Also I;m Running Preordain, and i've switched them for Telling time. I think its a better card and it digs 3 deep... also instant = good?
I'm not sure how I feel about Telling Time. Instant speed dig is cool, but having to bottom one of the cards can hurt sometimes, and the fact that it costs 2 as opposed to 1 is actually a big deal.
I like your list, Koopa, but there are a few nuances. Namely, how do you like the absence of Bolt and Firespout in favor of Terminate, Repeal, and Damnation? Also, how do you like 2 Cruel instead of 3?
I disagree with the Planeswalkers argument. 4 mana fog is terribad, and the threat they provide is actually rather minimal unless it's incredibly late game and you have them on lockdown. If you want a fog walker that badly, Gideon is your go-to guy, but I don't think he's terribly relevant in this format.
I can see your point on Mirran Crusader, but I don't think one creature is enough to convince me that Firespout is bad, especially when the premier aggro decks (Zoo, Affinity, Jund) elect to not run him or can't. I also have Bolt to deal with him if necessary. Bolt also handles Magus of the Moon.
Your argument about needing G is fine, but doesn't always hold up. Most of the beaters we need to kill in mass quantities are on the ground, not in the air.
If you actually play enough cheap removal you can afford to play damnation over firespout on the fact that it is simply better and you can have the extra turn if you killed 1 of their creatures dead.
This likely ends up being a preference thing. I mostly like Firespout because, in this format, it is often just a board wipe. I run 6 1cmc removal spells and still seem to always enjoy seeing it (when it's not dead, of course).
3 Cruel Ultimatum is preference. I hate 3 because I always draw them and 2 is pretty much better because you are more likely to draw action instead of another cruel ultimatum when you are stuck on 4 lands.(It happens)
I'm actually in the opposite boat. I never seem to draw one if I only have 2.
I feel like if you just play teachings that you don't have to play Blue Sun because it is really overcosted and you definitely won't resolve it against another control deck unlike teachings which they let happen simply because I can just flash it back to get the +1 anyway.
My problem with Teachings is that it really requires a package, and I can't seem to fit a package into my list. What would I fetch? Capsize isn't legal, Cryptic fetch is good but not gamebreaking, Charm is questionable, and removal is often bad. Teferi is fine, but is really only good in the control mirror. I want my 4cmc+ spell to just win me the game, and Teachings doesn't feel like it does that.
On a side note, what do people think about a Trinket Mage package? Engineered Explosives, Pithing Needle, and Relic of Progenitus/Tormod's Crypt all seem really good. There are also sideboard possibilities in Chalice of the Void, Brittle Effigy, etc.
Why Mana Leak over Rune Snag? If you're playing a playset, Rune Snag is almost certainly better, since drawing them in multiples late game isn't completely dead against some decks.
Why Damnation over a quicker board wipe like Firespout? This deck plays a lot of tap lands, hitting a turn 3 board wipe on turn 4 isn't unlikely, and will often save you many lost games as opposed to dying the turn before you 5th turn Wrath.
Why only 2 Cruel? Have you tested 3? Is 2 significantly better? I'm not seeing the draw power to consistently see one of 2.
Why Sorin's Vengeance?
Why 2/2 Path/Terminate? Why not 3/1 or 4/0? Path is arguably just better if you can play it.
Why Oblivion Ring? What does it do for you that Cryptic generally won't?
I don't think Ajani has a place in this deck. You don't have sufficient resources to protect him until late game, where he becomes almost irrelevant.
I don't think Chandra fits in here, either. Copying a Cruel (or a Vengeance) is cool, but will likely never happen, since that would require 11 mana and them to not have disruption or dudes to beat her down before you hit 11 (should you play her before then).
Why no Bolts as more fast removal?
Why Go for the Throat in the side? Terminate/Path are just better.
Why Wrath of God/Slagstorm? Double cost of any color besides Blue (barring Cruel) is incredibly tough in this deck (though Black is manageable), and there's a decent chance you don't hit RR on turn 3 or WW on turn 4. This is why we came to the consensus that Firespout is the correct board wipe for the deck (and the meta), while Damnation is the correct hard board wipe in the sideboard as a singleton.
Timely Reinforcements seems rather lackluster in this format. It's a great card, don't get me wrong. I'm just not sure it fits.
