Additional Snaps to Ben Stark's American control deck

Standard forum

Posted on Aug. 25, 2013, 8:15 a.m. by Apoptosis

Ben Stark ran an American control deck in Worlds. His deck list only included one Snapcaster Mage because of Scavenging Ooze . He said in an interview that was analyzing the deck that he would be running 3 Snapcaster Mage if there were no Scavenging Ooze .

Let's say there is no Scavenging Ooze and you want to add 2x Snapcaster Mage . What would you take out and why to make room for them?

Link to Ben Stark's deck: http://www.mtgdecks.net/decks/view/55768

I'll convert his list to one on tapped out and will link the you tube interview soon

xzavierx says... #2

i would probably drop a Warleader's Helix and a Clifftop Retreat

reason: I don't ever like playing 25+ land, even in control I feel its safe to cap at 24-25. And having more snaps would allow Dissipate , Searing Spear , Azorius Charm etc for 4-5cmc flashback.

which provides more flexibility then warleader's 4dd 4lifegain and gives you a body for blocking or attacking. Not to mention a target for resto angel.

August 25, 2013 10:05 a.m.

Apoptosis says... #3

Interesting suggestion xzavierx, I was thinking of either the Pillar of Flame or Searing Spear , because I like the 4 damage for planeswalkers more then say killing a voice with the pillar. But you might be right in that the lower CMC is an important consideration.

Also, with 3 snapcasters instead of one, does Celestial Flare replace Ratchet Bomb in the sideboard (for hexproof, which is popular)?

August 25, 2013 11 a.m.

kanofudo says... #4

I don't really think so, as soon as your opponent sees the first Celestial Flare they just start attacking with extra creatures, Ratchet Bomb still gets around hexproof, and most of the time your opponent only has 1-2 creatures anyway, so the bomb makes blowing them all up really easy.

August 25, 2013 11:12 a.m.

Apoptosis says... #5

True kanofudo, but Ratchet Bomb doesn't help with a T2 Geist of Saint Traft (which I hit twice in the same match) and with the other sources of direct damage you could kill off that 2nd attacker. Now, assuming no T2 threat, Ratchet Bomb is better and can also wipe out tokens/weenies with ease. I just can't completely decide (but I did pick up the bombs).

August 25, 2013 11:54 a.m.

xzavierx says... #6

I would keep ratchet bomb, its a massive threat v. tokens and can work on PWs or whatever there main threat is early (mana dorks, voice, 2cmc gruul agro etc).

GoST is a legit threat especially on turn 2, but i would still keep Ratchet Bomb over a Celestial Flare for 2 reasons. 1) 2 white cmc isnt a guarantee on turn 2-4 which means turn 2 GoST will still hit big 2) even if you play Celestial Flare they will sac the angel and still hit for 2. So it barely sets them back.

turn 3 would be first turn they could attack with GoST, you could based on deck list (with 3 snaps) use a snapcaster to trade with Geist. Or use azorius charm / ratchet bomb to eliminate the token. Then use resto angel / verdict turn 4 on geist.

August 25, 2013 5:54 p.m.

Probably the Jaces. They just don't seem effective enough against aggro, or powerful enough against control.

August 26, 2013 4:16 a.m.

Apoptosis says... #8

Those are all good points and I'll go with the Ratchet Bomb , but you were incorrect about Celestial Flare and the angel. Once you opponent declares attacks with Geist of Saint Traft , you can cast Celestial Flare in response before the angel token comes into play. What makes it tough is the attacking pilgrim that was played T1. I found this out the hard way after losing to T1 pilgrim/T2 Geist and going over the matchup after the game (that I could have used Celestial Flare this way).

August 26, 2013 8:50 a.m.

harrydemon117 says... #9

@xzavierx: You can cast Celestial Flare once the triggered ability for GoST goes on the stack, thereby forcing your opponent to choose IT and not the angel token. Yes you get hit for 4 but ONLY the 4.

August 26, 2013 9:56 a.m.

This discussion has been closed