Due to the recent unbanning announcement, Splinter Twin is very likely going to shape modern once more, so the mods and I have decided to resteablish the old thread in tier 1. Remember, in the deck subs, we can only talk about the cards and the decks, not the poltics or the details behind the announcement. Linking or discussing that is considered spam by our site rules.
If you wish to discuss the changes, please go to our main sub where there is a designated thread to do so already. Please keep the out side discussion at a minimum.
Below is the original Primer for the deck, edited only slightly for new cards that have entered modern's card pool.
Banner by Ace5301
Updated: November 27th 2015
INCOMING UPDATES
I] What is Splinter Twin?
Modern is a "Turn Four Format." This deck can cast one spell turn 3, then win the game by casting one more spell on Turn 4. Intrigued? Let's keep going.
Activate the ability granted by Splinter Twin to make a token.
The token enters the battlefield, and the triggered ability untaps the creature that created it.
Repeat until you have a large army of monsters, which kill your opponent in the attack step.
The power of the combination of these cards gives a high level of flexibility to the rest of the deck, which means that there is a lot of room within this archetype for customization.
II] Splintered Archetypes
There are generally considered to be two distinct archetypes of Splinter Twin decks in Modern:
Wants to combo as fast as possible -- Gains advantage by threatening to combo turn after turn
Uses library manipulation to assemble the combo quickly -- Attacks opponent with creatures while assembling the combo
Generally can't win if it can't execute the combo -- Often wins without ever casting a Splinter Twin/Kiki-Jiki
Almost always straight UR -- Often splashes a third color
The remainder of this primer will only focus on UR versions of this deck. Please see the UWR Twin primer for information about any Twin deck with white mana in it OR for green and black mana try the RuG & Grixis TempoTwin primer.
Deceiver Exarch - The four toughness means it survives Lightning Bolt. Run as a 4-of in most combo builds, but the fact that it doesn't hit for much reduces utility in tempo builds.
Pestermite - Attacks for two damage with evasion, but dies to everything. This has the opposite problem to Exarch; you love that it can clock the opponent, but you hate that it is so fragile.
Splinter Twin - The cheapest of the duplication effects. Successful decks run four of these, but tempo pilots keep looking for excuses to run fewer. The fewer Splinter Twins in the deck, the more likely you are to have relevant cards to win the fair way - yet your opponent still has to play like you could have a Twin at any time.
Kiki-Jiki, Mirror Breaker - Having the additional duplication effect in the deck is important for consistency, but multiples of these do literally nothing. Usually no more than two.
Cantrips
Opt- This is perhaps the best addition to the deck in recent years, being added to the modern card pool from Amonkhet. Remember, the correct number to run is 1, because while you want to see it every game, you don't want your opponents to see it.
Serum Visions/Sleight of Hand - The best of the remaining 1CC cantrips (RIP Ponder/Preordain); these will almost certainly find their way into your 75. All-In decks will run 4 copies of each; other builds may run less. Serum Visions a staple in every version.
Gitaxian Probe/Peek - Knowledge is power. Just be sure that your deck can afford to pay life for Probe before running it; Peek is superior for decks that need to preserve life. The fact that Probe pumps up your 'Goyf is quite relevant, however. Choose wisely...
Twisted Image - The ultimate fantasy - cantripping removal. Obviously this only hits certain creatures, but blowing out your opponent's T1 Birds/Hierarch is certainly sweet, most importantly Spellskite, expect to play the mirror more and more folks. Higher variance than the Peek effects, but more raw power.
Telling Time - The only thing holding this back is the mana cost. It's not unreasonable to run a few if the curve of your deck can handle it.
Thought Scour - With the banning of Dig Through Time the playability of this card has decreased in the UR and RUg Versions, expect to see it where Delve is strong.
Countermagic
Dispel - Historically, this has been the most efficient spell for protecting the combo, but if Spellstutter Sprite becomes more popular, this goes down in value a little bit. The number of copies depends upon the pace of your deck; the less reliant you are on winning via combo, the fewer you need.
Swan Song - If used to protect a combo, it's at least as good as Dispel, and has random upside in other situations. Possible maindeck answer for Bitterblossom.
Remand - Gives you the ability to interact turn two before comboing off. It digs through your deck as well. Every successful Twin deck has run 3-4 in the main. If played correctly, it can be considered a Time Walk effect, buying you a card and a turn.
Mana Leak - Most Twin decks leave these at home. This archetype isn't interested in trading resources 1-for-1 with the opponent when assembling the combo wins on the spot. However, it is the best early game counter-spell available in modern. And again it proves to be less useful as the game moves on. Thats not to say its useless, if your opponent has to play around this it might slow them down enough to cripple them, even getting your opponent to tap that extra three mana could prove useful if your attempting to get something resolved as well and don't mind using the card wisely to do so.
Pact of Negation - Protects the combo when tapped out; just make sure that you actually win that turn. It's not uncommon to see up to two of these in the 75 for all-in decks. Just realize that once your opponent realizes you have this, they will just pick a fight on their turn instead of yours, seriously hampering the ability of this card to be good. Essentially, this only punishes greedy opponents, which means it's best when it's a surprise.
Cryptic Command - Extremely powerful. Puts a big strain on the mana base. It's worth it. The versatility of the card is what makes it, and it does everything you want from blue... bounce, draw, counter and even tapout effects are all strong. It buys turns, and it does two of these things at once, now thats some good value. In a pinch you could even keep your opponent off colour by bouncing their land.
Spell Snare - Spell snare is a very effective counter in this format, deal with threats the likes of Tarmogoyf, Dark Confidant & Snapcaster Mage. It even counters counter-spells like mana leak and remand. Its a great addition to any counter spell arsenal, however its narrow only dealing with cards with two casting cost. It might just sit around in your hand, it might be a blow out.
