Saturday, January 29, 2011

Vs. Non-Aggro -> Play Aggro?

The other option, when faced with people who you can't control very well, and who have pretty good answers to your primary plan (Slime, Nature's Claim, Primeval Titan, Valakut, OR Negate, Cancel, Celestial Purge, Revoke Existance), is to go with a secondary plan.

The secondary plan being to kill them before they get going.

In at least one of the games I'd be going first, and counters are a pretty bad answer to a resolved threat.  Also counters to non-creatures(Spell Pierce, Negate, Dispel) are a pretty bad answer to creatures.

Unfortunately, as far as burn goes, I am already using quite a bit of the relevant burn.  Anything I might bring in at this point is of the "2 damage for 1 mana" variety, which is really not very good at killing people.

Burst Lightning is okay against control, because you do it on the end of their turn with a full hand, and either way you're probably good to go.  But cards like Galvanic Blast, Punishing Fire, Forked Bolt, and the like are pretty uninspiring.  Lava Axe as a sorcery doesn't accomplish much.


Artifacts, like Sphynx-Bone Wand tend to fall victim to similar removal that is already being brought in against the PA.  Acidic Slime, Nature's Claim, Negate, Revoke Existance, Naturalize, and so on, all also kill SBW.  Some cards, like Kor Firewalker, War Priest of Thune, Flashfreeze and Dispel are avoided, but the 7cc of this monstrosity makes it prone to things we can normally play around, like Mana Leak and Spell Pierce.

This is a pretty sweet artifact though, and it falls into the same vein as the deck in general.  Cards like Steady Progress, Staggershock, Surreal Memoir, and draw spells work quite well with this.  It just costs seven freaking mana.

So, it falls to creatures to try and answer this.

The most obvious is Kiln Fiend.  It comes down early, gets a massive 3 power per spell, and kills quite quickly.  It is vulnerable to some of the same removal as PA (Ratchet Bomb, Flashfreeze, Celestial Purge), but not alot, especially if I am going first.  The turn 4 PT can't kill the KF without a Khalni Heart Expedition, so I might have that turn to kill them, with a bounce on the KHE or PT.

The next best options to compliment that are Chandra's Spitfire, Goblin Guide, Plated Geopede and Calcite Snapper.
The 3cc options are pretty slow (slow to come down -> More counterable, slow to kill).
Geopede and guide do damage fairly fast, but not fast enough to kill on their own without some serious help from specific spells/lands (and no blockers)

Kiln Fiend + Goblin Guide put up some pretty respectable T4 kill numbers with the old baseline deck (Mana Leak still in).   With an even more dedicated plan, the numbers might get even better.
(+4 KF, +4 GG/Spitfire, +4 Burst Lightning, +3Twisted Image, -4 PA, -4ITR, -4 Deprive, -3CTM or CTM).  Screwing around with that will give me something to do on the bus ride to work today...

Vs. Non-Aggro -> Play Control?

I have been trying to take the control role against control decks, and ramp decks, in games 2-3.

In game 1, control's creature removal is dead, and their draw (Wall of Omens, Spreading Seas) are often sorcery-speed cyclers.  Their removal for my win condition is near-zero.  This often means a win game 1 against control, because in many ways I'm a better control deck game 1.

Ramp doesn't play pure creature-removal, or bad card-draw, and is fairly non-interactive on it's way to killing me with a Titan or Trap.  (problems I don't have good main-deck answers to)  This often leads to a G1 loss, since I don't have good answers, and they don't worry about having answers.  I am not a very good control deck game 1 (Titan->Trap ->Loss, Titan -> no counter -> loss, so many times 2x threats = loss).  The only way I win game 1 is to "aggro" them out with a turn 4-5 kill off an early PA + charge with staggershock, etc.

The control matchup feels like more of a coin-flip, once they bring in Purge/Memoricide for dead removal, and I bring in counters.  It is pretty easy to lose to discard -> Grave Titan, or "activate collonade on 12 land".

The ramp matchup feels nigh unwinnable with the current strat.  I can counter all I want, and they can still just play valakuts and kill me.  (especially when my clock goes infinite at 4x staggershock as my offense)

So if I am going to go control against these control + ramp decks, I need a answer to their non-counterable threats (MBT + Tectonic Edge), a way to deal with their removal for my threat post-side (Nature's Claim, Celestial Purge, Discard -> Memoricide, Ratchet Bomb)

Sideboard consequences:
I typically take out Burst, Bolt, and bring in 8x counter.
ITR is not awesome against most ramp.  ITR is probably manditory in some quantity against control, because it is defensive against removal for the PA, and offensive against answers like Leyline.