Given how the format is shaping up to be, would Trickbind be powerful enough hate to warrant a place in this deck?
I'm debating taking out the Inquisitions for them. I will be testing tonight and tomorrow to see how they hold up. They are powerful in almost every matchup: fetchland triggers, Eldrazi cast effects, Persist, Hive Mind triggers, etc.
Classic disruption spells always start with Inquisition of Kozilek and Thoughtsieze and in this case I'd like to start with a playset of I.o.K just caz it hits a lot in this aggro/combo meta and does not shock you. That's not to say Thoughtseize won't be in my 75 but for now I'm placing a few in my side.
Inquisition is fine in this format, but Thoughtseize might be too risky with all of the random aggro running around (2 life makes more of a difference than you think it does). I've been running the playset of Inquisition with relative success, it's definitely a great card and has a place against most decks.
NOW, time for da counters fellas! I want start off the festivities with 3 Cryptic Command. Not really a need to explain so let's move on to playsets! I def want a playset of Remand caz it's great against combo and at least buys me a turn against aggro while drawing me a card!
3 Cryptic is wrong. 4 Cryptic is correct. It's what makes this deck. Also, I would run Rune Snag instead of Remand if you want more counters, but I'm only running the playset of Cryptic.
I'd like to run a playset of Esper Charm to provide gas and be able to pluck the last couple cards from my opponents hand!
I'm running a pair of Blue Sun's Zenith as my main draw spell, and this allows me to be aggressive with my Esper Charms. Worth a consideration, probably.
As far as dudes go I know I want to run Vendilion Clique but after that Id like to run Baneslayer for it's ability to beat and defend!
Maybe a singleton Grave Titan to finish games for me.
Vendilion Clique is definitely a powerhouse, but I keep it sided. Its true power lies in breaking open the control mirror, and it has uses against combo. Aggro? It's a 3/1 blocker that might just get Bolted anyways. Not entirely appealing.
I don't see the merit of Baneslayer right now. My combination of Bolts, Paths, Firespouts, and Cryptics has always left me at a fairly high life total against aggro (somewhere in the low teens), so Baneslayer has never been necessary to clinch games from aggro. Plus, WW mainboard can be difficult. I prefer to just go with a pair of Grave Titan.
Round things out with removal! Path to Exile has always had a spot on my white decks and I don't see a reason to stop; 4 of def! Wrath of God and Damnation shall be in da mix.
4of Path has been questionable for me. I like the 4/2 split between Bolt and Path, though I could see an argument for running a 3/3 split. I think 4 Path mainboard is just wrong, though. Also, Firespout is probably just better right now than Wrath or Damnation.
Manabase will need work but I made room for 27 lands as I also want to pimp a couple Ghost Quarter.
Testing has shown that 26 lands is the correct number, and Ghost Quarter definitely doesn't fit in this deck. If you need land destruction, Fulminator Mage is a great sideboard option.
Ponder might be better in your mainboard since you run the full set of Tarns, but I'm still not convinced. I really feel like you have to be running upwards of 6 fetches to make Ponder that much better than Preordain. But then, I'm mostly just a sucker for Scry effects and stacking my deck. I care a little bit less about sculpting my hand (at that time) and more about stacking my deck with things I might need later. Nothing feels worse than Pondering and seeing 2 bad cards + 1 good card and having to keep either all or none of them (assuming you don't have the fetch).
Also, how is 2 Cruels running for you? I used to run 2 but found my draws into them to be lacking short of Blue Sun, and I didn't want to run more copies of Blue Sun than I needed to.
Why Wall of Reverence? Are you that afraid of aggro that you need life-gain to beat them? Removal should do you a world of good against them, as should Firespout > Fallout, Bolt > Slash, etc. Merfolk is the only deck that cares about the difference between Spout and Fallout, and Fallout is better as a sideboard card. As for Bolt > Slash, well... most creatures in this format that you worry about are either x/6's or x/<=3's. Instant speed is a big deal when that's the situation, so I'd say Bolt is just better.
Why Soul Manipulation? What are you getting out of it that Cryptic can't give you? Disentomb is cool and all, but I'd much rather use my Cruels for that purpose.
Why Soul Manipulation? What are you getting out of it that Cryptic can't give you? Disentomb is cool and all, but I'd much rather use my Cruels for that purpose.
Why Terminate over Path to Exile? Path to Exile is generally just better.
