February 18, 2012 3:52 p.m.
February 18, 2012 4:20 p.m.
Definately trying to get my hands on a couple Jace, Memory Adept and i'm probably going to throw in a Geralf's Mindcrusher for an end-game stategy. Got my hands on Thought Scour pretty easy since it's a common. Dream Twist is pretty good with it's flashback. Definately forgot to put Increasing Confusion in there. That was a whoops on my part. Probably going to get rid of the Trepanation Blade. Just seems to take too long to start milling successfully. Good concept just not fast enough. Thinking of some Gitaxian Probe for a free peek at their hand and I get to possibly mill with the Jace's Erasure. I think I will throw some control in their just so I don't get overrun with monsters hitting me every turn or stuff getting destroyed.
Thinking of splashing white just so I could throw in a Sun Titan towards mid-end game. Put enchantments back onto the battlefield for free is always nice, and more control always helps.
March 2, 2012 12:53 p.m.
March 2, 2012 1:13 p.m.
March 2, 2012 3:41 p.m.
doubled Increasing Confusion. it is such a good mill card. same mana cost and i flash back to mill double.
put in a play set of Trepanation Blade. saw somewhere that someone calculated the average it mills at about 1.5 cards. but if i get to keep them from getting land then that just bolsters my defense.
and probably going to put in 2 Undead Alchemist. would definately help when i start to get low on health cause i know i will. while i mill them i get free creatures on top of it.
thought about splashing red so that i could do some Increasing Vengeance or Reverberate but decided it's not worth it. though paying 6 mana flash back it and then 2 to copy it with either of those two to mill 15 cards in 1 turn would be pretty epic...
March 11, 2012 12:02 a.m.
You don't need red with Blues added card: Curse of Echoes.
March 11, 2012 12:44 a.m.
i won't argue that but the problem is i'd have to make the game drag on for a long time to have 3 Jace's Erasure out. it's definately a great concept but it feels really slow. when i tested it i could get 1 out if i was lucky. that's only one card a turn.
cancel is weak but i'm trying to keep their creatures off the field. i could switch it with Psychic Barrier though
March 11, 2012 12:43 p.m.
been testing this deck and the win condition that usually saves me is Undead Alchemist.
even if i get into a tight spot, if i pull it, i could easily get the upper hand. with the Trepanation Blade i create a zombie army that can defend or mass mill.
thanks for everyone's help. i appreciate the criticism and welcome more tweaks to this deck.
March 12, 2012 3:33 a.m.
Try adding card:Jace's Phantasm as a 1-drop 5/5 flying blocker