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PostPosted: Fri Apr 21, 2017 3:33 pm 
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divinevert wrote:
how ****'ing great were Portent and Ponder doe?

Reprint those, Magic.


Tbh I would be happy with just about any of the good/decent 1cmc filtering spells. Serum Visions, Preordain, Sleight of Hand.......just something.

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PostPosted: Fri Apr 21, 2017 3:47 pm 
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felbatista wrote:
Modulo wrote:

Strongly disagree on that notion. Card selection, as provided by Telling Time, is incredibly important in control decks because you need to line up the correct answers to the opposing threats - not just the answer you have in hand.
Top-level control decks run Anticipate for exactly that reason, and while I agree that Anticipate is better than Telling Time most of the time, this doesn't change the fact that card selection is mandatory. I am okay with cutting one Telling Time because Cycling does provide a little bit of card selection as well, but it's not enough to fully get rid of Telling Time.




Uh, except you're not exactly disagreeing with me. Early game card selection is super important to a control deck, and I never said otherwise. In fact, it's so important that we had to use a bad card like Telling Time (Which is a lot worse than Anticipate, or Azorius Charm, or Think Twice) for that role. The role TT fulfills is mandatory, but the card itself isn't, when we have other options to do the job, which wasn't the case before, but it is now.


I think that is kind of the point though.

That early game selection is very important to the deck, to the point where we are running a meh card (TT). The thing is though, I honestly am not sold on the idea of us having other options. Censor is definitely a lot more flexible, but in regards to that particular role (early game selection) it is even worse than the meh card we are already running. I don't know if the added flexibility of the counterspell side of the card is worth losing out on the better card selection early on.

This is why I am currently thinking a 2/2 split is the best answer. We would still have 2 copies of TT for that early game filtering (and 2 copies of Censor to provide the same effect if needed), while still trying to keep as many copies of Censor in as we can to up the chances of getting them early when we really need the tempo advantage from the counterspell side.

I don't think Censor can completely replace TT, as much as I hate to say it. Although I do think the addition of Censor means that TT is no longer an automatic 3 of for us.


If you get to counter something with Censor on T2, you're giving up the filtering, yes. But you're trading it for something better (removing a threat). Replacing TT with Censor is like saying "I'm willing to filter at a little worse rate for the opportunity to get a significantly better deal a good percentage of the time". That said, early game card filtering is so important that I'm willing to start with a 3/1 split in favor of Censor.

All this conversation and we had yet to mention T2 Fatal Push your 2-drop, Cycle Censor. You're basically casting 2 spells on turn 2 (your removal and your filtering), and that kind of card velocity is how you win a game of Magic.

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PostPosted: Fri Apr 21, 2017 4:04 pm 
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felbatista wrote:
All this conversation and we had yet to mention T2 Fatal Push your 2-drop, Cycle Censor. You're basically casting 2 spells on turn 2 (your removal and your filtering), and that kind of card velocity is how you win a game of Magic.


Since you're largely holding back from reviewing in the "Let's All Review" things, are you as bullish on Drake Haven as I am? It's not an Esper Draw-Go deck card, but I think it will find a home in some competitive decks this season.

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PostPosted: Fri Apr 21, 2017 4:12 pm 
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divinevert wrote:
felbatista wrote:
All this conversation and we had yet to mention T2 Fatal Push your 2-drop, Cycle Censor. You're basically casting 2 spells on turn 2 (your removal and your filtering), and that kind of card velocity is how you win a game of Magic.


Since you're largely holding back from reviewing in the "Let's All Review" things, are you as bullish on Drake Haven as I am? It's not an Esper Draw-Go deck card, but I think it will find a home in some competitive decks this season.


I agree, it's not a card for every deck. You need to build around it to a certain extent, and when you do that the card is incredible. Of course at this point you'll be trying to build around a Rare, and that has its own problems. What I ultimately think will make or break the card is if you'll be able to find redundancy for the effect somehwere else, or if said theoretical deck will be able to cycle enough cards to draw Haven often enough, because the power is certainly there.

I'm a big fan of the card, but I don't know if it will find a home.

