Horse Feathers

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HORSE FEATHERS





A.K.A: Bloodbraid Blue, Aggro Spread ‘Em, RUG Land Destruction, RUG Ponza.





Origins

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Horse Feathers is a deck I(Cyrus Bales) designed in February 2010. The deck was designed to prey on the shaky manabase of the top deck, Jund, as well as being highly favourable against the new contender at the time, UW control. A version of the deck was popularised by Billy Moreno at the Washington GP by a 33 point performance. Since then it has gone on to win 3 PTQ‘s amongst a decent amount of top 8‘s, performing massively above it‘s numbers present at events.



What is the deck?

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The deck works by quickly disrupting the opponent’s manabase early on, and shutting the opponent out of the game in the early stages, and pressing the attack with hasty attackers and taking advantage of the tempo advantage, as well as the fact the deck plays many two-for-ones. The level of synergy in the deck gives it power, Bloodbraid elf gets you aggression, and often disruption at the same time, Jace let’s you reuse CIP effect creatures, like ruin blaster and acidic slime, even Bloodbraid elf. Jace also lets you screen their draws and keep them locked out, as well as setting up perfect cascades for Bloodbraid elf. Roiling terrain punishes your opponent after you’ve blown up their lands, and really puts the hurt on decks running fetches. Your own fetch lands not only fuel the cobra, but let you shuffle away cards with Jace. Using bolts and bursts to kill off manadorks, and Frost Titan to deal with mid-game threats, you can control the board to allow yourself to steam ahead.



Decklists




My current build:

4 Lotus Cobra
4 Bloodbraid Elf
3 Goblin Ruinblaster
3 Acidic Slime
4 Nest Invader
3 Frost Titan
(21)


4 Roiling Terrain
4 Lightning Bolt
2 Burst Lightning
(10)


4 Jace, The Mind Sculptor
(4)


4 Scalding Tarn
4 Misty Rainforest
4 Raging Ravine
2 Crumbling Necropolis
1 Seaside Citadel
3 Forest
4 Mountain
3 Island
(25)


SIDEBOARD(15)
4 Cunning Sparkmage
3 Basilisk Collar
4 Spellbreaker Behemoth
4 Spreading seas


My GPT top 8 list(20th August):

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4 Lotus Cobra
4 Bloodbraid Elf
3 Goblin Ruinblaster
3 Acidic Slime
4 Nest Invader
3 Frost Titan
(21)

4 Roiling Terrain
4 Lightning Bolt
2 Burst Lightning
(10)

4 Jace, The Mind Sculptor
(4)

4 Scalding Tarn
4 Misty Rainforest
4 Raging Ravine
2 Crumbling Necropolis
1 Seaside Citadel
3 Forest
4 Mountain
3 Island
(25)

SIDEBOARD(15)
4 Cunning Sparkmage
3 Basilisk Collar
4 Spellbreaker Behemoth
4 Obstinate Baloth



My Amsterdam PTQ-Southampton top 8 list(6th June):
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3 Acidic Slime
1 Nest Invader
3 Goblin Ruinblaster
4 Lotus Cobra
4 Bloodbraid Elf
(15)

4 Roiling Terrain
4 Spreading Seas
(8)

4 Lightning Bolt
2 Burst Lightning
2 Vapor Snare
(8)

4 Jace, The Mind Sculptor
(4)

2 Raging Ravine
3 Crumbling Necropolis
1 Seaside Citadel
2 Khalni Garden
4 Misty Rainforest
4 Scalding Tarn
3 Forest
4 Mountain
2 Island
(25)




SIDEBOARD(15)
2 Burst Lightning
2 Mind Control
1 Goblin Ruinblaster
1 Acidic Slime
2 Telemin Performance
1 Mold Shambler
2 Pithing Needle
4 Dragon's Claw





Mark Nemeth’s Amsterdam PTQ-Albuquerque winning list:

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4 Bloodbraid Elf
4 Lotus Cobra
4 Nest Invader
1 Oracle of Mul Daya
1 Siege-Gang Commander
1 Vengevine


2 Jace, the Mind Sculptor




4 Lightning Bolt
4 Resounding Wave
4 Roiling Terrain
2 Sarkhan Vol
4 Spreading Seas

2 Forest
3 Island
4 Misty Rainforest
2 Mountain
3 Raging Ravine
4 Rootbound Crag
4 Scalding Tarn
3 Tectonic Edge





Sideboard:




