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  1. Additional Artifact Interaction:
  2. -Consider these choices if you are facing a stax heavy meta that relies on artifacts
  3.  
  4. By Force
  5. Fragmentize
  6. Vandalblast
  7. Abrade
  8. Disenchant
  9. Hurkyl's Recall
  10.  
  11. Additional Stax Pieces:
  12. -Consider these choices for a more stax heavy approach to Elsha
  13.  
  14. Blood Moon -Strong in a Consultation/T&T dominated Meta, requires additonal basics
  15. Rest in Peace -Strong into Hulk, Gitrog, and Kess. Doesn't play nice with intuition
  16. Steal Enchantment -Steals opposing Mystic Remoras, Carpet of Flowers, Necropotence ect.
  17. Verity Circle -Strong into dork heavy metas
  18. Grand Arbiter Augustine IV -Strong into Storm and FC heavy metas
  19. Aven Mindcensor -Really strong into pretty much every deck
  20. Containment Priest -Strong into Hulk
  21. Drannith Magistrate -Strong into most decks, notably excluding Hulk
  22. Torpor Orb -Stops ETB effects, notably Thassa's Oracle
  23.  
  24. Alternate Counterspells:
  25. -Other viable counterspells with various strengths and weaknesses
  26.  
  27. Force of Negation
  28. -Pro: Free Defensive counter.
  29. -Pro: Hits most relevant wincons and counters
  30. -Pro: Exiles.
  31. -Con: Not as strong offensively, can't be used to force through sorcery speed wincons or Elsha for free
  32. -Con: Can't stop creatures
  33. -Con: Card disadvantage
  34.  
  35. Negate
  36. -Pro: Cheap to cast.
  37. -Pro: Reliably hits most relevant wincons and counters
  38. -Con: Can't Stop creatures
  39.  
  40. Spell Pierce
  41. -Pro: CMC 1
  42. -Pro: Has the potential to stop most relevant wincons and counters
  43. -Con: Doesn't scale well into the game.
  44. -Con: Can't stop creatures
  45.  
  46. Fierce Guardianship
  47. -Pro: Another potentially free counter once we have Elsha
  48. -Pro: Hits most relevant wincons and counters
  49. -Con: Pretty terrible when we don't have Elsha in play
  50. -Con: Can't stop creatures
  51. (Note: The reason we prefer Deflecting Swat is its ability to protect our things from Abrupt Decay and Dovin's Veto)
  52.  
  53. Mana Leak
  54. -Pro: Cheap to cast.
  55. -Pro: Has the potential to stop most spells.
  56. -Con: Doesn't scale well into the game.
  57.  
  58. Misdirection
  59. -Pro: Free interaction
  60. -Pro: Can stop opposing counterspells and removal (even if uncounterable)
  61. -Pro: Can cause large tempo swings by redirecting removal
  62. -Con: Card disadvantage
  63. -Con: Can't stop creatures
  64. -Con: Can't stop opposing wincons
  65.  
  66. Stifle
  67. -Pro: CMC 1
  68. -Pro: One of the only ways to interact with activated/triggered abilities
  69. -Con: Really narrow
  70.  
  71. Tale's End
  72. -Pro: Cheap to cast
  73. -Pro: Can stop opposing commanders
  74. -Pro: One of the only ways to interact with activated/triggered abilities
  75. -Con: Still pretty narrow
  76.  
  77. Alternate Cantrips:
  78. -Other viable cantrips if your aiming for a stormier build
  79.  
  80. Opt
  81. Predict
  82. Faithless Looting
  83. Serum Visions
  84. Sleight of Hand
  85. Mishra's bauble
  86.  
  87. Alternate Wincons:
  88. -Other viable wincons for playstyle/meta considerations
  89.  
  90. Isochron Scepter+Dramatic Reversal
  91. -With enough rocks in play generates infintie mana and infinite storm
  92.  
  93. Ghostly Flicker+Mystic Sanctuary
  94. -With a rock that produces 3 and 3+ Islands generates infinite mana and storm
  95.  
  96. Jace, Wielder of Mysteries
  97. -Wins the game with infinite draw
  98.  
  99. Additional Tutors:
  100. -Other viable tutors. Typically less cost efficient and slower than cantrips but can work in slower builds
  101.  
  102. Merchant Scroll -Notable Targets: Intuition, Pact of Negation, Whir of Invention, Cyclonic Rift
  103.  
  104. Gamble -Versatile but inconsistent
  105. Utility Lands:
  106. -These are viable lands that provide utility, usually at the expense of producing colored mana and being fetchable
  107.  
  108. Academy Ruins
  109. -Pro: Can bring back crucial combo pieces from our yard
  110. -Con: Colorless land
  111. -Con: Not fetchable
  112.  
  113. Fiery Islet
  114. -Pro: Produces colors!
  115. -Pro: can draw cards
  116. -Con: not fetchable
  117.  
  118. Hall of Heliod's Intervention
  119. -Pro: Can bring back really strong value cards (Mystic Remora, Underworld Breach)
  120. -Con: Kinda narrow, we don't run that many enchantments
  121. -Con: Colorless land
  122. -Con: Not fetchable
  123.  
  124. Mystic Sanctuary
  125. -Pro: Enables an additional combo line with Ghostly Flicker
  126. -Pro: Can bring back counters at instant speed with fetches and Elsha
  127. -Pro: Produces colors!
  128. -Pro: Fetchable
  129. -Con: ETB tapped sometimes and provides no value when it does
  130.  
  131. Snow-Covered Mountain
  132. -Pro: Mostly run alongside Back to Basics to have a fetchable red source that untaps
  133. -Con: Its a mountain.
  134.  
  135. Additional Reducers:
  136. -Largely useful for stormier builds
  137.  
  138. Helm of Awakening
  139. Sapphire Medallion
  140. Baral, Chief of Compliance
  141. Grand Arbiter Augustin IV
  142.  
  143. Additional Rocks:
  144. -For speed or budget concerns
  145.  
  146. Azorius Signet
  147. Izzet Signet
  148. Jeweled Amulet
  149. Mox Amber
  150.  
  151.  
  152. Budget Alternatives:
  153. -Some budget alternatives that can 1 to 1 sub some expensive options
  154.  
  155. Winds of Change - Wheel of Fortune (please don't)
  156. Earthquake - Rolling Earthquake
  157. Time Spiral - Timetwister (can only be looped with Narset's Reversal)
  158. Echo of Eons - Timetwister
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