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PostPosted: Fri Apr 21, 2017 4:20 pm 
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felbatista wrote:
felbatista wrote:


Uh, except you're not exactly disagreeing with me. Early game card selection is super important to a control deck, and I never said otherwise. In fact, it's so important that we had to use a bad card like Telling Time (Which is a lot worse than Anticipate, or Azorius Charm, or Think Twice) for that role. The role TT fulfills is mandatory, but the card itself isn't, when we have other options to do the job, which wasn't the case before, but it is now.


I think that is kind of the point though.

That early game selection is very important to the deck, to the point where we are running a meh card (TT). The thing is though, I honestly am not sold on the idea of us having other options. Censor is definitely a lot more flexible, but in regards to that particular role (early game selection) it is even worse than the meh card we are already running. I don't know if the added flexibility of the counterspell side of the card is worth losing out on the better card selection early on.

This is why I am currently thinking a 2/2 split is the best answer. We would still have 2 copies of TT for that early game filtering (and 2 copies of Censor to provide the same effect if needed), while still trying to keep as many copies of Censor in as we can to up the chances of getting them early when we really need the tempo advantage from the counterspell side.

I don't think Censor can completely replace TT, as much as I hate to say it. Although I do think the addition of Censor means that TT is no longer an automatic 3 of for us.


If you get to counter something with Censor on T2, you're giving up the filtering, yes. But you're trading it for something better (removing a threat). Replacing TT with Censor is like saying "I'm willing to filter at a little worse rate for the opportunity to get a significantly better deal a good percentage of the time". That said, early game card filtering is so important that I'm willing to start with a 3/1 split in favor of Censor.

All this conversation and we had yet to mention T2 Fatal Push your 2-drop, Cycle Censor. You're basically casting 2 spells on turn 2 (your removal and your filtering), and that kind of card velocity is how you win a game of Magic.


Fair enough. It is a hard call to make honestly, being able to filter for colors or silverbullet answers early can make or break you, but I definitely get your point about functioning as an answer as well and the tempo/CA advantage that can potentially provide early on. I guess I could see going in favor of Censor though with the current meta, where there are a large amount of significant things being dropped on T2/T3 that demand answers.

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PostPosted: Sat Apr 22, 2017 5:07 am 
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So as a rough draft, I think this is the base I'll start testing when Amonkhet drops;

Creature(2)
1x Disciple of the Ring
1x Torrential Gearhulk

Instant(23)
3x Fatal Push
2x Blessed Alliance
3x Censor
1x Pull From Tomorrow
2x Grasp of Darkness
3x Spell Shrivel
2x Scatter to the Winds
2x Anguished Unmaking
3x Glimmer of Genius
2x Confirm Suspicions

Sorcery(2)
2x Languish

Split(1)
1x Commit // Memory

Enchantment(2)
2x Cast Out

Planeswalker(4)
1x Liliana, the Last Hope
1x Gideon, Ally of Zendikar
1x Jace, Unraveler of Secrets
1x Ob Nixilis Reignited

Land(26)
2x Prairie Stream
2x Shambling Vent
1x Plains
2x Sunken Hollow
3x Island
3x Swamp
2x Isolated Chapel
2x Drowned Catacomb
2x Glacial Fortress
4x Evolving Wilds
3x Aether Hub

I really, really wanted to include Telling Time, but I just couldn't make room. I have a feeling I will make cuts for it somewhere after testing; it isn't the best card in the world, but filtering is huge. Depending on what the meta looks like I could see myself dropping Scatter to the Winds and adding in the last Grasp of Darkness and maybe a single Never // Return too.

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PostPosted: Sat Apr 22, 2017 6:50 am 
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That's a fair point, if we drop Scatter, surely the mana requirements gets easier? Nothing requires until turn 5 then. Do we really need them since they were mostly for lategame countering of threats like PWs that Cast Out now hits?