2 Acidic Slime
3 Basilisk Collar
2 Caldera Hellion
4 Cunning Sparkmage
2 Mold Shambler
2 Spellbreaker Behemoth




Dylan MacDonald Amsterdam PTQ-Burnaby winning list:

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2 Forest
3 Island
4 Misty Rainforest
2 Mountain
4 Raging Ravine
3 Rootbound Crag
4 Scalding Tarn
3 Tectonic Edge




2 Acidic Slime
4 Bloodbraid Elf
4 Lotus Cobra
4 Nest Invader
2 Siege-Gang Commander




4 Forked Bolt
3 Jace, the Mind Sculptor
4 Resounding Wave
4 Roiling Terrain
4 Spreading Seas





Sideboard:




3 Basilisk Collar
4 Cunning Sparkmage
1 Mind Control
3 Mold Shambler
2 Oracle of Mul Daya
2 Spellbreaker Behemoth



Mobius_XI's Amsterdam PTQ- Montreal Top 8 list
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Creatures - 15
4 Bloodbraid Elf
4 Acidic Slime
4 Lotus Cobra
3 Goblin Ruinblaster

Noncreature Spells - 20 
4 Spreading Seas
4 Roiling Terrain
4 Lightning Bolt
4 Jace, The Mind Sculptor
2 Burst Lightning
2 Mind Control

Lands - 25
4 Scalding Tarn
4 Misty Rainforest
4 Mountains
3 Crumbling Necropolis
3 Forest
2 Raging Ravine
2 Rootbound Crag
2 Island
1 Seaside Citadel

Sideboard - 15
4 Dragon's Claw
4 Pyroclasm
2 Mold Shambler
2 Burst Lightning
2 Pithing Needle
1 Goblin Ruinblaster


Mike Thompson's Seatle SCG open, 20th place list

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2 Acidic Slime
4 Bloodbraid Elf
4 Lotus CObra
4 Nest Invader
2 Siege-Gang Commander

4 SPreading seas
4 Lightning Bolt
4 Resounding Wave
3 JAce, The Mind Sculptor
4 Roiling Terrain

2 Forest
3 Island
2 Mountain
4 Misty Rainforest
4 Scalding Tarn
3 Tectonic Edge
4 Raging Ravine

SIDEBOARD
3 Basilisk Collar
2 Caledra Hellion
4 Cunning Sparkmage
4 Goblin Ruinblaster
2 Oracle of Mul Daya


Jeff Major National Qualifier Ontario top 8 list:
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2 Forest
4 Island
4 Misty Rainforest
2 Mountain
4 Raging Ravine
3 Rootbound Crag
3 Scalding Tarn
3 Tectonic Edge


1 Acidic Slime
4 Bloodbraid Elf
2 Goblin Ruinblaster
4 Lotus Cobra
2 Mold Shambler
4 Nest Invader
2 Oracle of Mul Daya




3 Jace, the Mind Sculptor
4 Lightning Bolt
4 Resounding Wave
1 Roiling Terrain
4 Spreading Seas





Sideboard:




1 Aether Tradewinds
2 Basilisk Collar
2 Chain Reaction
4 Cunning Sparkmage
3 Marisi's Twinclaws
2 Mind Control
1 Roiling Terrain




Billy Moreno’s 33 point GP DC list:

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4 Raging Ravine
2 Forest
3 Rootbound Crag
2 Mountain
3 Forest
3 Tectonic Edge
4 Scalding Tarn
4 Misty Rainforest
(25)




4 Lotus Cobra
4 Lightning Bolt
4 Resounding Wave
4 Roiling Terrain
4 Bloodbraid Elf
2 Siege Gang Commander
4 Nest Invader
3 Jace, The mind sculptor
2 Acidic Slime
4 Spreading Seas
(35)




SIDEBOARD
3 Basilisk Collar
4 Cunning Sparkmage
1 Mind Control
1 Burst Lightning
2 Spellbreaker Behemoth
2 Oracle of Mul Daya
2 Mold Shambler
(15)




Amsterdam PTQ-Reading winning list:

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Coming Soon



Match ups




(Suggested side boarding choices based off the current decklist)





JUND - 85-15(95-5 post board)

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I have only lost one best of three match against Jund, and that was because I got stuck on three mana in game one, and two mana in game two. Aside from that hiccup, the deck eats Jund alive every time.
-4 Nest Invader
+4 Spreading Seas


