I might consider Tumble Magnet. Also, I might add in some mana leak instead of Dispel in my mainboard. I have also considered using Turn Aside, but I am unsure of its results. I may be playing against Pyromancer's Ascension tonight, so that should help me find some more ideas for this deck.
I am finding that aggro is the most problematic for the deck, so we must build around that fact. I may set at least 2 Tumble Magnet Sideboard or main, and I also have a singleton Whiplash Trap for some bounce.
One of the biggest problems I saw in my G/w tokens matchup was the main board Acidic Slime. They were very problematic because they threaten the lock. I think I am going to have to add more counter spells in the main, or at least in the sideboard to get rid of such threats.
looking at comments and results... I'm always a little surprised. I forget how different the metagames are in different places and how competitive my local metagame is. Sadly I don't have any new results for my build aside from a few casual games I won since I was playing kuldotha red this week with mox opals and raid bombardments. it was definitely fun and something I think will get a lot stronger with mbs, but I still can't help but love my mindslaver games.
so, I'm going to start off just kinda pointing out some things for my local meta. the shop I play at generally has 17-25 people playing in FNM. 2-3 of those people have pro points. 1 is going to pro tour this year. Finally, with only a few exceptions, people there play tier 1 decks. I see 2-4 variations of tier 1 titan ramp (every week), 1-3 variations of U/B Control, 1-2 Variations of U/R, 1 U/W, 1-3 Genesis Wave, the occasional Quest and sometimes a Kuldotha Red or 2. If a person there Plays Blue there are at least 3 mindsculptors in the deck. if they're playing green there are 4 primevals in the deck and if they're playing red there's at least 2 koth ( except in U/R where he doesn't make sense and you're already running 6 jace (3/3) ). Cards like Chandra tend to be found on the floor, or in the garbage can with us.
So, this is the meta I'm used to. Anyways, I can tell you that Aggro matchups, while difficult, seem to be slightly in my favor from experience. I have a lot of creatures with 3 toughness and they run out of steam long before I do. Midrangy decks I can always win because I out tempo like mad. I tend to have a good record vs genesis wave because I have an easy time getting to contagion engine, and that just ruins their entire day. Titan ramp, it's not an easy matchup no matter who you are, but it's been slightly favorable to me because I can generally control enough to set them back or lock before they're ready for a kill. but basically, I generally get to go off and then win. Again, not saying it's easy... it's not. you have to plan ahead a lot and play really smart, and that makes it just slightly in your favor. Finally we get to U/B and U/R. U/B is much more of a problem than U/R, but both are unfavorable to me and it probably doesn't help that the people I play against with those are all pro level players... they don't make play mistakes and I still do on occasion. Anyways, I've managed to get a few wins in these matchups, but it's rediculously hard and my board is mainly focused here.
There's really not a vamps player at the main store I go to, but occasionally we do get one. as said, this is where your counterspells mean the most, elsewhere just give me all the bodies on the table I can get to take advantage of architect. I tested with Sea Gate Oracle vs Jace and found that Sea Gate was just better for the deck. he digs enough that I almost always get what I need and he's another body for architect which Jace can't do. so yeah. take it or leave it, maybe in your meta there's different things to consider. but if you're looking to make it competitive you need to look at the tier 1 matchups when deciding what's the maindeck vs. sideboard. in truth either one should beat "Jank Player" at your local shop, and if it doesn't you either just put in a sub optimal card or you're misplaying and they're exploiting you. either way it's your own fault.
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Metas vary no matter where you are. Some people follow in the paths of the pros and make the cookie cutter decks that require little to no thought, and some make custom decks. I have always been one who favored the custom builds, because I hate seeing the same decks all of the time. Anyway, enough with that spill.
The Slaver Lock deck seems to be strong, but I am wondering how it will deal with aggro. I know there is not a huge variety of aggro builds, but we should be prepared. Against aggro, control is very important. Sideboards for this deck should be filled with extra counters for both aggro and control matchups. I am not sure if I want to continue playing tempo myself, or go to U/b or U/w and play a heavier control.
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Aggro is a tough match up, but I am not giving up on mono blue just yet. I will post my build soon, but I am considering more prototype portal because I am sticking a tumble magnet to stymy aggro bad. I stopped a quest and ramp real easy with it. It stinks versus valakut ramp, but it proved really useful.
It's in my main. I have 3 in there. Aside from creatureless decks, its always useful. Copying it is cheap and at turn 5, allows for counter magic to be held up. This is without Grand Architect, but with it, it's a faster act.