Having a planeswalker (Jace B.) to grant recurring card advantage and/or kill opposing Jaces could be necessary, in place of something?

I have a ton of sideboard slots I can dedicate to these match-ups, but I'm not sure what to take out after the initial 8.

Vs. Aggro = Comfortable in the control role.

I know what I want to do against aggro.

I remove their early threats.  Get card advantage with my 2:1 burn spells and Treasure Hunt.  Go 1:1, or get mana/quality advantage with my filter/cheap spells.  Eventually land a PA, and burn them out.

Recurring 2:1's with Call to Mind, preventing big swings with ITR, countering hard to deal with spells with Deprive (and potentially MBT post-board).

I feel very comfortable in the control role here.  There's no way for me to out-aggro Memnite, Goblin Guide, Lacerator, etc, and I have good answers to them as part of my main plan.

Maindeck/Sideboard consequences:

Playing Arc Trail main (which seems as good or better than Burst Lightning in any aggro matchup) means I don't need any sideboard slots for this matchup.  The Arc Trails are the first thing to come out vs control/ramp, so having a "more generalized" Arc Trail maindeck, and siding into Arc Trail, or siding Arc Trail into Pyroclasm for aggro matchups seems like a waste of 4 slots.

So Pyroclasm really feels like it can/should be benched.  It is too reactive, and is no more of a 2:1 than Staggershock or Arc Trail.  The scenarios where it is a full on blowout are few and far between, and it can never go to the head.

There may be some argument for putting the new 3-damage Pyroclasm (Slagstorm) in the board, especially if the green leyline, or more token-based strategies become prevalent.  The 3 damage vs 2 is not terribly relevant, and the 1RR vs 1R casting cost does not favor Slagstorm very well.  However, the 3 damage to the head option makes it look pretty good main deck.  It also doubles to kill titans, and is a non-targetted way to kill some bigger things (especially doubled), like the Trool, Gaea's Revenge, Sphinx, Frost Titan, and so on.  But we'll talk about that later.

So, in general I feel pretty good about the aggro matchup.  They can put incredible pressure on early, but I can't think of a single deck where they have no top-end threat, or no recursive threat, or where ITR is bad, where I would be willing to take out ITR + counterspell, for 4 creature sweepers.  So there is no room to play all the red spells, so the only thing to do with sideboard slots for this matchup is to upgrade existing creature kill with better creature kill.

/shrugs to that.

Monday, January 24, 2011

MTGO Metagame

http://www.mtgstats.com/

As of today, Valakut, UWControl, UBControl are 50% of the field.

I feel very good about my Main-deck (4x Arc Trail, 4-x some-Counter, 4x Staggershock) beating aggro, and beating control game one.

I need a sideboard strategy that beats control post-board (I am 1-2 twice with the new decklist, winning first, losing next two), and a sideboard strategy that can beat ramp from my main-deck.

I can dedicate something like 15 sideboard cards to these two matchups.  I need the SB games to be crushing for ramp, and control.

Threats from control are:
Cellestial Collonade -> Tech Edge/Demolish/Spreading Seas
Creeping Tar Pit -> Tech Edge/Demolish/Spreading Seas
Jace the Mind Sculptor -> Jace Beleren/Burn/Sphynx
Grave Titan -> ?? (I did beat 3 GT's in one game, but that was a rarity)
Other Planeswalkers (Elspeth Tirel, Gideon Jura) -> ??

Threats from Ramp:
Primeval Titan
Summoning Trap
Gaea's Revenge/Terrastodon/Avenger of Zendikar
Valakut, the Molten Pinnacle

Saturday, January 22, 2011

Treasure Hunt + Halimar Depths = Good?

I've done some math on Halimar Depths + Treasure Hunt, and these were the results:

Halimar Depths, chance of revealing n land, using my deck as an average layout.(*)
0: 20.8%
1: 44.2%
2: 29.0%
3: 5.9%

So, in the 0 case, we hold our Treasure Hunt, or time it to draw the good card at a irrelevant time.
In the 1 case, we get a draw two for sure, and can set it up to draw the land + non-revealing card this turn, next turn, or go for the ancestral recall two turns from now.
In the 2 case, I typically put the non-land on top, then cast TH the next turn for draw 3+.
In the 3 case, either you draw 4+ that turn, or you draw 3+ the next turn.