UW CONTROL - 80-20
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Your deck is full of two for one's, and they struggle to match this, you are faster and your distruption breaks down their manabase which makes their mana hungry spells a problem.
-2 Burst Lightning
-2 Lightning Bolt
+4 Spellbreker Behemoth


MYTHIC - 40-60(70-30 post board)
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Game one requires you to have the right burn spell at the right time, if you go first with a cobra and lightning bolt, you can win, otherwise, it's hard. Game two, your sideboard wins the match for you. Cunning Sparkmage combo and 6 one drop burn spells basically means game over for them.
-3 Acidic Slime
-1 Jace, The Mind Sculptor
-1 Frost Titan
-2 Roiling Terrain
+4 Cunning Sparkmage
+3 Basilisk Collar


NAYA - 40-60(70-30 post board)
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Game one can go either way, but disrupting their manabase is easy because it's so fragile, it depends on hands really. From the sideboard, cunning sparkmage and more manabase disruption quickly turn the game favourable.
-3 Acidic Slime
-1 Jace, The Mind Sculptor
-2 Roiling terrain
-1 Frost Titan
-4 Nest Invader
+4 Cunning Sparkmage
+3 Basilisk Collar
+4 Spreading seas



VALAKUT - 50-50(60-40 post board)
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Game one is harder since you don't have MD spreading seas, but you can keep them off of double green, which makes hteir life difficult, and wastes their ramp on getting green sources.
-2 Burst Lightning
-1 Roiling Terrain
-1 Jace, The Mind Sculptor
+4 Spreading Seas



TITAN FORCE - 70-30(60-40 post board)
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Destructive force is a pretty weak card against this deck, as it costs seven mana, and if we land a Titan first, effectively gives us the game. Keeping them off of colours is fine here, and Frosty trumps P. Titans. Post board, they rip out dead cards and the match up swings a little.



NEXT LEVEL BANT - 60-40
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Their threats come in the form of Vengevine and planes walkers. Their manabase is of three colours, and they sometime rely on manadorks to hit the right colours, which you can screw them out of. You should be able to apply pressure and take out their manabase. Their manlands are basically useless against us, since we blow them up, but if they get a Gideon early, or multiple Vengevines, then they can take the game. If you keep their mana down, they will struggle to meet the reanimate criteria for Vengevine, their only removal for your cobra is O-ring, since path basically does the same thing as cobra for you, so you can ramp off of it and take advantage of them.


BOROS - 35-65(55-45 post board)

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This is a hard match up, as they are too quick. Game one is not in your favour. Game two gives you more control, and evens things out, so you can bring it back. Both games rely on drawing the right spells. Cunning sparkmage makes this match up easier.


RDW - 25-75(40-60 post board)
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You need to Jace out early on, and save your burn for ball lightnings etc. Jace gives them a big target, and you can give them sub par draws. However the match is one of the hardest, their speed hurts, and their mono colour-ness hurts. The current board is pretty mugnores this match up in favour of the majority of the field, collars help, as to big dumb fat guys like the behemoth. If RDW is heavy in your meta, you can change up the sideboard.


BRDW - 25-75(40-60 post board)
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You can keep them off of colours more easily than RDW, but blightning will be hurting you. Obstinate Baloth is a sb choice if this deck is big in your metagame.


VAMPIRES - 40-60(70-30 post board)
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Game one is basically ramping out before they drop a Nocturnus. But from the board, sparkmage makes the game a hell of a lot easier. And you get rid of dead cards like Ruinblaster.
-3 Ruinblaster
-1 Jace, The Mind Sculptor
-2 Roiling Terrain
-1 Acidic Slime
+4 Cunning Sparkmage
+3 Basilisk Collar


POLYMORPH - 65-35(75-25 post board)
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Jace is great here, since he can bounce Emrakul, and you keep back bolts for when you need them. Cunning Sparkmage wins this match from the board with stunning ease.


WHITE WEENIES - 35-65(70-30 post board)
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Another cunning sparkmage victory from the board. Game one is hard though since they blank some of your LD and play cheap creatures.
-3 Ruinblaster
-1 Roiling Terrain
+2 Burst Lightning
+1 Acidic Slime

+1 Mold Shambler


Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/
I'd find room for explore, it's such a good card, and can power out turn 3 ld.
I'd find room for explore, it's such a good card, and can power out turn 3 ld.