Negate/Spell Pierce - These answer threats that often matter more after sideboard. It's not uncommon to see these in the board, but Dispel hits most everything these would hit in game one.
Removal
Lightning Bolt - The gold standard of red removal. Sadly, what this card fails to kill the must-answer creatures: Spellskite and Linvala, Keeper of Silence, it makes up for in targeting your opponent. If your build is all-in on the combo, this just doesn't make the cut. Tempo builds will often run 4 alongside Snapcaster Mage.
Electrolyze - Now this is real cantripping removal. Finding the right number of these can be tricky; in combo builds, it's certainly zero. In tempo builds, playing one is almost certainly correct, but you need to a really good reason to run more. The two damage split-able ping also replaces itself and against some cards in the format that means HUGE value. It clears half of Lingering Souls and still provides you a card. It allows you to draw while you ping Dark Confidant, Noble Heirarch, Birds of Paradise & other Pestermites. This card just has give me flashback written all over it, which is exactly what Snapcaster Mage provides.
Flame Slash - Sorcery speed. Doesn't go upstairs. But it does kill those must-answer creatures. Most UR Twin decks run a few of these.
Dismember - Instant-speed removal that's capable of killing a Tarmogoyf, but the four life is not irrelevant. The manabase is often punishing, so don't put this in your 75 unless there's no better answer.
Roast - It's on the slower side, but it takes care of pretty much anything on the ground, Siege Rhinos beware. Occasionally you'll even hit a Goyf.
Additional Creatures
Vendilion Clique - A staple of decks that play the tempo game. It clocks the opponent while giving you information and setting up a follow-up combo. These pesky little fae are just the best disruption you have and its on a 3/1 Flyer to boot. Play these faeries during your opponents draw step to disrupt combo or just play em anytime when your opponent seems to have a plan brewing. They'll rip that smug look right off their face! And bite their finger! Remember that you don't always have to target a card, why let your opponent draw something if you don't want them to. If your in need, you can target yourself and discard a card and hope to god you top deck something worth while. Might be too slow for all-in combo decks, maindeck at least.
Snapcaster Mage - Another staple of tempo/control builds; Taigo Chan, whats to say about this guy. He's amazing, he's everything you want him to be and more. Taigo gives the deck options, and for most part options mean trouble. Oh nothing in your graveyard?...watch out he's also an ambush viper. Snapcaster Mage gives flashback to any spell in your graveyard this turn adding value to almost everything in the deck, oh the hijynx. Oh some suggest he's also too slow for all-in combo builds, everything in moderation mother always said.
Grim Lavamancer - Burn on a stick. This demands a removal spell or threatens to run away with the game, and does serious work against Affinity. The card also proficiently trades with Liliana of the Veil (she ticks down, you remove two cards and hit her for 2, she ticks up, you hit her for 2 and during your turn again). Grim Lavamancer is also helpful at taking out some harder to kill targets; Seige Rhino, Tarmagoyf...the list goes on.
Spellskite - Misdirection on a stick. The ideal turn 2 play ahead of a turn 3/4 combo attempt.
Utility
Izzet Charm - Decisions, decisions. What it lacks in raw power it makes up for in versatility. It's not really powerful enough to be a 4-of, and it's often sided out for more focused spells, but it's a strong versatile card for game one. The card has three modes, it soft counters noncreature spells for 2, it pings creatures for 2 or if you need to dig it allows you do dig. Sometimes finding an answer in modern is just necessary, and the dig option is often the preferred choice.
Boomerang - It removes any troubling permanent for a turn, and can be used to attack the opponent's mana base as well. Once again, these are often sided out in games two and three, but answer a broad swath of threats in the unknown environment of game one.
Vapor Snag - Less diverse than its predecessor, but better on the tempo plan.
Mana
Steam Vents/Sulfur Falls - The mix between these two depends entirely on the speed of your deck. Faster decks can't afford to have their early lands come into play tapped, and will skew towards the shockland. Slower decks may be more interested in preserving life, and will lean on the checkland.
Misty Rainforest - The complementary fetchland of choice, mostly because of: RUG. If your playing the UR version any blue fetch and a Breeding Pool suffice to get Ancient Grudge online, that is if your playing it.
Halimar Depths - The interaction between this and fetchlands is incredibly powerful. Just be sure that you're okay with running a land that will always come into play tapped.
V] Sideboard Construction
Sweepers
Anger of the Gods - The most efficient three-toughness sweeper, permanently answering cards like Kitchen Finks and Voice of Resurgence.
Pyroclasm - Cheap and efficient. This can quickly turn the tide against mana dorks and weenie decks, but this got a lot less valuable with the rise of Zoo decks and their armies with three toughness.
Firespout - This can leave your fliers alone, so it may have some value in certain decks in certain matchups.
Engineered Explosives - Slightly less efficient, but deals with a wider variety of threats. If you're running three colors, this can answer just about anything.
Answers
Ancient Grudge - A two-for-one against artifacts. Fantastic for affinity, and does a great job of answering commonly boarded-in hate cards for the Twin combo.
Mizzium Skin - Mostly better than Dispel against decks that don't run blue. It even answers Abrupt Decay and Combust. Combo decks need some in the board; tempo decks prefer to have higher-impact proactive spells generally in the board.
Teferi, Mage of Zhalfir - This guy demands an immediate answer. If he sticks, you have free reign to stick the combo on the next turn. Good against blue decks and decks with loads of removal.