TH is exceptional in the 35% case where you draw 3 or more. (or 4 or more, depending).

The 1 land case takes up a huge chunk of the probability matrix, and gives you the most flexibility in your options.  If you need the land and can draw now, you can do that, or you can set up the draw-2 (reveal less dangerous) next turn, or you can go for the gusto.

The 0 land hand (21%) is the one where TH is the "worst", but your current situation is probably the best. (Drawing 3 spells)

Now, lets look at some basic See Beyond(SB) math.
Number of lands in the top two cards:
0: 35.5%
1: 48.8%
2: 15.6%

Treasure Hunt is exceptional in the 0 case, which is a similar 35% that you'd see for TH above.
TH is "comparable" in worth to the 1 land on top case, in that you have to wait longer for SB to give you the 2 cards, in roughly the same percentage of the time.
 
What is our scenario in the bad case for See Beyond though.  If SB is bad, we draw two land, shuffle the land we had in hand into the deck, and still have two land left over.  This puts us in topdeck mode.

In the "bad" case for TH, we're drawing three useful spells without even casting anything, so we just don't cast our TH for a while, and get more use out of it later.

So, TH seems clearly superior in every case where we have a Halimar Depths anywhere in our future.  (Thank you Deprive)

===========================

What about if we don't have a Halimar Depths?  What is our expected return off a blind TH?

Well, Treasure Hunt draws us one action card always, but the trick is how many land do we get.
This comes down to the chance that the top card is a land.  This is about 40% with unknown card distribution.

But we also have the chance that if the top card is a land, that the next card is also a land (roughly 40% * 40%), or another 15.6%.  Then we have the chance that the next card is also a land (another 6%), and the next card is also a land (2%), and so on.

This adds up to a little over 1.6 cards expected per Treasure Hunt.

Or, one "action" card, and .6 lands.

How does this compare to a "blind" See Beyond?
From the above chart:
Number of lands in the top two cards:
0: 35.5%
1: 48.8%
2: 15.6%
Presuming we shuffle the land back in, and don't have another land to shuffle in, this gets us an average of:
15.6%: 1 land
48.8%: 1 card
35.5%: 2 cards - our worst card at the time. (worth half a card lets say)

This puts our average draw at .16 lands + 1.02 cards  This seems inferior to the blind TH, with the only advantage being 2% more cards, and hiding what cards you drew.

If we presume that we do have a 0-worth land to throw away, then we get:
15.6%: 1 land
48.8%: 1 card
35.5%: 2 cards
This puts our overall result at 1.55 cards + .16 lands -.355 land
This translates to a conversion of ~.5 of a land, into .55 of a card.  Which is pretty good.  Depending on the game state, we may take that trade.  Early game, probably not, late game, probably.

==========================

Secondary effects of both spells:
Treasure Hunt reveals your draws.
This is awkward in a deck with counterspells, but not fatal.  It is worst when you draw a counterspell and it is your only card (~11% of the cards in the deck are counterspells), and have either no mana to play that card, or it is the only card in your hand, and you can't recover from the board position with a counterspell.

As a mitigating factor, See Beyond also can't recover by drawing a counterspell in the second situation, they can just hide that they drew it.

Very high level players can probably get some good usage out of this information, but the average player typically doesn't foresee what is going to happen with that card (bouncing own PA in response to removal for example), or it doesn't matter, because so many of the cards in the deck do the same thing.  (CTM especially!)

If I reveal a Mana Leak (which is no longer in the deck), that is easily played around.  If I reveal a Deprive, they may presume I also have Mana Leak (which any sane player would be playing now?), which means I get some good value despite what is normally the worst-case scenario for Treasure Hunt.

See Beyond shuffles your deck.
Normally, you'll have ~1 bad card scried to the bottom, and the one bad card in your hand you are shuffling back in, but you can still draw these cards.  You have a continual ~4% chance each turn to draw those cards that you'd "dealt with" each turn.

Not ginormous, because you are eventually going to have to shuffle your deck anyway, with Scalding Tarn, just to get land out to play spells, but it is there.

The more Foresees you cast, the more Preordains, etc, the more important this factor gets.  (When playing Foresee, I have scried ~8-10 cards to the bottom without clearly winning.  It sure sucks to shuffle those back in.


=========================

Overall Conclusions:

So, the Blind TH, vs the no-land SB seems to be a win for TH.
The Blind TH, vs the one-land SB leans slightly towards the SB (but with slightly reduced card quality going forward)
The HD + TH scenario clearly beats the SB scenario. early, late, and mid, because you end up with more cards in hand (that you can't waste draws on later), and your mana development isn't hindered.


