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It's definitely the most fun I've had with Duels as of late, and quite complex to pilot when it comes to sequencing draw spells, what to recur, when to go all in, when to trust the deck will draw its out vs playing conservative etc...
That's true, it's complex to chain spells in the right way. I think that testing was a bit less relevant before, because i pilot it completely different now.
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Is it worth playing all 5 of these cards (jace + 2 TiTi + Baral)?
In my first list i had only Jace, i was skeptical adding more creatures to keep the spells flow continue. But they revealed to be very useful and i think there is enough space for all of them, eating a removal and slowing down the opponent a little bit or sticking for one turn for a better payoff. Opponent cannot be indifferent in front of them.
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Drake: 2 or 3 copies?
I'm for 3 copies. As i said i changed a bit how i pilot this deck. I'm not all in with the combo anymore, but sometimes i play early drakes, as first creature or after a removed titi or baral. Especially against aggro it is very good, because we need to outrace it.
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Fogs: 4-8 copies?
I'm ok with 4 fogs and 1 pulse, maybe a 5th one can be ok. Haven't discussed with CGB, but today i was talking with another friend about
Fiery Impulse over fogs. His opinion is that removal can be better for problematic creatures and can eventually save more turns than fogs. I'm not sure about this, but it's something to consider.
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Take Inventory: Is this too slow?
The first copy is slow but i never play it unless i'm forced needing different cards, the second copy is quite slow but playable, every other copy is gas and it's very likely that you will play the 3rd or 4th copy. So the 4x package is not slow, just wait for reunions or pieces or grapple, all of them can make you discard or mill the first/second one.
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Gather the Pack..
I feel this card like
Compelling Argument, it's very unlikely that you hit a creature and in general when i dig i do it for other spells to continue to dig, but i think this depends on the difference between our versions of the deck. In general it's going down a card to pump your drake for 2/3 points of damage, cards like Expedite and Blossoming Defense should be better.
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Geistblast.., Collective Defiance.., Rides from the Tides.., Disciple of the Ring..
These cards have indeed value in this kind of deck, i can speak only about my version and all i can say is that they are slow. I feel even Telling Time being slow, because all i need is spells to dig for more spells to dig, and eventually close the game. Geistblast can have multiple value, but you can use it only mid/late game, using your whole turn. Defiance has the double red problem. Rides is an ok alternative wincon, but the game has already a well known direction when you can play it. Disciple is good, but it's a nonbo with the deck idea, not only because of the exile part, but because we are not going to stay back on control, leave mana up. Again i'm talking about the "storm" version.
Land count also depends on the version, i never had problems missing landdrops, sometimes i was even flooded. It's just a bit awkward in the first 2 turns because of the colors.
I suppose you are the famous Mulletman everyone talked me about. I'm 90% satisfied with this fast version not always all in but occasionally with early drakes, but there is always space to make it better. I saw some games by CGB with yours/Rabs list, and when i built my version i wanted to avoid situations in which i'm stuck without dig spells with situational cards. I think the deck doesn't really need more value cards, we only need to keep the flow continue without dying badly. But yeah if there is a slower version that has better results i'm pretty happy to try it.