I agree, however finding the space is the hard thing, since I'd probably have to take out removal, which is not something I like doing.

I guess -1 Seas, -1 Searing Blaze lets me squeeze in some explore without ruining the curve, and combined with the cobra, it gives me 6 ramps to turn 3 LD, as well as 3 seas.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/
So, aside from vapor snare being easier to cast, what do you gain from the bounce ability that mind control couldn't offer?  Replaying Halimar depths over and over again is tech I give you that.
So, aside from vapor snare being easier to cast, what do you gain from the bounce ability that mind control couldn't offer?  Replaying Halimar depths over and over again is tech I give you that.



It's easier to cast, which is relevant sometimes, it lets you reuse your Khalni Garden depths to maximise card quality, since you might not be using brainstorm on jace that often, so this keeps you effectively pondering every turn regardless, Jace just lets you double storm with fetches etc if you need to, but creating a steady stream of 0/1 blockers shores up the mid-game, ideally  I'd want more of the gardens, as they help you stabilize, since this is a lock-down deck after all. As each turn goes by, the inevitability of you winning goes up, and by producing lots of chump blocks, you get to that late game a lot easier. Agaisnt Junk decks etc, boarding in more vapor snare hurts them a lot, since they have so many targets for their pulse already, what with Jace and the recurring LD mens.

Lavaball trap is something I've been liking in the SB a bit too, but it's purely dependent on how the meta forms as to whether it gets the nod.
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I've been winning off of Jace's ultimate in testing a bit. It's nice to have a hard to remove and inevitable win condition, Acidic Slime protects is by blowing up needles and o-rings.

Seriously though, we all know Jace is a powerhouse, and so far, this is the best way to use him that I've seen, since he gets to use all of his swiss army abilities for the maximum effect.

Hopefully once the meta takes shape, I can make necessary tweaks to this deck. In an ideal world, Jund, Naya, Junk, Vamps, Grixis and UWR would be the ideal meta for this deck. Hopefully Kor firewalker pushes out RDW decks and boros decks enough to give this the perfect meta to prey upon.

Also, it's a nice deck since it's full of lots of decisions, hopefully we can bring back the days where you needed a brain to play type two......
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Haha.. as long as you can cascade into a blightning with a 3/2 haster, you won't need a brain to play magic.

(hope the people from the jund thread dont read this)
Haha.. as long as you can cascade into a blightning with a 3/2 haster, you won't need a brain to play magic.

(hope the people from the jund thread dont read this)



From a Non-jund player I totally agree. Some people I know with great jund decks stop playing with them because they think it isn't fun enough. lol. He ran Sarkan Vol which was spectacular. Don't understand why other Jund decks don't run it.


Just opened my two booster boxes of worldwake.

Not a single Jace.

I guess I won't be playing standard for a while, since the only decks in type two that require braincells include Jace as a 3-4 of.......

I've got lots of stuff for trade, but the fact remains no-one will have the jace so no-one will trade them. Well done wizards, mythic rarity strikes again......

Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/


Just opened my two booster boxes of worldwake.

Not a single Jace.

I guess I won't be playing standard for a while, since the only decks in type two that require braincells include Jace as a 3-4 of.......

I've got lots of stuff for trade, but the fact remains no-one will have the jace so no-one will trade them. Well done wizards, mythic rarity strikes again......




Harsh, I opened a box of zendikar with no planeswalkers, (3 Fetches though Laughing)
Love the deck, I don't think you'll need explore with the Lotus cobra though.

Explore and Spreading seas are basically the same in this deck for the most part. Both cards cantrip and put you a turn ahead of your opponent's manabase for the most part.

Basically it depends on the meta, if the meta pans out so that spreading seas is good, ie> Jund, Junk and naya being dominant, then seas stays, if not, explore is the first choice option with seas in the board.

And before anyone mentions it, I did test Aether Tradewinds, since it can bounce their land and your LD creature at end of turn, to give them -2 lands by their next turn, which is all kinds of savage. However, there isn't enough slots in the deck, and Jace does a fine job by reusing your LD men, and has the ability to draw you more, or stop them from drawing land, and then win the game for you later.

I would say to anyone who has Jaces, this is the best way to use them, since you get to use all his effects to maximum ability. You're +2's are no longer there to keep him out of bolt range, but to screw your opponent's topdecks...