Echoing Truth - A broad answer to whatever your opponent may have in store for you. It's not a permanent answer to anything, but it is a temporary answer to everything. Many decks favor Boomerang, but this is still a viable option.
Threads of Disloyalty - Blue's favorite answer to Goyf. Slower decks can make good use of this card.
Sower of Temptation - Another popular answer for Goyfs in the Junk meta... Dies to Lightning Bolt; which is something Junk doesn't play, but lives through Abrupt Decay. Its a slight increase in permanent survivability, while adding 2 damage to the clock.
Combust - Very powerful; very narrow. A little goes a long way.
Blood Moon - The most powerful mana denial spell available in Modern, but its value moves up and down as the metagame becomes more or less prepared for it. Don't fall into the trap of using this against Tron - they will answer it, but if it sticks it might buy you time. The current meta suggests that this might be powerful enough to main deck.
Sowing Salt/Molten Rain - One-shot attacks on an opponent's mana base. Not as permanently devastating as Blood Moon, but harder to answer. Combo-oriented lists will find this too slow, but tempo or control oriented lists may be attracted to its raw power.
Relic of Progenitus - Graveyard hate, there are too many other choices available. This just happens to be the most popular for both UR and RuG. Just be mindful of how it can affect your own Snapcaster.
Jace, Architect of Thought - So the thought process according to Todd Anderson is that it shuts down a bunch of decks. Say your in the mirror match it turns off your opponents combo by 50% or more (depends on their division of Exarchs to Mites). On top of this both control and tempo love drawing cards...so its being added to draw additional cards vs tempo or control. I can tell you that Anderson was testing it main deck before PT Fate Reforged, Washington, DC.
Alternate Win-Cons
Batterskull - The sideboard beater of choice. Resilient to removal, costs only 5 mana, and creates favorable races. Good for tempo and control builds looking to shore up difficult matchups.
Inferno Titan/Wurmcoil Engine - The fact that these require six mana in a deck that often runs only 23 lands will prove to be a challenge. Stick to Batterskull unless your budget says otherwise.
Thundermaw Hellkite/Stormbreath Dragon - The debate is out and the results are varied. Either way both dragons are a wrecking force and capable of winning the game fast. While Thundermaw clears the skys of Lingering Souls tokens, Stormbreath gets right through them and avoids Path to Exile.
Keranos, God of Storms - This card has been seeing a lot of play online as a one-of in the sideboard to provide long-term card advantage in grindy matchups. The jury is still out on its effectiveness; it's clearly wrong to play two of them, but a one-of in the board generally doesn't create enough of a sample size to know how good it is long-term.
Pithing Needle/Meddling Mage - This only has a 33% chance of success unless your opponent can look at your hand, and even then you can topdeck out of it. Not very scary.
Soul Warden and her sisters - You can beat infinite life, but these guys gain infinite life as you combo. A Deceiver Exarch combo can't beat one, and there isn't any combination of combos that beats two.
Nature's Claim - Your Tron opponent will be casting this off of a Chromatic "egg" - stay vigilant for this play.
Vines of Vastwood - This will counter a Splinter Twin or delay a Kiki-Jiki combo by a turn. Most often seen in Infect or Zoo.
Rakdos Charm - The ultimate feel-bad. Do not combo off in the face of BR postboard if you don't have an answer, unless you can play around it with how many copies you make.
Golgari Charm - Not nearly as played as other enchantment hate, but the versatility of the card makes it a viable option for BGx decks facing down Lingering Souls. I wouldn't expect to see it often, but I also wouldn't be surprised to see it.
Choke/Boil - Both of these cards attack our mana base and demand a response. Recovering from these cards is tricky to say the least, and more than often will result in a game loss.
Widely considered our worst match up, and there's not doubt why. It's as if someone took all the best cards against us and wrapped them up in one tight little midrange package. Thing is its also the most played deck in the format; it was 28% of the field at PT Fate Reforged, though MTGGoldfish suggests that its approximately 15% of the meta. Even with the odds stacked against Twin, it is still possible to squeeze out a victory here. BGx is often suicidal, by this I mean, they inflict alot of damage to themselves; this use to be more true of the decks of yesteryear, which included Dark Confidant. BGx has been known to use this line of play: fetchland to shockland to Thoughtseize (5 life point swing) turn one on the play. With this is mind your best bet is often to out tempo them scratching away at their life bit by bit. Using Deceiver/Pestermites to tap lands and keep them off colour is helpful at buying you time. It's been discussed that many people like the use of Grim Lavamancer in this match up as it helps kill some of the larger grindy critters that are harder to deal with (Tarmogoyf, Siege Rhino, Liliana of the Veil).
This matchup is fairly easy with the amount of burn and removal contained in the deck. Even using Deceiver and Mite to tap down attacking points of poison is a viable option. Don't get me wrong this deck can win on a dime and out of the blue and they defiantly have ways around blockers. Grim Lavamancer is beast in this match up as well.
Things to watch for: Wild Defiance makes things hard for us to remove their critters, unless they are tapping out and your winning next turn, don't let this resolve. There is also a bizarre interruption that occurs when the infect player has Spellskite in play with Wild Defiance and another creature; a spell target the other creature and is redirected to spellskite giving it +3/+3. while this is on the stack, the opponent will trigger spellskites ability repeatedly, triggering wild defiance multiple times. Watch out for the 20 damage swing from the kite. Postsideboard, you have access to a few answers, Nature's Claim, Destructive Revelry, Wear//Tear. Another card to look out for is Vines of the Vastwood, which can prevent you from connecting Twin to the appropriate critter.
