My Name is No version 1.03 x
gideon's reproach3 x
celestial flare3 x
compelling deterrence3 x
telling time2 x
scatter to the winds3 x
broken concentration3 x
spell shrivel2 x
anguished unmaking2 x
comparative analysis1 x
bone to ash2 x
languish2 x
confirm suspicions2 x
planar outburst1 x
jace, unraveler of secrets1 x
ob nixilis reignited1 x
sorin, grim nemesis3 x
plains5 x
island3 x
swamp2 x
shambling vent2 x
sunken hollow2 x
prairie stream2 x
drowned catacomb2 x
isolated chapel2 x
glacial fortress4 x
evolving wildsI have engaged in enough playtesting that I am confident in this list. This is an extremely defensive/reactive control deck that is not designed for the impatient. The priority is locking down the board, not winning quickly. I have yet to lose a game because I decked myself (ran out of cards), but I have come close!
I view games as a three step process:
1)
Deny your opponent card advantage. This can often be more important than taking a few points of damage.
Tireless Tracker, I am looking at you.
2)
Do not die. Removing all enemy creatures is nice but is not your #1 priority as long as you have 1 or more life (except vs red). Your life total is important, but understand that it is a resource you can spend in order to get more mileage out of sweepers or keep your mana untapped.
3)
Expend your weakest answers first. One example is
spell shrivel vs
broken concentration. The first one loses utility later in the game, always cast it first. This category is hard to summarize because which cards are useful varies from matchup to matchup and from game to game.
4)
Lock down the board, deploy win condition, win. This is the last thing you should think about.
The deck is primarily designed to win the long, grindy game against midrange/planeswalker decks, which is why I included so many counterspells. But let me talk about the individual matchups:
Midrange, midrange in general
I am deliberately lumping together different decks because I think individual card choices matter more than the specific color schema of a midrange deck. There can also be a huge amount of variance depending on the draw, so I am going to describe average games.
In an average game the midrange deck will cast one or more
Sylvan Rangers, follow it up with a larger threat, e.g.
woodland wanderer, and eventually try to land one or more planeswalkers/big threats. My deck usually has no problem neutralizing the early threats, but the midrange deck can potentially jam so many "must counter" spells on the board that it can tax our countermagic. It can also be difficult to tap out, meaning those little 1/1 rangers often eat into your health. But if you focus on denying them card advantage, I think my deck is favored against an average midrange deck.
But few midrange decks are average, so the matchups vary. Control-midrange will have fewer threats and more removal that is worthless against my creatureless setup. Strongly favored. Ramp-midrange will have fewer, but bigger threats, which again is no problem since our answers scale so well. Strongly favored.
But there are also midrange decklists that focus on powering out recurring card advantage. These grind-midrange decks are not very offensive, but they can earn card advantage. I am mainly thinking of
evolutionary leap decks, but this can also apply to any deck that can land a dangerous early enchantment.
Uhlenwald Mysteries decks are also built around gaining card advantage. Unfortunately my deck is limited to 4 spells that can stop an early enchantment. However, if they don't land an early card advantage engine I can lock them out of the game pretty easily. I think these matchups are even.
Planeswalker-midrange is a pet peeve of mine, a deck that I find incredibly annoying because it is built by just jamming a bunch of mythic cards together. In this matchup I often run into problems with the number of answers I have vs the number of threats my opponent has. Just looking at decklists, I am running 10 counterspells which should be enough to stop ~6 planeswalkers, but cards are random. This matchup is difficult because it is so hard to interact with a resolved planeswalker, and they do exactly what we do NOT want which is generate card advantage for our opponent. Still, we can stop all of their card advantage and they can't stop us from drawing extra cards. Slightly favored.
Comments on midrange: The key here is that midrange decks want to go for fewer big threats, combined with utility spells and removal. The removal is a dead draw, in many games it is like your opponent mulliganed down to 5 or 6. As long as you don't tap out prematurely you should do well.
Aggro - this is a very difficult matchup to be sure. Since we have so many CIPT (comes into play tapped) lands we often won't be able to respond to their one drop threats, especially if they are on the play. What makes this matchup difficult is the
number of threats. White tends to run relatively few combat tricks, removal spells, and pump effects, so if we trade one-for-one removal they often come ahead. Still, it isn't too hard to stall until turn 4 or 5 for a board wipe, at which point they usually can't recover. Feel free to tap out to drop a planeswalker too. Unfavorable matchup.
Aggro - compared to white: fewer, hastier creatures, more burn that can hit our face.
Blighted gorge is brutal. Be sure to use smoldering vent to gain life here. Unfavorable.
Vampires - unlike white, the vampires tend to run fewer threats. They may have good stats for their cost but it is easy to take them out with one for one removal. Just remember to save counters for big burn spells and this is an easy matchup. Favorable matchup.
Werewolves - somewhere in between white and vampires. Moderate number of sizeable threats, with some combat tricks. Key cards to counter are
Duskwatch recruiter and
Silverfur Partisan. Even matchup.
Prowess - like vampires only moreso. Very few creatures, easily disrupted with removal. Extremely favored.
Comments on aggro: These are matchups where you can use your sorcery speed spells early and often. Go ahead and wipe the board, then drop your planeswalker to seal the game. My deck is not tuned to fight aggro, but I have plenty of cheap removal so overall these tend to go well.
Other matchups:
Ramp - just like ramp-midrange, only they have even more ramp spells and even bigger threats. Be patient about deploying planeswalkers so they do not get exiled by Ulamog.
Compelling deterrence is good to save your planeswalkers from exile. Strongly favored.
Control - the control deck with the most counterspells and the fewest threats generally wins. And we have both of those in spades baby. Just be patient and think of ways to make your opponent expend their resources. Also note that having a lot of land is very useful in draw-go, and my 27 lands help me to make my land drops on time. Strongly favored because internet players don't know how to play control... favored against a skilled opponent with a good deck.
Mill - This is very similar to the grindy-midrange archetype, if they get enchantments down early it can be rough. However they do not apply much pressure so it is very easy to save counterspells for tutelage and visions. Favored.
- not really a deck type in itself but can be added to anything. Turn 2
ruin in their wake into turn 3
thought-knot seer on the play is terrifying. However his big brother
reality smasher is underwhelming due to counters and celestial flare.
Changes to my deck: I want to thank divinevert for turning me on to
spell shrivel. I messed around with other removal packages but I love the scaling/hexproof answer of 3
celestial flare and I love the super easy mana cost of
Gideon's reproach.
Spell shrivel #3 is in for testing, I am confident about the other 59 cards but this could also be
grasp of darkness,
suppression bonds,
comparative analysis, or
bone to ash.
Brain: I can see it being useful to hold extra counters open when you do something like cast a planeswalker. With ten lands, you can cast Sorin, leave 3 open for one counter, then leave one more mana open for counter # 2. But it isn't worth a slot IMO... besides it is really awkward to fit it into my curve due to tapped lands.