If you think about it, the worst TH is not much worse than the average SB scenario.  66% of the time, you'll do no better than drawing one action card with SB, and some of the remainder, you will just be upgrading one card to another.  Treasure Hunt always nets you even in cards, and guarantees a minimum of one good card, which See Beyond can't promise.


See Beyond and TH are not too far apart, there are some big overlaps where they do the same thing, and where one just has a slight edge over the other.  I would just say that SB has more variance, which is probably not that useful.  So, I'm sticking with my 4x TH + 4x HD, and trying out 4x Deprive to compliment them.


=========================
(*)Average layout...
We presume that the deck starts at a ratio similar to 24 land, 60 total cards when we start looking at cards off the top of our deck.  In reality, this will never be the ratio, but we have to start somewhere, and we can't draw general conclusions about how many land or non-land we'll have seen.  This is a known problem in this type of analysis, and it probably can't be helped.

Decklist 1/22/2011

 4x:





7x Mountain
9x Island

Sideboard:

3x
Brought in vs.:
Vengevine (better than Deprive)
Ramp (Eldrazi G, Valakut)
Vampires (Bloodghast - dodges Inquisition, occasional trap cost, better than deprive)
Control - Hard counter. (better than burn)









4x
Brought in vs.:
Ramp (for burn).  Man, this seems terrible...
Mono Red, but probably not (over deprive?  that seems bad)
Elves (but probably not)

 Can't I do better than this?








2x
Great against control.  Kills planeswalkers good, good after a T6-8 counter war.  Dodges their answers (Flashfreeze, Ench removal, Planeswalkers, Negate, Spell Pierce, Dispel).  There is no answer to both Sphynx and Ascension.











 4x
 Great against aggro.
 Since I'm taking Burst out against everything but aggro, and probably taking Burst out against aggro for Arc Trail, why am I not main-decking this?












 2x
 Bringing this in vs. Valakut, and some control matchups.
 Killing manlands is awesome.
 Best answer to Ratchet Bomb.
 Best answer to Valakut (other than Spread?)
 Good against equipment.











(*) Cards that I am not entirely sure about.
Burst could be Arc Trail, or Mana Leak.
Call to Mind could be Foresee
Deprive could be Mana Leak (and most sane people would have that)

Flashfreeze + Demolish could be Spreading Seas, since it does similar things.  This is worth discussing.  I really don't like the fFashfreeze side.

(**)Some notable people have said Treasure Hunt is a terrible card. (GerryT, some people who have talked to GerryT)

I need to do a post on that, as well as some math, because TH really feels good, and compliments Deprive, and compliments HD, which are both pretty good cards on their own.

See Beyond Anti-compliments Preordain, Foresee, Halimar Depths.

I can't ignore the tested comments of some strong notable people, but I also can't ignore my findings, so that feels like it deserves a post of it's own.

Considering Some Maindeck Changes - Feedback Appreciated.

 
2 Call To Mind + 2 Foresee vs. 4 Call To Mind.
Argument for Foresee:
=Foresee is my best topdeck late game.  It lets me look at 6 cards this turn in a mad hunt for a particular card (often PA), which is probably 15% of my deck at that time.=If you don't have a PA, this hopefully finds one for you, and then you cast it + do things next turn.

 =Foresee is basically a doubled Preordain.  One card, for 4x the mana, and 2x the effect, a pretty awesome deal.  It would be like paying 4 mana for 6 damage, a spell that doesn't exist.  Lava Axe is 5 mana for 5 player-only damage, and there isn't a spell that does more than 4 general damage, that does more damage than it's mana cost (outside aoe).

 =Foresee is always straight-up card advantage.  It costs one card, and draws you two.

 =Foresee is often much much more than straight-up card advantage.  In the long run, it is similar to drawing about 4 cards in a conventional manner. When you consider that lands are often 100% dead when you cast Foresee (your most expensive spell), any land you don't draw is effectively a card you didn't have to draw for 0 upside.  The average Foresee of bottom two lands, draw two cards, is a draw 4.  The "good" Foresee of bottoming 3-4 land, or bad spells, is a draw 5-6.  The "bad" Foresee of putting one land on the bottom and drawing two business cards, with another business card on top, is a draw 3, and that is about as bad as Foresee gets.

