darkslick Shores , your bounce lands, Barren Moor , Jwar Isle Refuge , and Transguild Promenade . Now I would suggest adding in the other 2 vivid lands or remove the one you have.
If you want to just throw budget to the wind, I would suggest adding the ABUR duels (Tundra , Underground Sea , Scrubland ) and some true fetches (Polluted Delta , Marsh Flats , Etc). You don't have to run a large amount, but they will help you further fix your colors (and Khans will make the allied lands more available).
Now lets move on to regular cards: Sphinx's Revelation , Ob Nixilis, Unshackled , Pact of Negation , Slaughter Pact , Unmake , Austere Command , Merciless Eviction , Liliana Vess , Demonic Tutor , Duplicant , and Solemn Simulacrum are pretty good cards you may want to consider.
As for cards to take out, I would say move cards around to see how you like to fell of the deck as you move cards around. That way it will feel more like your own deck, and not like others on the site. I would definitely consider dropping your land count to 38 or 36 as 41 is on the high end, and if you have card draw and tutors you won't need the extra land. And if you are truly having trouble removing things, I will give you one thing I personally don't do. I don't like cards that instantly win me the game, or infinite loops that win me the game.
Your deck may have thirty creatures, but will you draw them all? Control only needs to answer each creature that you draw, which is pretty easy to do with Snapcaster Mage and counterspells.
I don't think you're going to realize that you're hopelessly wrong. Go ahead, play your cards, but if you think Ob Nixilis, the Fallen is even remotely playable I don't know what to say.
Don't try and be creative just for the sake of being creative. There's a reason people play the decks they do, and it's because they are good. I don't appreciate you calling people who clearly know more than you do "common folk". Try to learn from people, instead of stubbornly defending your own ideas.
Here's an idea: Play Jund for a little while. See how the cards in that deck are efficient. Dark Confidant is better than every card in your deck, and it's not even particularly close. I will comment on your deck, and I will explain how you can make it better.
And no, I am not having fun talking to someone who does not understand basic deckbuilding ideas and stubbornly defends them without being willing to have a reasonable discussion.
We should drop a Forest for Snapcaster Mage . He dosent seam very useful now, but I'm sure by the end of this, we will have plenty of Instants and Sorceries.
Against matchups like Jund, I just go up to around nine copies of Scapeshift . When they have lots of discard, you want to play extra copies of your win condition, and I think eight or nine is about right. That's why the Inferno Titan and Obstinate Baloth s are in there. Titan is a complete house against Pod, and once you resolve it they cannot win the game under any circumstances. Pretty much everybody who plays Scapeshift sideboards at least one Inferno Titan , and I might play something else as the second copy, but for now there are two.
Snapcaster Mage is a very good card, but the sad thing with this deck is that a lot of the cheap spells are redundant, making recasting them fine but not as versatile as you'd like. All the cheap spells are basically cantrips, and often you get in game scenarios where the only thing to Snapcaster Mage back is Remand or Izzet Charm , which isn't too exciting. All the really good spells to Snapcaster cost too much, so I'm only playing two copies (maybe three). Most Scapeshift players will agree that this is usually correct.
Primeval Titan fits better in the RG version, where you play Prismatic Omen (usually) and want to kill them as quickly as possible. This is a much more controlling version, where your kill is in one shot after establishing a controlling game state. If it's a sideboarded win condition, I prefer it to be independent of the Valakut, the Molten Pinnacle method because opponents will have answers to it postboard like land destruction.
I would appreciate your thoughts on the maybeboard cards. I'm in the market for a diversified win condition, as well as a tuned suite of control tools (Boseiju, Who Shelters All or Counterflux ? Swan Song or Dispel ?). I'm also trying to figure out if I want additional ramp spells in Explore and Farseek , as well as if I want the faster goldfish speed with Peer Through Depths .
Inferno Titan is a weird choice in the sideboard. Something I feel would be better in that spot is probably Sowing Salt . I mean... Getting rid of opposing Valakut, the Molten Pinnacle , Celestial Colonnade s, and Inkmoth Nexus , is a great thing for you.
As for main, I really feel 4 Snapcaster Mage should be in here. Snap is great, especially in this deck. Snapping back Cryptic Command , Remand , and even previously countered Scapeshift s can easily be the difference between winning and losing. In this slot I feel you could either take out Izzet Charm or one cryptic and 1 Telling Time .
My last suggestion is Primeval Titan . He's pretty slow but eventually he deals lots of damage. I've never played Scapeshift or played against Scapeshift so I'm not sure how well the Titan would be, but if feel a 6/6 trample for 6 is already really good, and then you can start fetching valakuts and mountains.
Those are my suggestions, hope that helps!
|Power / Toughness||2/1|
|Avg. draft pick||2.06|
|Avg. cube pick||3.55|
|Commander / EDH||Legal|