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PostPosted: Sat Apr 22, 2017 9:48 am 
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It could well be that I go:

-2 Scatter to the Wind
+1 Spell Shrivel
+1 Grasp of Darkness

However I'm wary that there are potentially a number of green based decks (Gruul and Simic specifically) that could go big and Spell Shrivel would be less appealing in that match up. I'm sure other people will want to try out all these fancy new control tools too and long games with no creatures would make these changes suck, regardless of if we have access to Cast Out. I think I'll stick with Scatter for the time being and see how things play out.

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PostPosted: Sat Apr 22, 2017 10:10 am 
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The new avatar works for me


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PostPosted: Sat Apr 22, 2017 10:16 am 
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Everything works on you Barney. You're easier done than said.

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PostPosted: Sat Apr 22, 2017 2:58 pm 
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People are cutting Sorin now huh

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PostPosted: Sat Apr 22, 2017 3:09 pm 
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divinevert wrote:
People are cutting Sorin now huh


My list is a draft but I had to cut something from the top end. New tools mean we're tight on space. No way I'm cutting Confirm or Gearhulk so it's a walker. Jace, Ob and Sorin are all competing for spots: testing will tell what I settle on.

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PostPosted: Sat Apr 22, 2017 3:20 pm 
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I kinda agree on cutting Sorin. Most expensive walker, worst +1 and the -X is not as needed anymore with the better answers to walkers.

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PostPosted: Sat Apr 22, 2017 3:43 pm 
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Worst +1??? I'd like to introduce you to Saheeli Rai...or Tezzeret....or Nahiri


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PostPosted: Sat Apr 22, 2017 5:05 pm 
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Worst +1??? I'd like to introduce you to Saheeli Rai...or Tezzeret....or Nahiri


None of these are run in Esper tho.

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PostPosted: Sat Apr 22, 2017 5:17 pm 
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Oh... ok then Gideon's +1 is objectively worse

#nothingbutnet


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PostPosted: Sat Apr 22, 2017 5:29 pm 
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Modulo wrote:
I kinda agree on cutting Sorin. Most expensive walker, worst +1 and the -X is not as needed anymore with the better answers to walkers.


Meh, Sorin is still a strong planeswalker. His +1 has potential to drain our opponents and his -X can allow us to gain life, which is relevant agaisnt aggro and ramp.

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PostPosted: Sat Apr 22, 2017 5:45 pm 
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zzmorg82 wrote:
Modulo wrote:
I kinda agree on cutting Sorin. Most expensive walker, worst +1 and the -X is not as needed anymore with the better answers to walkers.


Meh, Sorin is still a strong planeswalker. His +1 has potential to drain our opponents and his -X can allow us to gain life, which is relevant agaisnt aggro and ramp.

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Personally I prefer Sorin over Jace.

Jace does a damn good job of filtering for us, but that is about all he does. His -2 gains more value now that we can run more cheap counterspells, but it still likely isn't hugely relevant. His ult doesn't do a great job of closing out games for us either.

Sorin may not filter nearly as well for us, but he still does the job decently while also providing direct damage to the face, more effective removal (read not bounce) that hits both creatures and PWs and gives us some more life gain, and his Ult can actually put someone on a clock, which Jace's doesn't.

While Sorin's -X doesn't seem as necessary anymore with Anguished Unmaking, Cast Out, and Never//Return all available to us, having Sorin around to answer PWs could mean being able to save those other more wide-reaching removal spells (like Cast Out and UA) for other non-creature/non-PW permanents that tend to be a thorn in our side (Tutelage, Visions, Dynavolt, etc). *shrug*

I don't think having that redundancy on PW removal is a bad thing, because all of them have functions outside of just being PW removal. Sorin does a lot more than just function as PW removal, same with Cast Out and UA. Never//Return is a little more narrow, but could still function as GY hate or a chump blocker in a pinch.

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PostPosted: Sat Apr 22, 2017 7:48 pm 
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It's irrelevant, since Sorin should be should stay and Commit should go.

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PostPosted: Sat Apr 22, 2017 11:49 pm 
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Not for nothing, but in the defining match of the Xbox King of the Hill, Sorin did 18 of my 20 damage dealt.

And killed a Disciple of the Ring for good measure.

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