Still have no idea how to deal wioth Acidic Slime, but that's turn 5. I run Stoic Rebuttle in my sideboard means crazy opportunities when I have to face creature heavy decks.
I agree. I run 12 counter spells, and it keeps the lock safe.
As my deck is running 3x drowned catacombs and 4x creeping tar pits (for evasion dmg after a lock is in place when I face a stingy opponent). I hold 3x memoricide in the SB. It helps against artifact destruction. Just wait to play the portal until you remove the destruction with memoricide.
That aside, I am also having problems with fast aggro decks. I have brought in doom blades into the MB, and disfigures into the SB. I am contemplating a trinket mage package mainly for a single elixir of immortality. I was thinking of pulling the cryptologist/thrummingbird package for augury owl and vedalken certarch. Vedalken could act as a tumble magnet and can tap for mana once an architect is in play. However, another issue that I am running into in testing these mods is that I run through my hand really fast (ie not enough draw). I will post a decklist tomorrow if I get a chance.
Another Tempo Style Mono U build including Magosi, the Waterveil. Magosi can be used to take an extra turn, but forces us to skip a turn. I want to try to figure out a way to implement it into the strategy, so I may have to do some testing with it.
I agree. I run 12 counter spells, and it keeps the lock safe.
I don't think I follow... how is it important to keep the lock safe? the whole point of playing slaver lock is that from that moment on slaver lock makes sure you opponent can do nothing, it defends itself. When you take their turn it involves you making all decisions for the turn. that means you can opt out of may abilities, tap mana for no good reason, make ridiculously stupid attacks, target abilities in ways they would never opt to. Ex: You'll attack with your grave titan, then destroy it with your royal assassin before damage; or some favorite plays of mine, you'll fatesteal me with your mindsculptor (remember I get choice on card so it's more like scry)... next turn, now that Mindsculptor is at enough counters, you'll Jace Ult yourself. Mainly you'll just have them do nothing and tap out all mana. since there's no free cast instants in standard this means they never get to play a spell or make any decision for themselves aside from whether or not to scoop.
Now, that whole rant aside, I'm going to assume you meant help you get to the lock because otherwise you have a lot to learn before you consider attempting to talk about competitive. Now, I'll grant that counterspells are effective answers to individual spells, however there are some problems with the logic. Right now the top aggro in the format are kuldotha red and WW Quest both tend to work by overflowing the board with critters and neither much cares about counterspells since all the creatures are so cheap.. they just play more of them... and quest comes down on turn 1 before you can be counter ready in standard. if you've played magic for more than 2 weeks you should know the rock paper scissors of the game. all cards being on even power level: Aggro beats control, midrange beats aggro and control beats midrange. granted there's always exceptions, sometimes you get a very control resilient midrange(cascade) or a aggro proof control (Pyromancer, thanks Pyroclasm) but overall that's the rundown. The reason you lose to aggro is because you're trying to play control, they cast cheaper than you, don't bother trying to control it, put large toughness creatures in the way to minimize the damage until you can boardsweep or combo out. your counterspells are just worthless here though... on turn 3 they're playing 3 things, and you can only counter 1, better make sure it's the right one. if there is a right one.
tumble magnet isn't bad, but if you're talking about dealing with Aggro I'd rather get a sea gate oracle 90% of the time, he digs 2 cards and blocks the small creature you were looking to tap down too, and to top it all off he also taps for 2 colorless with architect. Tumble magnet is better vs relevant creatures like Titans, Wurmcoil, BSA, Persecutor, Etc. This is important a lot, but generally your combo'ing as those are hitting the table and end up just fine.
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First of all verito, stop talking down to people acting like you know everything. The whole "you have a whole lot to learn before talking about competitive" junk is getting old. Sorry, but you need to understand that people come here for advice, not to be talked down to.
@verito Ever heard of instants? Shatter and Naturalize are instants, so the anti-artifact decks at my lgs can cast those during my turn. Shatter has a cmc of 2, and how likely is it that my opponents would have enough spells in hand to use up all of their mana? Even then, they'd be able to cast it during my next turn.
I'm thinking of splashing white for Indomitable Archangel. Jinxed Idol looks decent in this, as they couldn't sacrifice for it.
you do realize you can tap them out and let all their mana dissappear without actually casting anything right? or are you one of the idiots who plays their turn and kills yourself? If you're not an idiot they don't have any mana on your turn to play instants, but I guess that's asking a lot on MTGS forums.