 Argument against Foresee
=4 mana is alot to pay, and it tends to tap you out, so you are hoping to do things next turn.
This is alot less actually relevant if I have 0 counterspells in my deck, but it still maintains the percieved relevance to the opponent, and lack of bluff-ability.

 =Casting a Call to Mind for a Preordain, and then NOT casting the Preordain with 2 mana up is a extremely strong counter-bluff.  Casting a Foresee with 6 mana up is as good a counter bluff as Foresee can do.

 =If you do have a PA, Foresee likely doesn't put any counters on it, but may set you up for putting counters on it next turn.

 =4x Call to Mind makes charging PA off CTM fairly trivial.  CTM for CTM, CTM for anything, PA charged - for only a cost of 6 mana (or 2x 3 mana), and no card disadvantage.

 =2x CTM means you have to be very careful using your CTM mid-late-game.  Your second CTM MUST target your first CTM, or you will never get any more. (which may be good enough for a kill-play, but probably not for common usage)

 =CTM for a Preordain is a mini-Foresee. (with a similar casting cost).  You can turn a CTM into a mini-foresee, you can't turn a Foresee into a mini-CTM.  I'd almost certainly rather HD + CTM + TH, than Foresee, despite the Foresee probably drawing me one more card, and being easier to set up.

 =CTM likely just straight up gets you what you want (as long as it is not a PA), for one mana less.

 =Having 4x one-spell is better for charging PA than having 2x 2 different spells.  (more redundancy), and CTM is a card like Staggershock which can be a one-card full-charge of a new PA.

 What does "the community" think?
The community is probably using 4x Foresee, and 2-3x Call to Mind, and losing to aggro (or using SB slots for Pyroclasm, and still losing to aggro).  It takes away from the Staggershock slot (which is great against all matchups, and for charging PA)

 Bleh.

I can't imaging wanting to resolve more than two Foresees (or one doubled Foresee) ever in a game, so having 4 is just terrible.  The second Foresee is pretty much always either overkill, a (double)mulligan, non-castable, or too slow to actually cast.  (One might argue that the first Foresee is also too slow)
The first Foresee is pretty good, so I can see going to 3, but 4 is just way too much.  (Especially with the 23 land the community plays)

 Super-late game, any draw spell is great, with Foresee being the best, and Treasure Hunt probably being the worst (since it can draw you 1x counterspell/ITR/burn spell, and that's it).  Call to Mind gets you your second best one back, or can do things like charge up a PA or just kill the opponent.  Doubled Foresee is near-guaranteed kill with a active PA, double CTM is also near-guaranteed. 
I'm not sure where to go with this.  It's pretty close, and there are definate advantages of 4x CTM.  I guess I'll just think about what the game state would be if I had a CTM instead whenever I draw a Foresee (and record it)

















Counterspell(s) vs. Arc Trail
Whatever the winner of the below counterspell-off, it still might be better to just play Arc Trail main.
This is more about philosophy than capability, to some extent.  They are two different outlooks on how the deck should win.
Counterspells try to slow things down a bit, draw the game out, and eventually cause a win via doubled spells.
Arc Trail functions as main-deckable Pyroclasms, which are incredible against some decks, while still getting damage in to the opponent's head or planeswalkers.
I have never seen a blue player +2 their little jace, so Arc Trail is just as good as Burst Lightning, Lightning Bolt, or Staggershock at killing that cloaked fiend.  Arc Trail kills off a ton of aggro starts.

 1 Toughness guys:
Lotus Cobra
Birds of Paradise, Llanowar Elf, Sylvan Ranger, Arbor Elf
Unleveled Joraga Treespeaker
Pulse Tracker, Bloodghast, Viscera Seer (Can't sac to counter the spell), Vampire Hexmage
Steppe Lynx, Plated Geopede
Kor Duelist, Elite Vanguard
Squadron Hawk, MemniteBlight Mamba, Ichor Rats, Ichorclaw Myr, Necropede
Spikeshot Elder, Goblin Bushwhacker, Goblin Ruinblaster, Kuldotha Rebirth tokens
Herebaz Druid, some other terrible allies.
Liliana's Spectre, Nantuko Shade
Essense Warden, Lone Missionary
Perilous Myr

2 Toughness guys:
Every other creature in a R, W, or B aggro deck.  About 50% of the rest of the playable Green creatures (Not Vengevine, Wolfbriar Elemental, Overgrown Battlement, Titans, etc)

 Notably lacking:
It's pretty fair to say that neither Staggershock, nor Arc Trail help kill resolved Titans of any stripe.  4 damage is unlikely to happen in conjunction with these 2 damage bursts, to take these bigger creatures down.
If there aren't any creatures in play, I can always 1 myself, to 2 them, which is not amazing, but I imagine it will be a oft-used option.