Apparently, Affinity is suppose to win against us game one. I've never found this to be the case, that is unless they have a good hand and draw... mind you if they have the nuts draw your gonna loose that match more than likely. I say this because UR Twin is value city vs Affinity, Electrolyze, Bolt Snap Bolt, after board Ancient Grudge.
Things to watch for: Good cards for the match: Sideboard plan:
If you wish to discuss the changes, please go to our main sub where there is a designated thread to do so already. Please keep the out side discussion at a minimum.
Below is the original Primer for the deck, edited only slightly for new cards that have entered modern's card pool.
Banner by Ace5301
INCOMING UPDATES
Modern is a "Turn Four Format." This deck can cast one spell turn 3, then win the game by casting one more spell on Turn 4. Intrigued? Let's keep going.
The core of this deck exploits the interaction between Deceiver Exarch/Pestermite and Splinter Twin/Kiki-Jiki, Mirror Breaker:
The critical turn looks like this:
The power of the combination of these cards gives a high level of flexibility to the rest of the deck, which means that there is a lot of room within this archetype for customization.
There are generally considered to be two distinct archetypes of Splinter Twin decks in Modern:
1 Breeding Pool
1 Cascade Bluffs
2 Desolate Lighthouse
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
4 Sulfur Falls
Creatures
4 Deceiver Exarch
2 Kiki-Jiki, Mirror Breaker
4 Pestermite
2 Spellskite
4 Boomerang
3 Dispel
2 Flame Slash
4 Remand
4 Serum Visions
4 Sleight of Hand
4 Splinter Twin
2 Ancient Grudge
3 Blood Moon
2 Combust
1 Counterflux
2 Mizzium Skin
1 Negate
3 Slagstorm
1 Vendilion Clique
1 Breeding Pool
1 Desolate Lighthouse
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
4 Sulfur Falls
2 Tectonic Edge
Creatures
2 Deceiver Exarch
2 Grim Lavamancer
1 Kiki-Jiki, Mirror Breaker
4 Pestermite
4 Snapcaster Mage
2 Vendilion Clique
2 Cryptic Command
1 Dispel
2 Izzet Charm
4 Lightning Bolt
2 Peek
3 Remand
4 Serum Visions
4 Splinter Twin
2 Ancient Grudge
2 Batterskull
1 Dismember
1 Dispel
1 Engineered Explosives
1 Grim Lavamancer
3 Molten Rain
2 Relic of Progenitus
2 Threads of Disloyalty
Deceiver Exarch - The four toughness means it survives Lightning Bolt. Run as a 4-of in most combo builds, but the fact that it doesn't hit for much reduces utility in tempo builds.
Pestermite - Attacks for two damage with evasion, but dies to everything. This has the opposite problem to Exarch; you love that it can clock the opponent, but you hate that it is so fragile.
Splinter Twin - The cheapest of the duplication effects. Successful decks run four of these, but tempo pilots keep looking for excuses to run fewer. The fewer Splinter Twins in the deck, the more likely you are to have relevant cards to win the fair way - yet your opponent still has to play like you could have a Twin at any time.
Kiki-Jiki, Mirror Breaker - Having the additional duplication effect in the deck is important for consistency, but multiples of these do literally nothing. Usually no more than two.
Opt- This is perhaps the best addition to the deck in recent years, being added to the modern card pool from Amonkhet. Remember, the correct number to run is 1, because while you want to see it every game, you don't want your opponents to see it.
Serum Visions/Sleight of Hand - The best of the remaining 1CC cantrips (RIP Ponder/Preordain); these will almost certainly find their way into your 75. All-In decks will run 4 copies of each; other builds may run less. Serum Visions a staple in every version.
Gitaxian Probe/Peek - Knowledge is power. Just be sure that your deck can afford to pay life for Probe before running it; Peek is superior for decks that need to preserve life. The fact that Probe pumps up your 'Goyf is quite relevant, however. Choose wisely...
Twisted Image - The ultimate fantasy - cantripping removal. Obviously this only hits certain creatures, but blowing out your opponent's T1 Birds/Hierarch is certainly sweet, most importantly Spellskite, expect to play the mirror more and more folks. Higher variance than the Peek effects, but more raw power.
Telling Time - The only thing holding this back is the mana cost. It's not unreasonable to run a few if the curve of your deck can handle it.
Thought Scour - With the banning of Dig Through Time the playability of this card has decreased in the UR and RUg Versions, expect to see it where Delve is strong.
Dispel - Historically, this has been the most efficient spell for protecting the combo, but if Spellstutter Sprite becomes more popular, this goes down in value a little bit. The number of copies depends upon the pace of your deck; the less reliant you are on winning via combo, the fewer you need.
Swan Song - If used to protect a combo, it's at least as good as Dispel, and has random upside in other situations. Possible maindeck answer for Bitterblossom.
Remand - Gives you the ability to interact turn two before comboing off. It digs through your deck as well. Every successful Twin deck has run 3-4 in the main. If played correctly, it can be considered a Time Walk effect, buying you a card and a turn.
Mana Leak - Most Twin decks leave these at home. This archetype isn't interested in trading resources 1-for-1 with the opponent when assembling the combo wins on the spot. However, it is the best early game counter-spell available in modern. And again it proves to be less useful as the game moves on. Thats not to say its useless, if your opponent has to play around this it might slow them down enough to cripple them, even getting your opponent to tap that extra three mana could prove useful if your attempting to get something resolved as well and don't mind using the card wisely to do so.
Pact of Negation - Protects the combo when tapped out; just make sure that you actually win that turn. It's not uncommon to see up to two of these in the 75 for all-in decks. Just realize that once your opponent realizes you have this, they will just pick a fight on their turn instead of yours, seriously hampering the ability of this card to be good. Essentially, this only punishes greedy opponents, which means it's best when it's a surprise.