Just because you tap a land to produce mana doesn't mean you have to use it, you can always tap their lands and let it empty at the end of a phase. Just saying.
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you do realize you can tap them out and let all their mana dissappear without actually casting anything right? or are you one of the idiots who plays their turn and kills yourself? If you're not an idiot they don't have any mana on your turn to play instants, but I guess that's asking a lot on MTGS forums.
Just because you tap a land to produce mana doesn't mean you have to use it, you can always tap their lands and let it empty at the end of a phase. Just saying.
Correct. That is what I have been doing to my opponents. Tapping out all their mana for no reason works out well.
The main problem is setting up the lock. In theory, most of the time you must protect the lock for one turn, then initiate it. I most of the time have to make my slaver and sac it the turn after I play the portal. I must protect the portal for one turn. That has been my one problem, especially when they have something that destroys artifacts.
most the time I'm not in a position where I have to worry about that turn much, or I can wait the extra turn to get it all in one go. if they're putting that much effort into artifact destruction hit them other ways. use your tempo to attack and force them to either play in and let you get a lock after or lose in a straight race. lighthouse helps a lot with this. a 3/5 that gives extra turns is a good way to win with or without slaver. I think this may be a little bit of the problem I've seen with some of the other builds too. you have to be able to win without mindslaver if it comes to that, otherwise you're going to be too fragile no matter what you do.
I have to admit the more I think about it, I've won as many games because of lighthouse as I have because of mindslaver, but yeah... once the mindslaver starts the thing that makes the combo worthwhile is that it needs no defense and cannot be stopped. also remembering to always play smart helps. portal is a win condition and a liability, when it hit's the table it's vulnerable and puts you at a card disadvantage b/c of imprint. I run enough creatures and ramp that I'll never drop it until I can go in for the full 14 mana and combo in one go, that way if it gets blown up that turn I can still get at least the one slaver out of it. I've also won enough games off of a single slaver and no portal. so, I'm sure a lot of it also just comes down to playing smart with what you're running as much as getting the build right. I'm not a counterspell fan for the deck though because I tap out all the time. I can have 30 mana available and still use all of it. and 30 mana isn't the most I've spent in a turn with my slaver. With the proliferate engine and all the creatures I run, I get a lot of mana fast.
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@Veritoanimus- Sorry about going off earlier. Btw, ur proliferate build seems to really work well. I think I may just have to put one together. Lighthouse Chronologist seems to be a very viable wincon along with the slaver lock.
I am very interested in this deck because once the lock hits, the game is over. Proliferate seems to be possibly the strongest version right now, and I also like tempo. I love dropping slaver + Portal on turn 3, followed by lock on 4. If the opponent doesn't see it coming, it can be game over quick.
I have been gone for a while, but I can say that it is disappointing to see insults fly around about our ideas. We should push past that for the better. We don't want to lose likeminded brothers because of elitism, but we should also accept criticism. That being said, we have options now. We have grown, or atleast I have, in the short time we have been working together. I can say that we have a great start ahead of us. The best I have found is Augury Owl. It is the best two drop flier we could ask for in tempo. I also think counters are important but twelve is a bit too much. You could use that space for spells you know they are scared of and will deal with aside from the combo parts. I think we are on the right track for mono blue, but lets not cut each other.
I have been gone for a while, but I can say that it is disappointing to see insults fly around about our ideas. We should push past that for the better. We don't want to lose likeminded brothers because of elitism, but we should also accept criticism. That being said, we have options now. We have grown, or atleast I have, in the short time we have been working together. I can say that we have a great start ahead of us. The best I have found is Augury Owl. It is the best two drop flier we could ask for in tempo. I also think counters are important but twelve is a bit too much. You could use that space for spells you know they are scared of and will deal with aside from the combo parts. I think we are on the right track for mono blue, but lets not cut each other.
but we were having so much fun bickering! anyways, yeah, I'm a huge proliferate fan. I skip augury owl because I like giving chalices the bird. also, not sure what I think on archangel, I think most the time if I'm at metalcraft it's because I've already established a lock, but thinking about chalices being out it could be a fit. just not sure I'd want to tinker with the manabase for something that single purpose in this deck, especially since there's no blue in it so you can't tap it for mana.