Arc Trail is like Staggershock 5-8 in creature annihilation, and staggershock is pretty awesome for creature annihilation despite the downsides it has over arc trail of:

3cc

Takes a turn to kill the 2nd one.

If the first copy of SS is countered on resolution, by the creature already being dead, sacrificed or whatnot, the second copy will not happen.

Arc Trail is a Sorcery instead of an instant, but it may save around 6 life against aggro decks compared to staggershock.  (Kill two creatures T2, which can't attack me on their turn, and one of which can't attack me the next turn).  This is especially relevant on the draw.

A previously mono-colored aggro deck (Vampires) in a color which should have the "best" removal (black), is splashing red in order to cast Arc Trail, Lightning Bolt, and have a non-tribal manland in their otherwise ultra-tribal, mono-Black-no-colorless-casting-cost deck.   This is a testament to the power of Arc Trail (and Lightning Bolt) as strong, cheap removal.

 Llanowar Elf into Elvish Archdruid(or anything else in their deck)
Pulse Tracker (or Viscera Seer (or Vampire Lacerator likely)) into anything
Steppe Lynx (or Spikeshot Elder) into anything
Lotus Cobra into Oracle of Mul'daya (or little Jace -1, or Cobra #2)
Joraga Treespeaker into Growth Spasm
Goblin Guide into anything not Goblin Guide

All of these starts are the starts that threaten death, and soon.  All of them are completely shut down by this 2 mana sorcery.  The only starts where Pyroclasm is incredibly better are Rebirth into Bushwhaker from goblins, or 3x 1-drop from vampires.  And Pyroclasm can't kill them, and can't kill Planeswalkers.
Anyway, Arc Trail seems like it's a good, pro-active spell, that shuts down aggro just as well as Mana Leak (because it does it after the fact, and handles 1 creature  better, because of incidental damage to them), and is better than Pyroclasm against non-aggro.

I am leaning towards swapping this in for whatever counterspell main-deck.  (along with a few mountains for a few islands)  I could also do something like swap it in for Burst Lightning, if I wanted to add it, and keep the counterspells.

Going counterless puts alot of pressure on ITR as a semi-answer.  For some problems, it's an acceptable temporary answer.  For others, only an active PA with CTM will move it into more of a continual solution.  (EoT Bounce whatever, my turn, they die is a common setup)
=============

Alternatively, we could find that Arc Trail is good, and still keep in (whatever) counterspell, and just replace Burst Lightning instead.

Burst often does 2 damage, but it has the advantage of doing it at instant speed, which matters for:
Joraga Treespeaker (ties up their turn 2) (And killing the T1 JT)
Cellestial Collonade (4 toughness, "immune" to sorcery)
Bloodghast (Killing in response to land play + haste on their turn)
Goblin Guide (Getting the attack-proc and still killing it)  (And killing the T1 GG)
Goblin Bushwhacker (prevents 2 damage, which the Arc Trail will probably prevent more by killing another goblin)

Arc Trail does cost 1 more mana, so it is a bit harder to put together that finishing turn, combining (multiple) Call to Mind(s), and copied DD.  Staggershock is an instant, so it isn't horrific to have to cast the Arc Trail on your own turn.  It's definately better than main-decking Pyroclasm, because it is never dead.

Either one is sided out vs. non-aggro, so it makes some amount of sense to play the one that is better vs aggro, rather than the one that is better in general, and just not have the sideboard aggro slots.




=====================

Alternatively alternatively, I recently read some oldschool PA articles, that said Burst Lightning was better than Lightning Bolt, because there were more 4 toughness targets, than three toughness targets.  (aka all targets are 2 or 4).

It is true that there aren't a ton of 3 toughness targets, but there are some:
Steppe Lynx, Plated Geopede on their turn (even + Fetchland).  Pretty much any scenario where you are going to target a PG or SL as a sorcery with BL, Arc Trail is better (and Arc Trail is just better in these scenarios anyway)
Elvish Archdruid + Leyline, which is huge for allowing your spells to not be dead.
Tempered Steel + Anything (not likely)
Vengevine (not awesome)
Bloodthrone Vampire + a creature (moving out of favor lately)
Big Jace + Brainstorm (happens all the time)

The big deal is when it comes down to later turns, and you are either trying to kill them, trying to double-bolt to kill a titan, or combo them out with Call to Mind (when you don't have a ton of mana).  DoubledBolt-DoubledCTM-DoubledBolt is 12 damage, plus whatever else you CTM'ed, that can easily lethal someone out.  Do the same thing with Burst Lightning, and it is 8 damage (or 8+4 = 12 if you have a turn to kill?)

