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Something of a mid-range deck with some control elements for standard.

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Adding more Walkers was a bad idea. I noticed more than anything that I'd draw a walker like Jace or Kiora and lose momentum. Partly because I never could seem to draw an answer to their threats, or my own threats. Out of the 14 or so answers (including Thoughtseize here), I'd draw one or two every MATCH. Not game. Match. The first game I usually did well, and I'd draw the answers I needed and win (I usually went win-lose-lose). But by and large I'd draw Kiora, or Ashiok, or Vraska, or lands, or even just get no lands forever. I made some dumb mistakes, and some risky decisions mostly to see how they played out. Such as the couple of games where I kept a two land hand with a courser and good things. Invariably I never draw that third land to start the courser up. I even wound up getting mauled when I started with land, land, caryatid, courser. They ramped hard into Mizzium mortars and I just never got the third land down after losing the caryatid and courser. Just some common problems for midrange in general: You durdle, you die. You draw the wrong answer, you die. So the solution is two fold: Firstly, I need to mulligan more. I just have to ship hands that don't have the land, or accept the fact that I'm going to win or lose by top-deck. Which isn't how this needs to be run. This isn't jund. This deck can't top-deck like that. Due in part of course to my not having the things I need to see in the deck. Which brings me to my second point: If I'm drawing a walker that doesn't help me, why is it in my deck? What is it doing there when it could be another removal spell? Or another creature? Or even another scry-land? The answer is it's cool and versatile. But sometimes you don't need a swiss army knife. You need a brick. You don't need to MacGyver a solution, you need to smash the window and bludgeon the guy on the other side. This is one of those decks it seems. So, all told:

-3 Jace, Architect of Thought Good draw spell, but Courser seems sufficient.

-2 Ashiok, Nightmare Weaver This one did well in the main goal of pissing people off and drawing out their planeswalker hate, but milled 3 lands as often as anything else, and really I'd rather not help thin their deck. If I could point it at myself? I'd love this guy. But as it stands not for this deck.

-2 Vraska the Unseen Nine times out of ten? Five mana heroes downfall. Tenth time? Five mana hate magnet.

-1 AEtherling When I get him out, he wrecks faces and murders opponents. Usually he comes down when I've already won and is just another nail in the coffin.

-1 Drown in Sorrow down to one in the side board.

-1 Negate down to three in the side board. (Down to three, I wound up making some changes I didn't upload here)

+3 AEtherize Sometimes I can't match their board state. They just have too many creatures for it to be possible for me to stop them. This helps there.

+3 Time Ebb I usually get to a point where as long as they don't get another guy on the field I win, and then they do and I lose control and start spiraling down wards, this should help stabilize.

+2 Devour Flesh to the side board, and then swapped into the main deck.

Other changes: 1x Gaze of Granite moved to the sideboard. I find that the Gaze is best against aggro, and doesn't really help when I need to swat a Polukranos and have to decide between fighting polukranos and hitting my own stuff.

3x Thoughtseize moved to the side board. I really don't usually use this except against control to suck answers out of their hand. I have enough answers that don't shock me to warrant it.

2x Devour Flesh to the main deck

1x Far / Away to the main deck

Still contemplating the last two cards.

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Date added 10 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 3 Mythic Rares

39 - 5 Rares

8 - 2 Uncommons

5 - 5 Commons

Cards 58
Avg. CMC 3.18
Tokens Emblem Kiora, the Crashing Wave, Kraken 9/9 U
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