Edit:
@TheSeeker, I really don't think Hedron crab is a good fit here, you don't have a good way to make it matter and it seems more like just giving your opponent a second life total, kind of like mixing infect and regular damage doesn't work. it really doesn't help you get tempo or bring you closer to a wincon. I tend to like enclave cryptologist or cosi's trickster as 1 drops. trickster is great in a lot of matchups since he get's a +1/+1 counter every time they fetch, and crypt is good with liferate for later card advantage. either one helps your clock drastically where although at least crab does something, it just doesn't seem to fit with the rest.
@Tithros: Yeah, lighthouse has been my champ for the deck. I don't know why more people aren't running him. he's an abolute house. he's tap for mana with architect, he's a beater and he's bonus turns, along with a mana outlet. I don't know what more you could want from a 2 drop in blue.
I am finding that aggro is the most problematic for the deck, so we must build around that fact. I may set at least 2 Tumble Magnet Sideboard or main, and I also have a singleton Whiplash Trap for some bounce.
One of the biggest problems I saw in my G/w tokens matchup was the main board Acidic Slime. They were very problematic because they threaten the lock. I think I am going to have to add more counter spells in the main, or at least in the sideboard to get rid of such threats.
so, I'm going to start off just kinda pointing out some things for my local meta. the shop I play at generally has 17-25 people playing in FNM. 2-3 of those people have pro points. 1 is going to pro tour this year. Finally, with only a few exceptions, people there play tier 1 decks. I see 2-4 variations of tier 1 titan ramp (every week), 1-3 variations of U/B Control, 1-2 Variations of U/R, 1 U/W, 1-3 Genesis Wave, the occasional Quest and sometimes a Kuldotha Red or 2. If a person there Plays Blue there are at least 3 mindsculptors in the deck. if they're playing green there are 4 primevals in the deck and if they're playing red there's at least 2 koth ( except in U/R where he doesn't make sense and you're already running 6 jace (3/3) ). Cards like Chandra tend to be found on the floor, or in the garbage can with us.
So, this is the meta I'm used to. Anyways, I can tell you that Aggro matchups, while difficult, seem to be slightly in my favor from experience. I have a lot of creatures with 3 toughness and they run out of steam long before I do. Midrangy decks I can always win because I out tempo like mad. I tend to have a good record vs genesis wave because I have an easy time getting to contagion engine, and that just ruins their entire day. Titan ramp, it's not an easy matchup no matter who you are, but it's been slightly favorable to me because I can generally control enough to set them back or lock before they're ready for a kill. but basically, I generally get to go off and then win. Again, not saying it's easy... it's not. you have to plan ahead a lot and play really smart, and that makes it just slightly in your favor. Finally we get to U/B and U/R. U/B is much more of a problem than U/R, but both are unfavorable to me and it probably doesn't help that the people I play against with those are all pro level players... they don't make play mistakes and I still do on occasion. Anyways, I've managed to get a few wins in these matchups, but it's rediculously hard and my board is mainly focused here.
There's really not a vamps player at the main store I go to, but occasionally we do get one. as said, this is where your counterspells mean the most, elsewhere just give me all the bodies on the table I can get to take advantage of architect. I tested with Sea Gate Oracle vs Jace and found that Sea Gate was just better for the deck. he digs enough that I almost always get what I need and he's another body for architect which Jace can't do. so yeah. take it or leave it, maybe in your meta there's different things to consider. but if you're looking to make it competitive you need to look at the tier 1 matchups when deciding what's the maindeck vs. sideboard. in truth either one should beat "Jank Player" at your local shop, and if it doesn't you either just put in a sub optimal card or you're misplaying and they're exploiting you. either way it's your own fault.
If you hate the deck, I'm probably playing it!
The Slaver Lock deck seems to be strong, but I am wondering how it will deal with aggro. I know there is not a huge variety of aggro builds, but we should be prepared. Against aggro, control is very important. Sideboards for this deck should be filled with extra counters for both aggro and control matchups. I am not sure if I want to continue playing tempo myself, or go to U/b or U/w and play a heavier control.
Still have no idea how to deal wioth Acidic Slime, but that's turn 5. I run Stoic Rebuttle in my sideboard means crazy opportunities when I have to face creature heavy decks.
I think we must rebuttal the slime. It may be the only major way of taking it down.
I agree. I run 12 counter spells, and it keeps the lock safe.
My Current Deck(s)
RGSparta KickRG
UB Molten-Tail Burn UB
UMono-Blue Golem ShenanigansU
As my deck is running 3x drowned catacombs and 4x creeping tar pits (for evasion dmg after a lock is in place when I face a stingy opponent). I hold 3x memoricide in the SB. It helps against artifact destruction. Just wait to play the portal until you remove the destruction with memoricide.