I can't immediately dismiss this, but it doesn't seem like a awesome idea now.






Mana Leak vs. Deprive vs. Mindbreak Trap

All of these:
++Counter any type of spell
It is important/critical to be able to counter:
Creatures: Primeval Titan, Grave Titan, Frost Titan, Sun Titan, Acidic Slime, Kor Firewalker, War Priest of Thune, Stoneforge Mystic.
Non-Creatures: Jace, the Mind Sculptor, Koth, of the Hammer, Elspeth Tirel, Memoricide, Mind Sludge, Dark Tutelage, Ratchet Bomb, Leyline of Sanctity, Luminarch's Ascension, Sword of Body and Mind, Disenchant-type effects.

 --Are pretty bad at charging PA.

 --They can't be cast at will

 --They don't draw cards, or kill your opponent.

 --They don't deal with already-resolved cards (without an Into The Roil)
 --Are bad against Ricochet Trap (even doubled)   

Mana Leak:

++Cheapest - castable on turn 2

 ++Easiest to cast (Least U).  Only have to leave 2 mana up (1U) so you can cast more sorceries. (Which tend to have U-costs)

 ++Can still be relevant with a active PA

 ++Some people don't play around it, especially doubled. (moreso in TPR?)

 --Can become less relevant late-game.

 --Easiest to play around

 --Can be terribad in some matchups (control, ramp), due to ease of playing around, and slowness of the matchup in general (when PA is trying to play "control")

 --Mana Leak "forces" you to counter some spells you might not, because them resolving makes Mana Leak irrelevant (2nd Overgrown Battlement, Harrow, KHE, Everflowing Chalice)
 Deprive:++Cheap - 2cc.

 ++Hard counter, at every game stage.

 ++Best(?) late-game counter, because it lets you reuse Halimar Depths, hopefully combined with a Treasure Hunt, or uncracked/unplayed Scalding Tarn, which can easily set up your next turn.

 ++Acceptable in counter-wars.  
They will often cast a important spell with 3 extra mana (to pay for your Mana Leak), while holding some counterspell, often Mana Leak.  If they are casting a Jace, this puts them at 7-8 lands before they do anything.  You only need to be at 5 untapped land to Deprive, and pay for their Mana Leak.  This means you could have cast a preordain, or played a Halimar Depths, or maybe even cast a Treasure Hunt or PA that turn.  Sometimes it is a Negate or Cancel they are holding instead of a Mana Leak, but no counter works there.  (And Deprive leaves up land to cast another counter, and lets you reuse HD even if they re-counter.

 ++People often play around Mana Leak, which gives you more turns to draw your Deprive, especially in slow matchups.

 ++With an active PA, you get two hard-counters, while only having to pay the pick-up-land cost once.

 ++If you are playing counterspells vs. aggro, you are often in a topdeck situation, and Mana Leaks are terrible in this scenario.  Deprives are perhaps the best counter in this scenario.

 00There are some potential bluffing advantages for (having to) leave up UR (and not UU), and having them either cast a important, or non-important spell, and you "not having the leak". (while still holding a counter).  They'll likely be convinced that you don't have Mana Leak (the only counter that a sane person would play), and get blown out with a counter on their truly important spell later.  But that still means you couldn't counter their semi-important (or really important) spell with your UR.

 00If you don't have another land anyway, Deprive lets you "use" your land drop, without giving away information about your non-land status to your opponent. (Making draw spells like TH and Preordain more likely to resolve)

 --Color Cost - UU is not-great.  Many of the sorceries are U-based, and trying to cast double-Deprive turn 4 is never going to happen.

