Trying to make a successful competitive Turbo Fog. Since the meta is so heavily aggro, playing a deck like this gives an advantage, making many cards in their decks dead. Survive hits with cheap fog spells. They get too developed slow them down with a wrath. Get to the mill win-con. Games take about a 30 minutes so if you're curious about it please take the time to test it. Feedback is welcome, as well as +1's :)
For some reason my SB Verdict won't appear
MAIN ARTIFACTS 1x Elixir of Immortality - Gain a little life and cycle the graveyard.
CREATURES 3x Snapcaster Mage - Bring back fogs, wraths, or draw.
ENCHANTMENT1x Detention Sphere - Good for undying/indestructible.
3x Druid's Deliverance - A cute fog.
4x Fog - Guess why...
2x Forbidden Alchemy - Helps search out whatever I need with flashback.
3x Sphinx's Revelation - Life gain and drawing, everything control is about.
PLANESWALKER 2x Jace, Memory Adept - Key to the deck.
SORCERY 1x Archangel's Light - A deck that this actually works in. Gains massive life and shuffles all that good stuff back in after all that drawing.
1x Increasing Confusion - Use it for the flashback value.
3x Supreme Verdict - Uncounterable board wipe to help with aggro and flash.
UTILITY LANDS 2x Alchemist's Refuge - Wrath on opponent's turn.
1x Nephalia Drownyard - Added a black source to flashback Alchemy, so might as well run it.
1x Detention Sphere - Mostly for Planeswalkers.
3x Dispel - Help against Revelations.
1x Entreat the Angels - Alternate win condition after decks remove all creature hate.
2x Negate - Against control or Walkers.
1x Psychic Spiral - Awesome against anyone trying to mill me.
2x Purify the Grave - America Flash primarily.
1x Supreme Verdict - Mostly for America flash and G/W aggro.
Round 1 - Mono Black (splash red) - I love this match. He has such a slow start and no haste creatures so I won. Mull'ed down to 5 and kept a one-land-hand with Feeling of Dread and some cantrips. Got mana screwed :(. Last game I flashed Snappy for Negate to stop Grafdigger's Cage when he had Desecration Demon since I could sac, but he left Tragic Slip in???? Oh well. (1-2)
Round 2 - Bye :(
Round 3 - R/G Aggro - One of the wost cards to face: Strangleroot Geist . He had plenty of them so I had to use fogs early and got burned late. Same problem game 2 so I added Downpour , as I think it helps in many aggro matches. (0-2)
Round 4 - Junk GY Shenanigans - Crushed him both games without SB. He was new so I played straight up knowing there was no tricks. (2-0)
Results - 2-2 (13th of 26) - Learned the hard way people might not SB properly, and I think Downpour was a good addition.
FNM 12/28Round 1 - Golgari Aggro - He started off quick with turn 2 Dreg Mangler followed by Rancor but was able to stabilize and land a Revelation. After that wrath and mill. Second game he couldnt find a black souce after landing some Strangleroot Geist s. Terminus into mill FTW. (2-0)
Round 3 - 4c ReAnimator - Awesome match for me. He helped me by milling himself and I ended up winning easily. Second game we hit time quickly so he just gave me the win. (2-0)
Round 4 - Amerca Flash - I don't like this match, but luckily my Revelation saved me after being at 4 life. Side in a bunch of counters and dropped a Jace. (2-0)
Results - 4-0 (1st of 28) - Deck ran well, but if flash keeps dominating my meta changes will have to be made.
GPT Atlantic City 12/29Finished 4-2 (13th of 52) Will update more later.
Love the report at the end, going to take things like this into consideration when building. What would you consider changing if Flash shows more heavily? +1
Honestly, my flash match up is what it is. I have an awesome SB so the smart move is to scoop once they gain massive card advantage.
I don't know how accurate this ruling is but I was told you can exile an undying creature from the grave before it actually returns with instant effects like Purify the Grave or Cremate so if undying is bothering you that could be an option.