In the time I've been testing this deck, I've had more fun playing it than I have in standard for over three months. I am a bit of a fan of prison decks, it must be said, and having an inevitable lockdown is a beautiful thing.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/
Looks very solid.  Also seems to make the most of jace's +2 ability.

I'll legitimately use this deck if I ever get my hands of some Jace MS's....haha. 

"Meow Meow Meow I'm a kitty GAIN 100 LIFE." - Some genius

Looks very solid.  Also seems to make the most of jace's +2 ability.

I'll legitimately use this deck if I ever get my hands of some Jace MS's....haha. 



Yeah, it's not the cheapest deck ever:

4x Jace MS: $240
4x Lotus Cobra: $100
8x Fetch lands: $160
2x Kazuul: $18


If anyone wants some foil scalding tarn or foil sorin and has some jace for trade......lol
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/


Just opened my two booster boxes of worldwake.

Not a single Jace.

I guess I won't be playing standard for a while, since the only decks in type two that require braincells include Jace as a 3-4 of.......

I've got lots of stuff for trade, but the fact remains no-one will have the jace so no-one will trade them. Well done wizards, mythic rarity strikes again......




Harsh, I opened a box of zendikar with no planeswalkers, (3 Fetches though )
Love the deck, I don't think you'll need explore with the Lotus cobra though.


3 fetchs im sorry the last box i opened at 8 and i do hope i get a jace in my WWK

I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
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Looks very solid.  Also seems to make the most of jace's +2 ability.

I'll legitimately use this deck if I ever get my hands of some Jace MS's....haha. 



Yeah, it's not the cheapest deck ever:

4x Jace MS: $240
4x Lotus Cobra: $100
8x Fetch lands: $160
2x Kazuul: $18



Where do you get singles from?  Lotus Cobra is only 8 or 9 dollars in most places, fetches are under 10 bucks, and kazuul is like...3 bucks.

Jace is through the roof though. 

"Meow Meow Meow I'm a kitty GAIN 100 LIFE." - Some genius

The only thing I worry about Spreading Seas vs Jund is Ricochet Trap; it answers the seas perfectly.
I'm pretty sure ricochet trap can't change the target of a card like spreading seas
cant because enchantments choose there targets once they are in play unlike spells
I am Blue/Black
I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.
I'm pretty sure ricochet trap can't change the target of a card like spreading seas



Nope, according to this post Ricochet Trap can redirect the target of Spreading Seas

In short, Spreading Seas needs a target to be cast.  If there were no lands, Spreading Seas could not be cast. 

On another note, Ricochet Trap is another weapon to use against Jacerator, redirecting a Time Warp.  Plus, it costs 4 mana normally, so you can't accidently cascade into it with a Bloodbraid Elf.
Two boxes opened for two drafts last night, in one box (my draft) two jaces (me getting one), and in the second box a foil jace.
First, don't run Explore.  It's not that good.  Rampant does the job better if you MUST, but it seems like Birds would be better than both.  But you don't sound like you need it.

Second, Auras choose targets as they are cast and can be redirected.  The confusion comes when people think of Journey to Nowhere and O-ring as auras...they're not and they target differently.

Third, Kazuul seems really out of place here.  I'd just run Sphinx.  His shroud is good here because he'll dodge any cheap removal they have, they'll never hit Coup mana, nobody runs DoJ, and they'll be rushing Gatekeeprs out to stop recurring LD/Lotus accel so they can't hold him and wait.

Lastly, cool idea...if I ever bother with Cobra I might give it a whirl.

Explore is good(been testing it in the extended valakut deck and it's nuts), but in general it is good, however Spreading seas is just better for most match ups at the moment.

Kazuul is excellent, because your opponent can't attack into him, basically he comes down, then they need to use all their mana to attack you, rather than make more threats etc. He's an awesome road block and if they kil him, it menas I can recurr my slimes etc more, since they're still living. A five power guy is also nice if you need to clock someone quickly, if you've upset their manabase a little, but maybe don't have the cards to cripl eit just yet, you can come in with a big guy whilst they scramble for mana and you dig for LD. Ghostly Prison with a 5/4 body is bananas, in an LD deck..... even better.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html For the facebook group of my radio series, search for "Who will save us now?" Please join! Follow my regular articles on: http://www.manaleak.com/mtguk/

Explore is good(been testing it in the extended valakut deck and it's nuts), but in general it is good, however Spreading seas is just better for most match ups at the moment.