That aside, I am also having problems with fast aggro decks. I have brought in doom blades into the MB, and disfigures into the SB. I am contemplating a trinket mage package mainly for a single elixir of immortality. I was thinking of pulling the cryptologist/thrummingbird package for augury owl and vedalken certarch. Vedalken could act as a tumble magnet and can tap for mana once an architect is in play. However, another issue that I am running into in testing these mods is that I run through my hand really fast (ie not enough draw). I will post a decklist tomorrow if I get a chance.
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Retired:
In the aggro match up for mono U, Whiplash Trap, Tumble Magnet, Vedalken Certarch (as pointed out by RLewis), and Permafrost Trap should possibly be considered.
4 Hedron Crab
4 Augury Owl
4 Grand Architect
2 Wurmcoil Engine
2 Steel Hellkite
Spells: (9)
3 Mana Leak
4 Preordain
2 Spell Pierce
3 Jace Beleren
Artifacts: (8)
3 Prototype Portal
3 Mindslaver
2 Tumble Magnet
Lands: (24)
2 Magosi, the Waterveil
2 Halimar Depths
20 Island
2 Spell Pierce
2 Sphinx of Jwar Isle
3 Into the Roil
2 Permafrost Trap
1 Whiplash Trap
3 Kraken Hatchling
2 Negate
Another Tempo Style Mono U build including Magosi, the Waterveil. Magosi can be used to take an extra turn, but forces us to skip a turn. I want to try to figure out a way to implement it into the strategy, so I may have to do some testing with it.
I don't think I follow... how is it important to keep the lock safe? the whole point of playing slaver lock is that from that moment on slaver lock makes sure you opponent can do nothing, it defends itself. When you take their turn it involves you making all decisions for the turn. that means you can opt out of may abilities, tap mana for no good reason, make ridiculously stupid attacks, target abilities in ways they would never opt to. Ex: You'll attack with your grave titan, then destroy it with your royal assassin before damage; or some favorite plays of mine, you'll fatesteal me with your mindsculptor (remember I get choice on card so it's more like scry)... next turn, now that Mindsculptor is at enough counters, you'll Jace Ult yourself. Mainly you'll just have them do nothing and tap out all mana. since there's no free cast instants in standard this means they never get to play a spell or make any decision for themselves aside from whether or not to scoop.
Now, that whole rant aside, I'm going to assume you meant help you get to the lock because otherwise you have a lot to learn before you consider attempting to talk about competitive. Now, I'll grant that counterspells are effective answers to individual spells, however there are some problems with the logic. Right now the top aggro in the format are kuldotha red and WW Quest both tend to work by overflowing the board with critters and neither much cares about counterspells since all the creatures are so cheap.. they just play more of them... and quest comes down on turn 1 before you can be counter ready in standard. if you've played magic for more than 2 weeks you should know the rock paper scissors of the game. all cards being on even power level: Aggro beats control, midrange beats aggro and control beats midrange. granted there's always exceptions, sometimes you get a very control resilient midrange(cascade) or a aggro proof control (Pyromancer, thanks Pyroclasm) but overall that's the rundown. The reason you lose to aggro is because you're trying to play control, they cast cheaper than you, don't bother trying to control it, put large toughness creatures in the way to minimize the damage until you can boardsweep or combo out. your counterspells are just worthless here though... on turn 3 they're playing 3 things, and you can only counter 1, better make sure it's the right one. if there is a right one.
tumble magnet isn't bad, but if you're talking about dealing with Aggro I'd rather get a sea gate oracle 90% of the time, he digs 2 cards and blocks the small creature you were looking to tap down too, and to top it all off he also taps for 2 colorless with architect. Tumble magnet is better vs relevant creatures like Titans, Wurmcoil, BSA, Persecutor, Etc. This is important a lot, but generally your combo'ing as those are hitting the table and end up just fine.
If you hate the deck, I'm probably playing it!
http://newagemagicplayers.proboards.com/index.cgi
Hope to build an interesting community of Custom Decks as well as discussing the pros
I'm thinking of splashing white for Indomitable Archangel. Jinxed Idol looks decent in this, as they couldn't sacrifice for it.
