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PostPosted: Thu Feb 06, 2014 2:07 pm 
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This was buried in the pre-release report thread but there was a serious question in there:


UW Flying Beats:
Vaporkin
Omenspeaker
Nyxborn Triton
Nimbus Naiad
2 Chorus of the Tides
Horizon Scholar
Soldier of the Pantheon
Nyxborn Shieldmate
Orekos Sun Guide
2 Akroan Skyguard
Hundred-Handed One
Ornitharch

2 Mortal’s Ardor
2 Battlewise Valor
Revoke Existence
2 Ordeal of Thassa
Voyage’s End
Divination

9 plains
8 island

I chose to play Divination over the other enabling card drawers - Fate Foretold and Stratus Walk. Less confident of this decision but I had a big hole at CMC3, and really only 4 heroic guys (and Chorus of the Tides is just barely heroic).

UW side board:
2 Hold at Bay
Plea for Guidance
Gift of Immortality
2 Leonin Snarecaster
Silent Sentinel
Evanescent Intellect
Nullify
Fate Foretold
Stratus Walk

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PostPosted: Thu Feb 06, 2014 2:49 pm 
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Why not just play a Snarecaster? You don't have any particular reasons to dig, and aggro wants to affect the board, not draw cards. Divination is more of a control card.

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PostPosted: Thu Feb 06, 2014 3:05 pm 
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Agreeing with Zlehtnoba, your deck was made to start hitting in the air on turn 3, 4, and 5, so you should capitalize on that plan. Snarecasters help keep the pressure up, especially since you can tap down whatever flying defense your opponent has, and can then absorb a hit if they are going very aggressive too. I'd even include Nullify, since you want to stop them from getting fliers of their own, or stopping a spell that would give one of their creatures flying. I'd take out Divination, Revoke Existence, and a Mortal's Ardor to make room for those 3 cards.

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PostPosted: Thu Feb 06, 2014 7:14 pm 
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Revoke I like a little better than a counterspell there are so many enchantment creatures.

Ah, snarecasters. That was probably the correct solution. I just like Drawing Cards!

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