(basically Vert's list with:
-2 Celestial Flare, -4 Spell Shrivel, -1 Plains;
+1 Linvala, +1 Telling Time, +1 Grasp, +3 Broken Concentration, +1 Island)
I'd like to hear your inputs on the changes; are they still alright or did they throw off the balance too much (-1 counterspell -1 removal +1 threat +1 card selection)?
My POV on them:
-Celestial Flare seemed to be the worst card in my hand too often. While it's the deck's best out vs. Gaea's Revenge, I found that card to be uncommon enough (even in Ramp) to justify cutting it. The more common Plated Crusher is less problematic because it lacks Haste and can be countered.
Another thing to note is that WW was a huge strain on the mana; it happened often enough that you had the dilemma of having to choose between having WW for Flare and having BB for Grasp/UU for Cancel.
Flare is also your only answer to Ormendahl that does not involve you losing 9 life. Flare also is the only good answer to lumbering falls. Flare also scales better than any other 2 mana spell in the game, tied with declaration. It is an instant speed answer to certain spells/effects like auras or haste that sorcery speed won't answer.
In terms of the sheer number of removal spells I think 3 grasp + 2 declaration plus all the other usual goodies is sufficient, I think
horribly awry counts as a pseudo early game removal here.
Your point about mana is very important. With this deck you have to prioritize UU, WW, and BB. Eventually you want to be able to cast all three, but how much are you willing to rely on them?
-If Vert ran all the cancels he would require BB, WW and UU all by turn 3.
-Instead, Vert ran 4 spell shrivels, reducing his reliance on UU a little at the expense of late game staying power.
-You cut the WW and instead focus on UU and BB, which I think is reasonable, but with 3 grasps I would prefer to see at least 12 swamps.
-I do have the two flares but the bulk of my removal/tempo plays only cost 1W or 1U. Try
Gideon's Reproach, it is very very affordable and easy to cast and it is as effective as the tricky grasp. Grasp is much better in a vacuum where you want to remove blockers etc., but here I think reproach is excellent. The only time I really miss grasp is vs flipwalker Jace and TITI.
Flare scales well and if you clear the board and hold on to it in the late game, it is every bit as valuable as declaration. Grasp does not scale well and it needs to come online sooner in order to have utility IMO.
-Spell Shrivel was the cut that hurt the most, as that card is legit good. I just found that often enough I'd be able to cast Cancel t3 anyhow (especially if my t2 was Jace or Telling Time) and it would be the only spell I'd want to keep up. Also, Shrivel loses a lot of value in the super-late game while you're digging for your few win-conditions.
What you say is also true of Awry... which is why I wanted both spell shrivel and all the cancels.
-Linvala is there to add another threat as well as a bit of life gain to help stabilize later in the game. I actuallly haven't gotten the 3/3 out of her yet, but being a 5/5 flier that gains you 5 life is already pretty huge in this deck I feel.
I tried her, she isn't worth tapping out for. At least flip Jace is cheap enough he doesn't tap you and Avacyn has flash. With an ideal board setup Linvala is good but I almost never got the 3/3 because I needed to keep the board clear just to survive to six lands.
I value lifegain in control decks but paying six at sorcery speed to get a few points and a 5/5 body isn't worth it. I wish we had a
spell that combines
pulse of murasa and
call to mind - is that too much to ask? Yes please, I would like to recur my
confirm suspicions, gain six life, and then draw three more cards.
-Manabase adjustment for the added # of Cancels and because WW t2 is no longer needed.
This is legit.