My Current Deck(s)
RGSparta KickRG
UB Molten-Tail Burn UB
UMono-Blue Golem ShenanigansU
Just because you tap a land to produce mana doesn't mean you have to use it, you can always tap their lands and let it empty at the end of a phase. Just saying.
If you hate the deck, I'm probably playing it!
Correct. That is what I have been doing to my opponents. Tapping out all their mana for no reason works out well.
The main problem is setting up the lock. In theory, most of the time you must protect the lock for one turn, then initiate it. I most of the time have to make my slaver and sac it the turn after I play the portal. I must protect the portal for one turn. That has been my one problem, especially when they have something that destroys artifacts.
Currently Working on:
"All is fair in Love and Magic."
Personal Writings:
Scars Have Torn My Soul: A Tale of Mirrodin
Ch. 1 http://forums.mtgsalvation.com/showthread.php?t=283875
Ch. 2 http://forums.mtgsalvation.com/showthread.php?t=304673
Ch.3 http://forums.mtgsalvation.com/showthread.php?p=6409825#post6409825
Also, check out Deck Tricks in my blog!
Many thanks to FuxAlt for the awesome banner!
My Current Deck(s)
RGSparta KickRG
UB Molten-Tail Burn UB
UMono-Blue Golem ShenanigansU
If you hate the deck, I'm probably playing it!
Maybe we just need a good beater to make the way clear. Frost Titan is a good call possibly so I may have to test it.
Currently Working on:
"All is fair in Love and Magic."
Personal Writings:
Scars Have Torn My Soul: A Tale of Mirrodin
Ch. 1 http://forums.mtgsalvation.com/showthread.php?t=283875
Ch. 2 http://forums.mtgsalvation.com/showthread.php?t=304673
Ch.3 http://forums.mtgsalvation.com/showthread.php?p=6409825#post6409825
Also, check out Deck Tricks in my blog!
Many thanks to FuxAlt for the awesome banner!
If you hate the deck, I'm probably playing it!
I am very interested in this deck because once the lock hits, the game is over. Proliferate seems to be possibly the strongest version right now, and I also like tempo. I love dropping slaver + Portal on turn 3, followed by lock on 4. If the opponent doesn't see it coming, it can be game over quick.
http://newagemagicplayers.proboards.com/index.cgi
Hope to build an interesting community of Custom Decks as well as discussing the pros
Well said. We have all been great contributors.
4 Hedron Crab
4 Augury Owl
4 Grand Architect
3 Sea Gate Oracle
2 Wurmcoil Engine
2 Steel Hellkite
Spells: (9)
3 Mana Leak
3 Spell Pierce
3 Preordain
3 Prototype Portal
3 Mindslaver
Planeswalkers: (2)
2 Jace, the Mind Sculptor
Lands: (24)
2 Halmar Depths
20 Island
4 Kraken Hatchling
2 Permafrost Trap
2 Whiplash Trap
3 Jace Beleren
2 Negate
2 Flashfreeze
This deck list looks simply great, and I need to test into it. As far as a tempo build, I feel this could be a great one.
Hedron Crab should give us more threat against some decks, and if you come against Fauna Shaman or Eldrazi, simply side in Kraken Hatchling.
Currently Working on:
"All is fair in Love and Magic."
Personal Writings:
Scars Have Torn My Soul: A Tale of Mirrodin
Ch. 1 http://forums.mtgsalvation.com/showthread.php?t=283875
Ch. 2 http://forums.mtgsalvation.com/showthread.php?t=304673
Ch.3 http://forums.mtgsalvation.com/showthread.php?p=6409825#post6409825
Also, check out Deck Tricks in my blog!
Many thanks to FuxAlt for the awesome banner!
Edit:
@TheSeeker, I really don't think Hedron crab is a good fit here, you don't have a good way to make it matter and it seems more like just giving your opponent a second life total, kind of like mixing infect and regular damage doesn't work. it really doesn't help you get tempo or bring you closer to a wincon. I tend to like enclave cryptologist or cosi's trickster as 1 drops. trickster is great in a lot of matchups since he get's a +1/+1 counter every time they fetch, and crypt is good with liferate for later card advantage. either one helps your clock drastically where although at least crab does something, it just doesn't seem to fit with the rest.
@Tithros: Yeah, lighthouse has been my champ for the deck. I don't know why more people aren't running him. he's an abolute house. he's tap for mana with architect, he's a beater and he's bonus turns, along with a mana outlet. I don't know what more you could want from a 2 drop in blue.
If you hate the deck, I'm probably playing it!