Why Broodmate Dragon over Grave Titan? Grave Titan produces more power over more bodies on hit, is less strenuous on the mana cost, and makes more bodies over time. Flying on Broodmate is really the only thing it has going for it over Mr. Gravey.
Celestial Purge mainboard? Are you seeing that many B/R permanents to care that much about getting rid of them?
Also, for those interested, we have results from the first official Modern Daily on MODO. One Cruel list went 3-1:
His deck is very heavily favored against aggro, from what I can see. 8 1 mana removal spells, 2 Wrath effects, 4 Repeals, 3 Baneslayers (!), with 3 Kitchen Finks from the board. However, I think he's a bit too heavily boarded against aggro and too unconcerned with the combo decks and 12post. However, Ensnaring Bridge is VERY interesting, I might give it another go in the side (although a few on here have suggested it before).
What does everyone think on spot discard in the current meta? I think Inquisition of Kozilek might be decent right now, since the format is full of 3-or-less drops and the lifeloss on Thoughtseize might hurt the aggro matchup too much.
hey look another deck that scoops to blood moon. Man I love this meta game.
Scooping to Blood Moon, although a big weakness, does not make the archetype unplayable. It's still quite a good control deck, and probably one of the few Blue-based ones that will make it to tables at Philly.
What does everyone think of Blue Sun's Zenith as a repeatable card advantage engine? I've been playing with it for a week or so now and find that it helps me grind my opponent out, and also allows me to use my Esper Charms for something other than Instant-speed Divination (I like to use mine as aggressive discard, more than anything).
Also, this is my current list (along with a small write-up), for anyone interested:
Creatures: Mulldrifter is a fairly standard choice. Divination on a stick is nothing to scoff at, especially when the stick is a 2/2 flier. Not to mention that I can Evoke for cards in a pinch, adding some bonus synergy with Cruel Ultimatum.
Grave Titan is my finisher of choice. He ends the game in 2 swings, and even having him swing once creates enough board presence to potentially outlast your opponent. The bodies he leaves behind can serve as a nice beatdown swarm or as chump blockers, if necessary, and this slight resistance to Path is what made me choose him over Wurmcoil Engine as my main beatstick.
Removal:
I've found 6 1-mana removal spells to be sweet spot, and I obviously want to draw more Bolts early game than Paths, so I've maxed out on those and gone for only 2 Path to Exile (with another in the sideboard). 3 Firespout round out my mainboard removal package, serving as an absolute house against Zoo decks. Bolting a Nacatl turn 1 is a huge tempo swing, and wiping their board turn 3 with Spout is almost always a win.
Utility Spells:
Cryptic Command is a no-brainer, and deserves 4 slots in this deck regardless of build, I believe. The card is too good to not run, and UUU isn't as hard on the mana base as you'd think it would be.
Esper Charm serves as another utility spell. Whether it becomes Divination, Mind Rot, or Demystify, the point of this card is it's lack of a dead state at any point in the game (and at Instant speed!). With my card advantage package, I tend to use these as aggressive Mind Rots, which helps me improve my combo matchup, as they may be forced to discard crucial spells.
Preordain is a filter-engine. Stacking the deck from early to late game, bottoming extra Ultimatums or Titans when I already have the board on lock-down, etc. I believe it was Chapin that said "Drawing a land can be bad. Drawing a spell can be bad. Drawing Preordain is never bad."
Spreading Seas is a personal choice. I don't like the 12-post matchup preboard, so I wanted to try and fix it up a little bit with some mainboard land-destruction. Fulminator Mage, while good, could prove less than useful, so I turned to my trust set of cantripping Seas. I must admit, I have a slight fetish for cantrips. :3
Card Advantage:
Cruel Ultimatum is the namesake of the deck. Run 3, resolve one, win the game.
Blue Sun's Zenith is my repeatable CA engine. Shuffling back into my library is huge, and it also effectively makes me immune to mill, since I can always cast it for 0 and shuffle it back in. That being said, the Instant speed is what really drew me to this over Mind Spring, despite the shuffle effect. I wanted a scalable, repeatable card advantage engine (RIP Jace) to help propel myself into the late game, and it has one me multiple games as I buried my opponent in CA on the end of their turn, untapped, and promptly cast Ultimatum. The card wins games, I'm telling you.