Cryptic Command - Extremely powerful. Puts a big strain on the mana base. It's worth it. The versatility of the card is what makes it, and it does everything you want from blue... bounce, draw, counter and even tapout effects are all strong. It buys turns, and it does two of these things at once, now thats some good value. In a pinch you could even keep your opponent off colour by bouncing their land.
Spell Snare - Spell snare is a very effective counter in this format, deal with threats the likes of Tarmogoyf, Dark Confidant & Snapcaster Mage. It even counters counter-spells like mana leak and remand. Its a great addition to any counter spell arsenal, however its narrow only dealing with cards with two casting cost. It might just sit around in your hand, it might be a blow out.
Negate/Spell Pierce - These answer threats that often matter more after sideboard. It's not uncommon to see these in the board, but Dispel hits most everything these would hit in game one.
Lightning Bolt - The gold standard of red removal. Sadly, what this card fails to kill the must-answer creatures: Spellskite and Linvala, Keeper of Silence, it makes up for in targeting your opponent. If your build is all-in on the combo, this just doesn't make the cut. Tempo builds will often run 4 alongside Snapcaster Mage.
Electrolyze - Now this is real cantripping removal. Finding the right number of these can be tricky; in combo builds, it's certainly zero. In tempo builds, playing one is almost certainly correct, but you need to a really good reason to run more. The two damage split-able ping also replaces itself and against some cards in the format that means HUGE value. It clears half of Lingering Souls and still provides you a card. It allows you to draw while you ping Dark Confidant, Noble Heirarch, Birds of Paradise & other Pestermites. This card just has give me flashback written all over it, which is exactly what Snapcaster Mage provides.
Flame Slash - Sorcery speed. Doesn't go upstairs. But it does kill those must-answer creatures. Most UR Twin decks run a few of these.
Dismember - Instant-speed removal that's capable of killing a Tarmogoyf, but the four life is not irrelevant. The manabase is often punishing, so don't put this in your 75 unless there's no better answer.
Roast - It's on the slower side, but it takes care of pretty much anything on the ground, Siege Rhinos beware. Occasionally you'll even hit a Goyf.
Vendilion Clique - A staple of decks that play the tempo game. It clocks the opponent while giving you information and setting up a follow-up combo. These pesky little fae are just the best disruption you have and its on a 3/1 Flyer to boot. Play these faeries during your opponents draw step to disrupt combo or just play em anytime when your opponent seems to have a plan brewing. They'll rip that smug look right off their face! And bite their finger! Remember that you don't always have to target a card, why let your opponent draw something if you don't want them to. If your in need, you can target yourself and discard a card and hope to god you top deck something worth while. Might be too slow for all-in combo decks, maindeck at least.
Snapcaster Mage - Another staple of tempo/control builds; Taigo Chan, whats to say about this guy. He's amazing, he's everything you want him to be and more. Taigo gives the deck options, and for most part options mean trouble. Oh nothing in your graveyard?...watch out he's also an ambush viper. Snapcaster Mage gives flashback to any spell in your graveyard this turn adding value to almost everything in the deck, oh the hijynx. Oh some suggest he's also too slow for all-in combo builds, everything in moderation mother always said.
Grim Lavamancer - Burn on a stick. This demands a removal spell or threatens to run away with the game, and does serious work against Affinity. The card also proficiently trades with Liliana of the Veil (she ticks down, you remove two cards and hit her for 2, she ticks up, you hit her for 2 and during your turn again). Grim Lavamancer is also helpful at taking out some harder to kill targets; Seige Rhino, Tarmagoyf...the list goes on.
Spellskite - Misdirection on a stick. The ideal turn 2 play ahead of a turn 3/4 combo attempt.
Izzet Charm - Decisions, decisions. What it lacks in raw power it makes up for in versatility. It's not really powerful enough to be a 4-of, and it's often sided out for more focused spells, but it's a strong versatile card for game one. The card has three modes, it soft counters noncreature spells for 2, it pings creatures for 2 or if you need to dig it allows you do dig. Sometimes finding an answer in modern is just necessary, and the dig option is often the preferred choice.
Boomerang - It removes any troubling permanent for a turn, and can be used to attack the opponent's mana base as well. Once again, these are often sided out in games two and three, but answer a broad swath of threats in the unknown environment of game one.
Vapor Snag - Less diverse than its predecessor, but better on the tempo plan.
Steam Vents/Sulfur Falls - The mix between these two depends entirely on the speed of your deck. Faster decks can't afford to have their early lands come into play tapped, and will skew towards the shockland. Slower decks may be more interested in preserving life, and will lean on the checkland.
Scalding Tarn - Always run four.
Misty Rainforest - The complementary fetchland of choice, mostly because of: RUG. If your playing the UR version any blue fetch and a Breeding Pool suffice to get Ancient Grudge online, that is if your playing it.
Stomping Ground/Breeding Pool- Even all-in decks run Ancient Grudge in the sideboard, and a single fetchable green source in the main supports the flashback.
Cascade Bluffs - Helps out with the rough mana requirements of key spells. Generally a one- or two-of.
Shivan Reef - The pinging over time adds up a lot. Even the most aggressive combo decks leave these at home.
Desolate Lighthouse - One of the best utility lands when the game comes down to topdeck wars.
Tectonic Edge - Useful to punish greedy manabases in tempo lists that have already pushed through a threat. Helpful against countless lands that terrorize modern (Gavony Township, Vault of the Archangel, Treetop Village, Urza Lands, etc, etc).
Halimar Depths - The interaction between this and fetchlands is incredibly powerful. Just be sure that you're okay with running a land that will always come into play tapped.
