Well, this weekend I got to play about 10+ duels with this deck. I never actually cast Zur, so I can’t comment on that just yet. In duels, I figure he would be awesome because any game I stuck a
Necropotence was pretty much in the bag. In multiplayer, I can understand that he may paint a target on my head. However, I personally am only afraid of Zur as a general and I feel like other players in my playgroup would share the same sentiment. Not that Zur isn’t a scary card but if he is removed, he probably isn’t coming back like say he would be if he was someone’s general.
As expected,
Identity Crisis was my go-to card to wrap up a game.
Grave Titan and
Vendilion Cliquewere somewhat surprise all-stars. I won a good chunk of my games on the back of
Grave Titan rather than
Dakkon Blackblade combining these cards was simply deadly. I would flash in a
Vendilion Clique EOT, to see that they either didn’t have an answer or shuffle their answer back into their deck, and then windmill slam the Titan and ride him to victory.
PS: Playing a
Grave Titan EOT with Teferi is completely broken.
As for the mana issue, during the games I played mana didn’t present itself to be a huge issue. I hit a land drop pretty much every turn. The deck usually rips a draw spell that allows me to hit my land drops. The one game that I had really shaky mana, Weathered Wayfarer saved my skin. I, however, would like to have a few more lands in the deck.
Cards that will probably go:Ancestral Vision: awesome card to play between the first and third, maybe the fourth turn but after that it loses a lot of value. I land will probably go in its place.
Crystal Shard: there was never a chance in any of the games that I played to crystal shard for profit. I love the card, definitely one of my favorites, but there aren't a lot of creatures for it to bounce, let alone ones with CITP effects. Still warrants testing but it’s on my list.
Cards that I would like to find room for / will probably end up playtesting with:Whispersilk CloakLoxodon Warhammer /
Sword of VengeanceA way to recur
Identity Crisis, there was a game was preparing to seal with an Identity Crisis in my hand and I was hit by a draw 7. I lost the Crisis and had to settle (lol) for a Mind Twist. The only 2 cards I can think of to fill this spot are
Mnemonic Walland something like
Call to Mindwhich both seem sorta gross.
Journeyer’s Kite: this was in an iteration of the deck that I had but was cut before the list even saw play. It at least warrants playtesting.
After writing my findings out, I may have to make two separate lists with minor, possibly substantial card changes, one for multiplayer and one for duels. As I move forward with the deck there are cards that are awesome for duels but weak or hazardous in multiplayer: Identity Crisis, Zur, the multiple general shuffling effects. On the other side there are cards that are good in multiplayer but less amazing in duels,
Mind’s Eye comes to mind. In a deck that I’m having trouble squeezing a few key cards in, I think that creating two lists and cutting the bad multiplayer/dual cards out in the respective lists will give me two better decks rather than one that’s meant to play in both formats.