Sideboard:
Fulminator Mage is my second 4-of land destruction spell for the Cloudpost matchup. His sacrifice effect makes him synergize with Ultimatum incredibly well, and the ultimate goal in this matchup is to lock them off of Cloudpost ramp. Once that is done, the game is essentially won.
Thoughtseize and Vendilion Clique are my anti-combo cards (and also come in against 12-post). Ripping key spells from their hand seems like a good gameplan against combo decks, and it really allows me to save Cryptics for must-counter spells. They have a Melira and a Finks but no sac outlet? Save it for the outlet. Twin and no Exarch? Keep Path mana up for when they finally do play the little bugger. etc. Information is your most potent weapon against combo, and these cards do it better than any others.
Maelstrom Pulse is my catch-all removal spell, and doubles as a board wipe against token decks (should those exist). If I feel like the 4 Bolt, 3 Path, 3 Spout isn't enough, I'll side these guys in for good measure. Or, if I'm up against Pyromancer or some artifact-based deck, Pulse comes doubly in handy.
Damnation and Path to Exile are my anti-aggro sideboard measures. Path almost always comes in, Damnation is more of a tool against mid-range. I will side it in if I am particularly having trouble with large Goyfs, but I don't worry too much otherwise.
Identity Crisis and Teferi, Mage of Zhalfir are my cards for the control mirrors. Both are absolutely game-breaking. Crisis is huge amounts of card advantage (especially against any Sun Titan based decks), while Teferi forces them to use counter magic on their turn, while I can tap out for threats on their turn and play draw-go the rest of the game.
DaGarver. I can't agree with that. Elspeth is the second best planeswalker ever printed. Plus superfriends has to tapout to do stuff. Combo decks would have way too much of a field day against it.
While Elspeth might be the second best planeswalker ever printed, I wouldn't play her in any variant of this deck. The only one I can see myself legitimately running is banned.
I would almost certainly play Ajani Vengeant before Elspeth, simply because Ajani lends himself more to a Control archetype and does you a lot of good in the top matchups (Zoo, Jund, 12-post). Plus, his Ult is just crippling.
That being said, I've tested both and found them to be suboptimal. If you run tons of ways to protect Ajani, he might be worth it. If Jace were still legal, I would most certainly be playing All-American Superfriends. Speculation aside, though, I don't think either is worth it as more than a 1-of, simply because you lose a huge investment to a Maelstrom Pulse or an O-Ring.
What mass removal suite do you guys think is best. I just want to hear opinions and reasons.
3 Firespout mainboard, singleton Consume the Meek sideboard. I'm a sucker for Instant speed, and I'm more concerned about killing beefy Goyfs than higher CMC dudes. Although Damnation does nab Thrun, but I don't expect to see a ton of him.
I'm not sure how I feel about Telling Time. Instant speed dig is cool, but having to bottom one of the cards can hurt sometimes, and the fact that it costs 2 as opposed to 1 is actually a big deal.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
I can see your point on Mirran Crusader, but I don't think one creature is enough to convince me that Firespout is bad, especially when the premier aggro decks (Zoo, Affinity, Jund) elect to not run him or can't. I also have Bolt to deal with him if necessary. Bolt also handles Magus of the Moon.
Your argument about needing G is fine, but doesn't always hold up. Most of the beaters we need to kill in mass quantities are on the ground, not in the air.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
This likely ends up being a preference thing. I mostly like Firespout because, in this format, it is often just a board wipe. I run 6 1cmc removal spells and still seem to always enjoy seeing it (when it's not dead, of course).
I'm actually in the opposite boat. I never seem to draw one if I only have 2.
My problem with Teachings is that it really requires a package, and I can't seem to fit a package into my list. What would I fetch? Capsize isn't legal, Cryptic fetch is good but not gamebreaking, Charm is questionable, and removal is often bad. Teferi is fine, but is really only good in the control mirror. I want my 4cmc+ spell to just win me the game, and Teachings doesn't feel like it does that.