Anger of the Gods - The most efficient three-toughness sweeper, permanently answering cards like Kitchen Finks and Voice of Resurgence.
Pyroclasm - Cheap and efficient. This can quickly turn the tide against mana dorks and weenie decks, but this got a lot less valuable with the rise of Zoo decks and their armies with three toughness.
Firespout - This can leave your fliers alone, so it may have some value in certain decks in certain matchups.
Engineered Explosives - Slightly less efficient, but deals with a wider variety of threats. If you're running three colors, this can answer just about anything.
Ancient Grudge - A two-for-one against artifacts. Fantastic for affinity, and does a great job of answering commonly boarded-in hate cards for the Twin combo.
Mizzium Skin - Mostly better than Dispel against decks that don't run blue. It even answers Abrupt Decay and Combust. Combo decks need some in the board; tempo decks prefer to have higher-impact proactive spells generally in the board.
Teferi, Mage of Zhalfir - This guy demands an immediate answer. If he sticks, you have free reign to stick the combo on the next turn. Good against blue decks and decks with loads of removal.
Echoing Truth - A broad answer to whatever your opponent may have in store for you. It's not a permanent answer to anything, but it is a temporary answer to everything. Many decks favor Boomerang, but this is still a viable option.
Counterflux - A one-of in sideboards to deal with must-answers (e.g., Scapeshift).
Threads of Disloyalty - Blue's favorite answer to Goyf. Slower decks can make good use of this card.
Sower of Temptation - Another popular answer for Goyfs in the Junk meta... Dies to Lightning Bolt; which is something Junk doesn't play, but lives through Abrupt Decay. Its a slight increase in permanent survivability, while adding 2 damage to the clock.
Izzet Staticaster - Great vs tokens. Say goodbye to those pesky Lingering Souls.
Combust - Very powerful; very narrow. A little goes a long way.
Blood Moon - The most powerful mana denial spell available in Modern, but its value moves up and down as the metagame becomes more or less prepared for it. Don't fall into the trap of using this against Tron - they will answer it, but if it sticks it might buy you time. The current meta suggests that this might be powerful enough to main deck.
Sowing Salt/Molten Rain - One-shot attacks on an opponent's mana base. Not as permanently devastating as Blood Moon, but harder to answer. Combo-oriented lists will find this too slow, but tempo or control oriented lists may be attracted to its raw power.
Relic of Progenitus - Graveyard hate, there are too many other choices available. This just happens to be the most popular for both UR and RuG. Just be mindful of how it can affect your own Snapcaster.
Jace, Architect of Thought - So the thought process according to Todd Anderson is that it shuts down a bunch of decks. Say your in the mirror match it turns off your opponents combo by 50% or more (depends on their division of Exarchs to Mites). On top of this both control and tempo love drawing cards...so its being added to draw additional cards vs tempo or control. I can tell you that Anderson was testing it main deck before PT Fate Reforged, Washington, DC.
Batterskull - The sideboard beater of choice. Resilient to removal, costs only 5 mana, and creates favorable races. Good for tempo and control builds looking to shore up difficult matchups.
Inferno Titan/Wurmcoil Engine - The fact that these require six mana in a deck that often runs only 23 lands will prove to be a challenge. Stick to Batterskull unless your budget says otherwise.
Thundermaw Hellkite/Stormbreath Dragon - The debate is out and the results are varied. Either way both dragons are a wrecking force and capable of winning the game fast. While Thundermaw clears the skys of Lingering Souls tokens, Stormbreath gets right through them and avoids Path to Exile.
Keranos, God of Storms - This card has been seeing a lot of play online as a one-of in the sideboard to provide long-term card advantage in grindy matchups. The jury is still out on its effectiveness; it's clearly wrong to play two of them, but a one-of in the board generally doesn't create enough of a sample size to know how good it is long-term.
Spellskite - Redirects Splinter Twin and Pestermite. It cannot redirect Deceiver Exarch or Kiki-Jiki, Mirror Breaker, however. Main deck answers include Flame Slash, Double Lightning Bolt, Lighting Bolt + Elecrolyze, Cryptic Command. Sideboard options are Ancient Grudge, Shatterstorm
Linvala, Keeper of Silence - Be wary that this can come out of nowhere with Chord of Calling. Since the demise of Pod, she's seeing less play. HOWEVER, that doesn't mean you should not be weary. Main deck answers include Flame Slash, Double Lightning Bolt, Lighting Bolt + Elecrolyze, Cryptic Command.
Pithing Needle/Meddling Mage - This only has a 33% chance of success unless your opponent can look at your hand, and even then you can topdeck out of it. Not very scary.
Torpor Orb - Seen in a wide variety of decks. Ancient Grudge wont mind targeting this.
Blind Obedience/Imposing Sovereign - These just slow you down one turn. Combo off on your opponent's end step, then untap and attack.
Suppression Field/Ghostly Prison/Ensnaring Bridge - Rarely seen, but effective. Make sure blue bounce is somewhere in your 75 (or that you can just win the fair way).
Soul Warden and her sisters - You can beat infinite life, but these guys gain infinite life as you combo. A Deceiver Exarch combo can't beat one, and there isn't any combination of combos that beats two.
Abrupt Decay/Combust/Rending Volley- These are why you put Mizzium Skin in your sideboard.
Nature's Claim - Your Tron opponent will be casting this off of a Chromatic "egg" - stay vigilant for this play.
Vines of Vastwood - This will counter a Splinter Twin or delay a Kiki-Jiki combo by a turn. Most often seen in Infect or Zoo.
Rakdos Charm - The ultimate feel-bad. Do not combo off in the face of BR postboard if you don't have an answer, unless you can play around it with how many copies you make.