Kazuul is excellent, because your opponent can't attack into him, basically he comes down, then they need to use all their mana to attack you, rather than make more threats etc. He's an awesome road block and if they kil him, it menas I can recurr my slimes etc more, since they're still living. A five power guy is also nice if you need to clock someone quickly, if you've upset their manabase a little, but maybe don't have the cards to cripl eit just yet, you can come in with a big guy whilst they scramble for mana and you dig for LD. Ghostly Prison with a 5/4 body is bananas, in an LD deck..... even better.


Yeah but most of the removal that offs him costs 1-3 mana, which they will be able to find.  I'd rather win when my guy hits than get a soft lock on a deck barely playing threats as is.  And vs control he's just useless.

Dropping Sphinx means you can focus on keeping them off lands and just win in a few turns, which is sort of the goal of any deck.

I understand what you're saying, and I did test the sphinx, and it did work. However Kazuul worked better in testing. Having my 5/4 removed was never much of an issue, by the time he came down, as a two of, he effects the game enough when you need him to, and is an asset against decks like vamps and boros, who can't deal with him easily(aside from path, which helps you a lot), and his ability completely dominates those match ups, which are the match ups you need help in dominating.

If you don't have the kazuul's, you can play the sphinx's, they are fine, but on the whole in testing, Kazuul's ability has been more than worth it's higher vulnerability.
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hmm kazuul is interesting, I'll try him in the ld that I'm workin on. Right now I'm runnin bloodwitch in his place, but I'm also only in BR.
I am Blue/Black
This is pretty awesome. I was thinknig along the same lines, only without green to allow Tectonic Edge to be playable, Everflowing Chalace also gives it the ramp to get to turn 3 Ruinblasters, that and artifact mana and LD always have been and always will be best friends.

I'd also be worred becuase you have so many GG/UU/RR spells, and no real dual lands to handle them.


Lotus Cobra does help cast the spells, and spreading seas and ponderland dig for you.

The biggest thign is to know when to crack fetches and what for. In the earyl game, you might need one bit of blue, that's it, so you can concentrate on G and R, red first, then G, then as turn 6 approaches, you can think about sticking a jace, and getting the relevant mana to do so.

Everflowing Chalice doesn't give coloured mana, I usually stick a dual on turn one, or a garden/ponderland. And all the land produce coloured mana(fetches fetch coloured mana obviously). So every land helps towards the colour commitment. If you find in testing that the mana doesn't work well for you, then you can up the duals. So far, it's doing fine for me, what the deck does need, is more outlining of the format, so it can adapt.

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Chain Reaction has actually proved quite good in the board, since allies are popular, You can bounce your guy with jace to save him, them wrath their board and carry on with the LD.

Jund match up is a joke
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Yea..I feel like jund isn't going to be nearly anywhere near as good post WWK.  It'll still be solid, but not dominating.

"Meow Meow Meow I'm a kitty GAIN 100 LIFE." - Some genius


Jund won't be as dominating as before, but a lot of players think their control decks get a free ride against it. This is where we will see the difference between good and bad players. Since the good players can adapt the build and play to beat control, the morons who usually play jund get crushed by the hate.

I saw someone playing a contorl deck, saying how they always beat Jund, then they played against the good jund player, and got demolished.

Anyway, back to this deck, Grixis and UWR control seem to be pikcing up in popularity even more, and this deck eats them both for breakfast.

I'm still worried about Boros and RDW though.
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as a control player, playing against bad jund players (and there are alot) is usually my favorite, as they're so predictable and easy to curve out with answers.  yea, good jund players are always difficult to beat, no question about it.

i still think that blue based control strategies can beat jund consistently on average though, especially UWR because it has access to the best hate agaisnt the deck.

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

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Best Pauper Deck in the format, not close:

http://community.wizards.com/content/forum-topic/2974646#comment-49713276

 

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Wow, I am really liking this deck. Something that should keep my brain on overdrive during a Magic game these days are not that easy to come by, but this looks like one. Plus, I am only one Jace shy of building this, unless I just go with 3... May have to give it a shot for next week's FNM...
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Wow, I am really liking this deck. Something that should keep my brain on overdrive during a Magic game these days are not that easy to come by, but this looks like one. Plus, I am only one Jace shy of building this, unless I just go with 3... May have to give it a shot for next week's FNM...