On a side note, what do people think about a Trinket Mage package? Engineered Explosives, Pithing Needle, and Relic of Progenitus/Tormod's Crypt all seem really good. There are also sideboard possibilities in Chalice of the Void, Brittle Effigy, etc.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
A couple things:
I'm debating taking out the Inquisitions for them. I will be testing tonight and tomorrow to see how they hold up. They are powerful in almost every matchup: fetchland triggers, Eldrazi cast effects, Persist, Hive Mind triggers, etc.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Inquisition is fine in this format, but Thoughtseize might be too risky with all of the random aggro running around (2 life makes more of a difference than you think it does). I've been running the playset of Inquisition with relative success, it's definitely a great card and has a place against most decks.
3 Cryptic is wrong. 4 Cryptic is correct. It's what makes this deck. Also, I would run Rune Snag instead of Remand if you want more counters, but I'm only running the playset of Cryptic.
I'm running a pair of Blue Sun's Zenith as my main draw spell, and this allows me to be aggressive with my Esper Charms. Worth a consideration, probably.
Vendilion Clique is definitely a powerhouse, but I keep it sided. Its true power lies in breaking open the control mirror, and it has uses against combo. Aggro? It's a 3/1 blocker that might just get Bolted anyways. Not entirely appealing.
I don't see the merit of Baneslayer right now. My combination of Bolts, Paths, Firespouts, and Cryptics has always left me at a fairly high life total against aggro (somewhere in the low teens), so Baneslayer has never been necessary to clinch games from aggro. Plus, WW mainboard can be difficult. I prefer to just go with a pair of Grave Titan.
4of Path has been questionable for me. I like the 4/2 split between Bolt and Path, though I could see an argument for running a 3/3 split. I think 4 Path mainboard is just wrong, though. Also, Firespout is probably just better right now than Wrath or Damnation.
Testing has shown that 26 lands is the correct number, and Ghost Quarter definitely doesn't fit in this deck. If you need land destruction, Fulminator Mage is a great sideboard option.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Ponder might be better in your mainboard since you run the full set of Tarns, but I'm still not convinced. I really feel like you have to be running upwards of 6 fetches to make Ponder that much better than Preordain. But then, I'm mostly just a sucker for Scry effects and stacking my deck. I care a little bit less about sculpting my hand (at that time) and more about stacking my deck with things I might need later. Nothing feels worse than Pondering and seeing 2 bad cards + 1 good card and having to keep either all or none of them (assuming you don't have the fetch).
Also, how is 2 Cruels running for you? I used to run 2 but found my draws into them to be lacking short of Blue Sun, and I didn't want to run more copies of Blue Sun than I needed to.
Also, for those interested, we have results from the first official Modern Daily on MODO. One Cruel list went 3-1:
1 Hallowed Fountain
1 Island
3 Misty Rainforest
1 Plains
4 Reflecting Pool
1 Sacred Foundry
2 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Vivid Crag
4 Vivid Creek
2 Vivid Marsh
2 Vivid Meadow
1 Watery Grave
3 Baneslayer Angel
2 Vendilion Clique
Other Spells (30):
3 Cruel Ultimatum
4 Cryptic Command
2 Day of Judgment
2 Esper Charm
4 Lightning Bolt
4 Path to Exile
4 Ponder
4 Repeal
3 Spell Pierce
3 Chalice of the Void
2 Disenchant
2 Ensnaring Bridge
3 Kitchen Finks
4 Spreading Seas
1 Vendilion Clique
His deck is very heavily favored against aggro, from what I can see. 8 1 mana removal spells, 2 Wrath effects, 4 Repeals, 3 Baneslayers (!), with 3 Kitchen Finks from the board. However, I think he's a bit too heavily boarded against aggro and too unconcerned with the combo decks and 12post. However, Ensnaring Bridge is VERY interesting, I might give it another go in the side (although a few on here have suggested it before).
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Scooping to Blood Moon, although a big weakness, does not make the archetype unplayable. It's still quite a good control deck, and probably one of the few Blue-based ones that will make it to tables at Philly.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Would you suggest more Vivids, more basics, more fetches....? Perhaps even Tar Pit?