Golgari Charm - Not nearly as played as other enchantment hate, but the versatility of the card makes it a viable option for BGx decks facing down Lingering Souls. I wouldn't expect to see it often, but I also wouldn't be surprised to see it.
Choke/Boil - Both of these cards attack our mana base and demand a response. Recovering from these cards is tricky to say the least, and more than often will result in a game loss.
Widely considered our worst match up, and there's not doubt why. It's as if someone took all the best cards against us and wrapped them up in one tight little midrange package. Thing is its also the most played deck in the format; it was 28% of the field at PT Fate Reforged, though MTGGoldfish suggests that its approximately 15% of the meta. Even with the odds stacked against Twin, it is still possible to squeeze out a victory here. BGx is often suicidal, by this I mean, they inflict alot of damage to themselves; this use to be more true of the decks of yesteryear, which included Dark Confidant. BGx has been known to use this line of play: fetchland to shockland to Thoughtseize (5 life point swing) turn one on the play. With this is mind your best bet is often to out tempo them scratching away at their life bit by bit. Using Deceiver/Pestermites to tap lands and keep them off colour is helpful at buying you time. It's been discussed that many people like the use of Grim Lavamancer in this match up as it helps kill some of the larger grindy critters that are harder to deal with (Tarmogoyf, Siege Rhino, Liliana of the Veil).
Things to watch for: Scavenging Ooze with open green sources of mana, nullify Snapcaster Mage.
Good cards for the match:
Sideboard plan: Blood Moon, Batterskull, Threads of Disloyalty, Sower of Temptation, Thundermaw Hellkite, Stormbreath Dragon.
This matchup is fairly easy with the amount of burn and removal contained in the deck. Even using Deceiver and Mite to tap down attacking points of poison is a viable option. Don't get me wrong this deck can win on a dime and out of the blue and they defiantly have ways around blockers. Grim Lavamancer is beast in this match up as well.
Things to watch for: Wild Defiance makes things hard for us to remove their critters, unless they are tapping out and your winning next turn, don't let this resolve. There is also a bizarre interruption that occurs when the infect player has Spellskite in play with Wild Defiance and another creature; a spell target the other creature and is redirected to spellskite giving it +3/+3. while this is on the stack, the opponent will trigger spellskites ability repeatedly, triggering wild defiance multiple times. Watch out for the 20 damage swing from the kite. Postsideboard, you have access to a few answers, Nature's Claim, Destructive Revelry, Wear//Tear. Another card to look out for is Vines of the Vastwood, which can prevent you from connecting Twin to the appropriate critter.
Good cards for the match: Lightning Bolt, Spellskite, Grim Lavamancer
Sideboard plan: Ancient Grudge, Nature's Claim, Wear / Tear, Destructive Revelry, Anger of The Gods, Engineered Explosives
This match up can be very difficult.
Things to watch for:
Good cards for the match:
Sideboard plan: Dragon's Claw, Negate, Dispel, Monastery Siege.
Apparently, Affinity is suppose to win against us game one. I've never found this to be the case, that is unless they have a good hand and draw... mind you if they have the nuts draw your gonna loose that match more than likely. I say this because UR Twin is value city vs Affinity, Electrolyze, Bolt Snap Bolt, after board Ancient Grudge.
Things to watch for:
Good cards for the match:
Sideboard plan:
Things to watch for:
Good cards for the match:
Sideboard plan:
Things to watch for:
Good cards for the match:
Sideboard plan:
Things to watch for:
Good cards for the match:
Sideboard plan:
4 Deceiver Exarch
3 Snapcaster Mage
4 Tarmogoyf
1 Keranos, God of Storms
SPELLS (24)
4 Serum Visions
1 Cryptic Command
4 Dig Through Time
3 Remand
2 Spell Snare
3 Thought Scour
2 Dismember
4 Lightning Bolt
1 Izzet Charm
2 Splinter Twin
LANDS (22)
1 Breeding Pool
1 Desolate Lighthouse
1 Forest
1 Hinterland Harbor
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Stomping Ground
3 Sulfur Falls
2 Ancient Grudge
2 Anger of the Gods
2 Batterskull
1 Combust
2 Dispel
1 Engineered Explosives
1 Nature's Claim
2 Negate
1 Spellskite
1 Threads of Disloyalty
3 Snapcaster Mage
2 Vendilion Clique
4 Deceiver Exarch
2 Pestermite
SPELLS (21)
1 Flame Slash
4 Serum Visions
1 Peek
1 Dispel
2 Electrolyze
2 Spell Snare
2 Cryptic Command
4 Remand
4 Lightning Bolt