4 jaces is basically overkill anyways.  i wouldn't run more than 2 or 3 in any build i'd put him in anyways

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

https://soundcloud.com/burning_forest

 

Best Pauper Deck in the format, not close:

http://community.wizards.com/content/forum-topic/2974646#comment-49713276

 

Photobucket


Jund won't be as dominating as before, but a lot of players think their control decks get a free ride against it. This is where we will see the difference between good and bad players. Since the good players can adapt the build and play to beat control, the morons who usually play jund get crushed by the hate.

I saw someone playing a contorl deck, saying how they always beat Jund, then they played against the good jund player, and got demolished.

Anyway, back to this deck, Grixis and UWR control seem to be pikcing up in popularity even more, and this deck eats them both for breakfast.

I'm still worried about Boros and RDW though.



Yea?  I guess you can't really up the Kazuul count :/.  Maybe putting 1 more in the sideboard?  I thought boros was on it's way out, but with control on the rise it could be more of a pain than I thought -_-.  

Also I love this deck Cyrus.  A griefer's deck if there ever was one  

I (sort of) feel bad for ripping off a fellow player who works with me, but I traded him 4 Ethersworn Canonist, 1 Sphinx of the Steel Wind, and 1 Progenitus for 3 Jace.  I feel sort of bad, but he's a casual player anyway and really needed those cards sooo....yea.

Just one jace away from building this list.  I might just run 3, like others have mentioned in here.  Do you really think 4 is good for this build though? 

"Meow Meow Meow I'm a kitty GAIN 100 LIFE." - Some genius

Wow, I am really liking this deck. Something that should keep my brain on overdrive during a Magic game these days are not that easy to come by, but this looks like one. Plus, I am only one Jace shy of building this, unless I just go with 3... May have to give it a shot for next week's FNM...



4 jaces is basically overkill anyways.  i wouldn't run more than 2 or 3 in any build i'd put him in anyways



I'd treat Jace like an Ajani V, he comes out, he does his thing for a turn or 2, then he dies.
Sometimes you get to go crazy with him, and it's awesome, but I'll always want a replacement on hand.

Four Jaces is not not good in most decks, you need 8 fetches to use him properly for a normal control deck, however this deck makes a lot of use of his + and - abilities. So you quite often kill your own jace off to lay another etc. For the main part of the deck, Jace is a board control engine, only later on does he become a draw-dig-denial engine, and that's why there's four of him.


I'll post a new SB soon.
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Got a 4th jace.  I'd run this over Highborn Ascension tonight at FNM if I were more comfortable piloting it.  I've only played with it twice, so I'm still getting the hang of what it does, and what I'm supposed to do in certain situations.  

But damn, this deck really pisses people off hahaha 

"Meow Meow Meow I'm a kitty GAIN 100 LIFE." - Some genius


Vapor Snare really confuses people when they see it, but I've found it amazing. I'm trying a build with 2 Gardens, since Vapor Snare is basically control magic + Damage prevention every turn with the garden.  It really makes sure that you can't lose the game once you take hold, and it helps with stabilizing a lot.
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Current SB:

3 Chain Reaction
4 Great Sable Stag
2 Mold Shambler
2 Pithing Needle
2 Vapor Snare
2 Mind Control
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^ Mind control should be Pyroclasm in that sideboard.

Wow, holy triple post batman.
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Hey all. Here is my budget-y version. Been testing well and pretty much annoys the **** out of people. I'm currently auctioning off a foil jace on ebay...kinda hoping nobody buys XD. Tell me what you think.

Creatures (14)
4 Goblin Ruinblaster
4 Birds Of Paradise
4 Acidic Slime
2 Kazuul, Tyrant Of The Cliffs (Thinking Of Replacing With Lodestone Golem : ) 

Spells (22)
4 Spreading Seas
4 Convincing Mirage
4 Roiling Terrain
4 Lightning Bolt
4 Explore
2 Vapor Snare

Lands (24)
4 Terramorphic Expanse
3 Scalding Tarn
2 Halimar Depths
1 Khalni Garden
6 Forests
3 Islands
5 Mountains

 



Looks good, I really like birds and explore. Convincing Mirage seems interesting, not sure if I'd play it, since it's disruptive, but dsoesn't replace itself like spreading seas does.

Obviously without JAce you are losing a lot of power, and the recursion element. To keep it cheap but make it work, I'd drop the convincing mirage for 3 Jace Beleren(hell, he's effectively a blue maelstrom pulse for the new jace!), and another land. Also, 2 khalni garden and one ponderland make for better survival.
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