 --Untapped UU turn 2 is hard to pull off.  It pushes your Halimar Depths to turn 1, which makes your Treasure Hunts worse.  (You can't use any of that HD knowledge to cast TH, and also leave up Deprive, while the cards are still on top with a T1 HD)

 --Tempo.  Picking up a land T2-4 is almost never going to be good.  If it's a HD, it MIGHT be neutral, but it will very rarely be a net + for you.  It is also pretty hard for it to be very useful vs aggro early.   You can always throw away a Mana Leak as a pseudo-burn spell T2 against an aggro deck, but you can't do that with a Deprive (as easily, or with as few consequences)
Mindbreak Trap:

 ++Counters non-"counter"able things, which are often disasterous to this deck when playing as control.
Bloodghast (Landfall - return to play from graveyard.  Haste if you are <=10 life.)
Vengevine (Return to play on second creature CAST in a turn.  Haste.)
Kuldotha Phoenix (Return to play on upkeep for (4) with metalcraft.  Haste.)
Emrakul, the Aeons Torn (Uncounterable - you lose, take an extra turn (~Haste).)
Gaea's Revenge (Uncounterable.  Haste (w/8 power, and non-targetability).)

 ++Can occasionally be paid for free, but almost never on your turn.
In counter wars, when they cast a spell, you counter, then they mana leak twice or something (Often requires you to have 2 counters anyway)
When they cast multiple creatures in the same turn (Vampires, WWQuest)
RUG: Preordain, Preordain/Explore -> some spell is not uncommon.  Sometimes that spell is even a Titan!
UB/BUG: Preordain -> Discard (that may not hit MBT) -> Grave Titan/Jace will be held off by the 0cc.

 ++Occasionally counters more than one spell.  PA Mirror
Long counter-war (Often requires multiple counters from you)
Overeager nuke-caster, or Trap-caster.  (They can always let instants resolve before casting the next one)

 ++Not discardable by Inquisition of Kozilek.  UB control often tries to strip your hand of permission with discard, before they cast their game-winning threat (Grave Titan, Jace, Memoricide).  They often play 4 Inquisition, and only 1 Duress (which still gets MBT).  Being able to keep your permission through 80% of their discard is good, you just need to be able to cast the MBT once they go for their game-winning threat.

 ++I did sideboard in my MBTs vs Vampires (Bloodghast) and Fauna Shaman (Vengevine) over Mana Leak.  Pyroclasm-like effects are okay, but not amazing against recursive threats.

 00Requires a combination of ITR to deal with many of these cheaper spells, but then deals with them for good.00 Average late-game.  Better than Mana Leak, worse than Deprive.

 --Most expensive, by 2x.
Hard to leave up while casting other (draw) sorceries.
Need 7 mana to counter a spell, and pay for the mana leak backup. (unlikely) (see deprive ++ scenario)
Many of the threats described in the general section above are 4 or less casting cost, or accelerated out on turn 4, which makes trying to counter any of them with Mindbreak Trap awkward at best.

 --Most color-intense (UU2 is no better than UU)

===============
Overall:

Mana Leak is best (very) early, and against impatient people.  It is the best spell to REPRESENT having, because it causes your opponent to give you more turns.  (A pseudo time walk, that you don't even have to cast?)  Mana Leak benefits quick-game play.  You can do stuff, and still slow people down, or represent slowing them down, and then they're dead before it matters that it isn't a hard counter.

Deprive is best in the mid-late game, where Mana Leak won't counter the spells, or the spells you want to counter are cheap.  Reusing Halimar Depths when you don't need the extra mana (often) anyway can be pure upside.  Deprive benefits patient long-game play.

 Mindbreak Trap is (only) good late, and plugs a few holes the deck can have, against specific cards.  (Most often when combined with ITR)  Generally, the more controlling an outlook (and the later we expect the game to end) the more necessary having some number of MBTs is.  Killing a ramp deck on turn 4 means you don't have to worry about their Gaea's Revenges.  Killing a Vampires deck on turn 5 means you don't have to worry about Bloodghast recursion.It seems like it's probably best to main-deck Deprive, represent Mana Leak, and have MBT in the sideboard. (For the specific matches where it is good).  Mana Leak vs. Deprive is tricksy business.

==============

Edit: I'm pretty sure I'm playing the Deprives main.  Valakut plan is still sketchy.  4xDeprive/4xFlashfreeze/3xMindbreak Trap/2xDemolish is kinda over the top, taking out 4xArcTrail/BurstLightning, 4x bolt, 1x Call To Mind?

Man, that just seems terrible.  Mycolith King Dome for a winning plan vs Valakut...Apparently editing this post totally broke the formatting of it.  Awesome.


I've effectively reposted this, because an edit totally destroyed all formatting irreparably.  I'll be deleting the other post.  I am not happy at all that editing destroys formatting, since I really love my editing, but copy pasting the text and re-editing works.  LAME.