4 Splinter Twin
LANDS (24)
4 Misty Rainforest
4 Scalding Tarn
4 Sulfur Falls
1 Stomping Ground
3 Steam Vents
1 Desolate Lighthouse
1 Tectonic Edge
1 Mountain
5 Island
1 Dispel
1 Flame Slash
2 Keranos, God of Storms
2 Blood Moon
2 Spellskite
1 Negate
1 Ancient Grudge
1 Pyroclasm
1 Threads of Disloyalty
1 Jace, Architect of Thought
1 Shatterstorm
1 Anger of the Gods
4 Snapcaster Mage
4 Deceiver Exarch
2 Pestermite
SPELLS (21)
4 Serum Visions
2 Sleight of Hand
3 Remand
2 Mana Leak
2 Spell Snare
3 Cryptic Command
4 Lightning Bolt
1 Electrolyze
4 Splinter Twin
2 Blood Moon
LAND (23)
1 Mountain
10 Island
3 Steam Vents
1 Breeding Pool
4 Scalding Tarn
2 Misty Rainforest
2 Flooded Strand
1 Blood Moon
3 Ancient Grudge
2 Dispel
2 Anger of the Gods
2 Batterskull
1 Vedalken Shackles
1 Vendilion Clique
1 Engineered Explosives
1 Nature's Claim
1 Wurmcoil Engine
2 Grim Lavamancer
4 Snapcaster Mage
1 Vendilion Clique
3 Pestermite
1 Deceiver Exarch
3 Tasigur, the Golden Fang
SPELLS (21)
4 Serum Visions
3 Thought Scour
4 Lightning Bolt
2 Spell Snare
4 Remand
2 Terminate
2 Cryptic Command
3 Splinter Twin
LANDS (22)
2 Sulfur Falls
3 Steam Vents
1 Breeding Pool
1 Watery Grave
1 Blood Crypt
3 Island
1 Mountain
1 Swamp
4 Polluted Delta
4 Scalding Tarn
1 Flooded Strand
1 Vendilion Clique
3 Ancient Grudge
1 Vandalblast
2 Engineered Explosives
1 Keranos, God of the Storms
1 Batterskull
1 Dispel
2 Negate
1 Counterflux
2 Sower of Temptation
2 Grim Lavamancer
4 Snapcaster Mage
3 Tasigur, the Golden Fang
3 Pestermite
2 Deciever Exarch
SPELLS (19)
4 Lightning Bolt
2 Terminate
4 Remand
2 Spell Snare
3 Thought Scour
4 Serum Visions
3 Splinter Twin
2 Spreading Seas
LAND (22)
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Blood Crypt
1 Watery Grave
4 Island
1 Swamp
1 Mountain
2 Tectonic Edge
2 Sulfur Falls
1 Relic of Progenitus
1 Spreading Seas
1 Shatterstorm
2 Engineered Explosives
2 Dispel
2 Batterskull
1 Rakdos Charm
1 Spellskite
1 Negate
2 Blood Moon
1 Vandalblast
3 Spellskite
4 Humble Defector
1 Deceiver Exarch
1 Pestermite
1 Snapcaster Mage
1 Kiki-Jiki, Mirror Breaker
SPELLS (2)
1 Thoughtseize
1 Inquisition of Kozilek
ENCHANTMENT (4)
4 Splinter Twin
4 Scalding Tarn
4 Polluted Delta
2 River of Tears
1 Blood Crypt
1 Steam Vents
1 Stomping Ground
1 Cascade Bluffs
1 Sulfur Falls
1 Mountain
1 Ancient Grudge
4 Deceiver Exarch
2 Pestermite
3 Snapcaster Mage
2 Grim Lavamancer
2 Vendilion Clique
SPELLS (20)
4 Serum Visions
1 Flame Slash
2 Cryptic Command
4 Lightning Bolt
4 Remand
2 Electrolyze
1 Dispel
1 Peek
1 Spell Snare
4 Splinter Twin
LANDS (23)
4 Scalding Tarn
3 Misty Rainforest
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
1 Desolate Lighthouse
1 Tectonic Edge
5 Island
1 Mountain
1 Wooded Foothills
1 Dispel
2 Ancient Grudge
1 Dismember
2 Blood Moon
1 Spellskite
1 Engineered Explosives
1 Sower of Temptation
2 Keranos, God of Storms
1 Jace, Architect of Thought
1 Shatterstorm
2 Negate
Nothing Scheduled
4 Deceiver Exarch
1 Grim Lavamancer
2 Pestermite
4 Snapcaster Mage
1 Vendilion Clique
Spells (25)
2 Blood Moon
4 Splinter Twin
1 Cryptic Command
2 Electrolyze
4 Lightning Bolt
4 Remand
1 Spell Pierce
1 Spell Snare
1 Roast
4 Serum Visions
1 Sleight of Hand
4 Island
1 Mountain
1 Cavern of Souls
1 Desolate Lighthouse
1 Ghost Quarter
4 Misty Rainforest
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
1 Batterskull
1 Spellskite
1 Sower of Temptation
1 Blood Moon
2 Ancient Grudge
1 Dismember
1 Dispel
2 Negate
1 Teferi, Mage of Zhalfir
1 Keranos, God of Storms
1 Jace, Architect of Thought
2 Anger of the Gods
Singapore
4 Deceiver Exarch
4 Snapcaster Mage
2 Pestermite
1 Vendilion Clique
Spells (22)
4 Serum Visions
1 Roast
4 Remand
4 Lightning Bolt
2 Electrolyze
2 Cryptic Command
1 Twisted Image
1 Spell Snare
3 Dispel
4 Splinter Twin
Land (23)
4 Scalding Tarn
4 Misty Rainforest
4 Island
1 Mountain
1 Stomping Ground
2 Desolate Lighthouse
1 Cavern of Souls
3 Steam Vents
3 Sulfur Falls
1 Roast
2 Blood Moon
1 Grim Lavamancer
1 Negate
2 Keranos, God of Storms
2 Jace, Architect of Thought
1 Teferi, Mage of Zhalfir
2 Ancient Grudge
2 Pyroclasm
1 Rending Volley
Pittsburgh, PA, USA
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
RG Titan Scapeshift GR
UBWAd Nauseam WBU
CEldrazi TronC
Legacy: UWR Miracles [https://deckstats.net/decks/44442/1092831-uwr-miracles-2]
Abzan Traverse / Traverse Shadow / UR Kiki
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Saw through it immediately, but still disheartening that it's so much of a joke at this point.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Would read again.
KnightfallGWUR
Azorius Control UW
Burn RBG
C Long Live Eldrazi C