Cut 2 Temporal Mastery for 2 more land Cut 2 Dissipate for 1 Sycopate and a land Cut 1 Revalaition for a land Cut 1 Entreat for a land
That puts you at 24 land (the bare minimum for what you'd want) and ups your odds at short changing Aggro since X = 1 is as good as a hard counter in the early turns when they're trying to curve out.
Cut 2 Temporal Mastery for 2 more land Cut 2 Dissipate for 1 Sycopate and a land Cut 1 Revalaition for a land Cut 1 Entreat for a land
That puts you at 24 land (the bare minimum for what you'd want) and ups your odds at short changing Aggro since X = 1 is as good as a hard counter in the early turns when they're trying to curve out.
I thought it could def. help out in those early hands and even later on to get through for the kill
No, I don't disagree, I'm just saying I've stumpled many games because some Blue player fired a Sycopate at one of my early plays for X = 1. If you can find the room, you should probably run 3 Feeling of Dread as well. It'll give you the time you need to dig for a board wipe.
Cut 2 Temporal Mastery for 2 more land Cut 2 Dissipate for 1 Sycopate and a land Cut 1 Revalaition for a land Cut 1 Entreat for a land
That puts you at 24 land (the bare minimum for what you'd want) and ups your odds at short changing Aggro since X = 1 is as good as a hard counter in the early turns when they're trying to curve out.
I thought it could def. help out in those early hands and even later on to get through for the kill
No, I don't disagree, I'm just saying I've stumpled many games because some Blue player fired a Sycopate at one of my early plays for X = 1. If you can find the room, you should probably run 3 Feeling of Dread as well. It'll give you the time you need to dig for a board wipe.
Yeah i'm def thinking the 3 feeling of dread and another syncopate , I have had plenty of early game situations where either 1 would have helped out....Thinking that the Sphinx's Revelation can prolly go too.....maybe to the sideboard...I would rather draw the feeling of dread
I personally wouldn't cut Sphinx's Revelation , as it is just really good at the moment. I would sooner cut 1 or 2 of Detention Sphere as running it as a 4 of probably isn't really necessary unless you are playing in a local meta with a ton of creature redundancy (token decks are a good example of this).
Angel of Serenity is definitely something worth looking into. It's a little on the expensive side, but the thing just oozes value and has, for the most part, become the finisher of choice for most Control decks.
I also second Temporal Mastery getting the ax. Without a way to reliably abuse it (like in the EE decks) it just has way too much variance to be worth including, at least as far as I am concerned.
"I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am a God."
For one, play Feeling of Dread . For two, your land count is way too low; the world is not perfect, and you need to make land drops from turn one til forever, especially considering your deck doesn't mulligan well.
with all the draw capability with this deck, I don't really need to run more than 22 land.
Draw capability really has nothing to do with your mana. Id prefer to sit pretty with enough land and draw into my threats/answers. Also, Sphinx's Revelation is good, but it needs land to get value, otherwise it is just an expensive Think Twice. Speaking of which i reccomend it as some good drawing power.
Draw capability really has nothing to do with your mana. Id prefer to sit pretty with enough land and draw into my threats/answers. Also, Sphinx's Revelation is good, but it needs land to get value, otherwise it is just an expensive Think Twice. Speaking of which i reccomend it as some good drawing power.
I concidered Think Twice but I believe it is more beneficial for a U/W deck that is pure control, i.e. less creature spells/more counter spells/more denial/different win condition than my deck
Where-as I am using creature's for drawing and abilities to get more mileage out of my instants and sorcery's and card advantage. In its current version my deck is using those creatures and Entreat the Angels as the win condition while denying my opponent with detention sphere ,counter spells and board clearer's.
I'm concidering changing out the Entreat the Angels for Angel of Serenity though......Entreat is starting to seem quite a bit more vulnerable than Serenity....
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />I am also not a huge fan of Entreat the Angels as a finisher, while definitely a good card, it is just terrible against most of the meta at the moment, what with Detention Sphere , Supreme Verdict , Sever the Bloodline , and Terminus all being played quite heavily.
Angel of Serenity is definitely something worth looking into. It's a little on the expensive side, but the thing just oozes value and has, for the most part, become the finisher of choice for most Control decks.
How is Angel of Serenity any less vulnerable to any of those spells than Angel tokens?
I've gotten beaten down by Entreat the Angels more than once; Angel of Serenity is much easier to cope with. I do realize Serenity has an awesome enters-the-board effect, and it may be worth using her instead of Entreat, but Entreat can be miracled on you opponents turn if you're running any draw.
In that last case, I think I would go with Entreat, absent any ability to draw on the opponents turn, maybe not. I guess what I'm saying is, Entreat is only a bomb with the miracle. With the miracle, it's hard to compare with it.