@hierarchnoble I think your parable about Jarvis and misinformation speaks to another point. However I see the stragetic side differently (thats a personal difference of theory), I like discussion and dont want anyone to feel as though Im trying to debunk their play or ideals, so for sake of high ground I think we will agree to disagree on that point. Congrats on the finish and I look forward to continued development of theory with the deck and with you! I appreciate the work you do and always enjoy a fresh perspective, it keeps me grounded in facts.
@hierarchnoble While I agree with your conclusions on Song (being that enchantments are one of the hardest permanent types to remove if they resolve, or harder to counter), I disagree that all cards must be run for their own face value. I believe this entire deck (and others exist), based on the premise that our opponents will in fact misplay, this deck is a psychological experiment in play style and lines of play. The less our opponent understands whats happening the more likely we will be able to exploit a minor misplay (this deck operates on a maxim of taking stock of many small accumulated advantages over time and converting them into a win).
I think Song can be good if your relying on some amount of opponent misplays. I also believe most people dont understand how this deck works, and thats the advantage of it. So far the 2 Sorcerous Spyglass are good out of the SB. Have a paper event this Sun. Looking forward to testing the new configuration!
So I agree that we need a basic forest main. I like adopting a duality approach, I have 4 Mana Confluence but also 4 GQ so I think the forest is great as a fetchable target. Im interested in how you justify Song in the SB, it seems like they would always just counter it? Ive modified the SB to be as follows:
4 Abrupt Decay
2 Chains of Mephistopheles
2 Natures Claim
2 Sorcerous Spyglass
2 Punishing Fire
1 Maze of Ith
Im finding that if our opponent realizes that Plansewalkers are good against us (and they are insane!), that they can leverage counterspells into mini Timewalks, thus testing Spyglass, its a card that usually has to be dealt with via FoW so its always a 2 for 1. Thoughts?
I dont think Angels Grace is good cause its super narrow. With a deck like this (essentially a cross between Prison and Combo), I think we want broad spectrum cards that help a variety of matches especially those that are bad. Thats one reason Rule of Law, Arcane Lab, and Eidolon of the Rhetoric, are hard to swallow for me. It can be very hard (as you've noted), to reach before turn 3 if we dont have an accelerant.
Thats interesting, I also tested Arcane Lab, and also Eidolon of the Rhetoric, often times if he eats STP we win and if he doesnt they lose to playing one spell per turn. I wonder about Angels Grace, I feel like its almost too cute, but it does have built in protection. What are you afraid of, Storm/Belcher?
Chalice of the Void feels clunky. 1. We have no way to search it, 2. Its not a must counter for almost any deck (assuming the logic of placing it on 0 turn 1), 3. Placing it on 1 always burned me later. I think Id rather have a utility land or another enchantment, overloading on enchantments has been good. Right now for me its 3rd Crop Rotation to ensure we steal game one from Dredge. Post your most updated list, Id love to compare.
After more testing I believe that forcing the issue against Landstill is incorrect. By going slow and forcing them to interact late only after the Depths token is STP'D (and we've often drawn 3 off their Standstill), we can make them dump their hand. We also often get to Waste/Strip/GQ all their lands while we wait making their Standstill a one side Armeggedon. Jace is the biggest issue, Chasm/Tabernacle cleans up everything else with Grudge acting as an intermediate Factory removal tool. 2nd Bog main helps to keep alot of Delve spells offline also, which suprisingly matters quite often in the blue matches.
Ive cut x2 Mental Misstep main and the x1 Chalice of the Void for x1 Forest (x4 GQ makes it fetchable basically), x1 Exploration (the 4th), I always want this effect and 4th Manabond was clunky, x1 utility land that changes or 3rd Crop Rotation (I think this is meta dependent), some metas you want 2nd Karakas or x1 Maze of Ith main for Shops/Oath. The deck feels great in larger events where you can percentage the format out after a few early rounds.