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
Also, this is my current list (along with a small write-up), for anyone interested:
4 Reflecting Pool
4 Vivid Creek
3 Vivid Marsh
2 Vivid Meadow
2 Sunken Ruins
3 Mystic Gate
2 Cascade Bluffs
2 Scalding Tarn
3 Island
1 Mountain
2 Mulldrifter
2 Grave Titan
Removal (9):
4 Lightning Bolt
3 Firespout
2 Path to Exile
Utility Spells (16):
4 Preordain
4 Esper Charm
4 Cryptic Command
4 Spreading Seas
Card Advantage (5):
3 Cruel Ultimatum
2 Blue Sun's Zenith
4 Fulminator Mage
3 Thoughtseize
2 Vendilion Clique
2 Maelstrom Pulse
1 Damnation
1 Path to Exile
1 Identity Crisis
1 Teferi, Mage of Zhalfir
Creatures:
Mulldrifter is a fairly standard choice. Divination on a stick is nothing to scoff at, especially when the stick is a 2/2 flier. Not to mention that I can Evoke for cards in a pinch, adding some bonus synergy with Cruel Ultimatum.
Grave Titan is my finisher of choice. He ends the game in 2 swings, and even having him swing once creates enough board presence to potentially outlast your opponent. The bodies he leaves behind can serve as a nice beatdown swarm or as chump blockers, if necessary, and this slight resistance to Path is what made me choose him over Wurmcoil Engine as my main beatstick.
Removal:
I've found 6 1-mana removal spells to be sweet spot, and I obviously want to draw more Bolts early game than Paths, so I've maxed out on those and gone for only 2 Path to Exile (with another in the sideboard). 3 Firespout round out my mainboard removal package, serving as an absolute house against Zoo decks. Bolting a Nacatl turn 1 is a huge tempo swing, and wiping their board turn 3 with Spout is almost always a win.
Utility Spells:
Cryptic Command is a no-brainer, and deserves 4 slots in this deck regardless of build, I believe. The card is too good to not run, and UUU isn't as hard on the mana base as you'd think it would be.
Esper Charm serves as another utility spell. Whether it becomes Divination, Mind Rot, or Demystify, the point of this card is it's lack of a dead state at any point in the game (and at Instant speed!). With my card advantage package, I tend to use these as aggressive Mind Rots, which helps me improve my combo matchup, as they may be forced to discard crucial spells.
Preordain is a filter-engine. Stacking the deck from early to late game, bottoming extra Ultimatums or Titans when I already have the board on lock-down, etc. I believe it was Chapin that said "Drawing a land can be bad. Drawing a spell can be bad. Drawing Preordain is never bad."
Spreading Seas is a personal choice. I don't like the 12-post matchup preboard, so I wanted to try and fix it up a little bit with some mainboard land-destruction. Fulminator Mage, while good, could prove less than useful, so I turned to my trust set of cantripping Seas. I must admit, I have a slight fetish for cantrips. :3
Card Advantage:
Cruel Ultimatum is the namesake of the deck. Run 3, resolve one, win the game.
Blue Sun's Zenith is my repeatable CA engine. Shuffling back into my library is huge, and it also effectively makes me immune to mill, since I can always cast it for 0 and shuffle it back in. That being said, the Instant speed is what really drew me to this over Mind Spring, despite the shuffle effect. I wanted a scalable, repeatable card advantage engine (RIP Jace) to help propel myself into the late game, and it has one me multiple games as I buried my opponent in CA on the end of their turn, untapped, and promptly cast Ultimatum. The card wins games, I'm telling you.
Sideboard:
Fulminator Mage is my second 4-of land destruction spell for the Cloudpost matchup. His sacrifice effect makes him synergize with Ultimatum incredibly well, and the ultimate goal in this matchup is to lock them off of Cloudpost ramp. Once that is done, the game is essentially won.
Thoughtseize and Vendilion Clique are my anti-combo cards (and also come in against 12-post). Ripping key spells from their hand seems like a good gameplan against combo decks, and it really allows me to save Cryptics for must-counter spells. They have a Melira and a Finks but no sac outlet? Save it for the outlet. Twin and no Exarch? Keep Path mana up for when they finally do play the little bugger. etc. Information is your most potent weapon against combo, and these cards do it better than any others.
Maelstrom Pulse is my catch-all removal spell, and doubles as a board wipe against token decks (should those exist). If I feel like the 4 Bolt, 3 Path, 3 Spout isn't enough, I'll side these guys in for good measure. Or, if I'm up against Pyromancer or some artifact-based deck, Pulse comes doubly in handy.
Damnation and Path to Exile are my anti-aggro sideboard measures. Path almost always comes in, Damnation is more of a tool against mid-range. I will side it in if I am particularly having trouble with large Goyfs, but I don't worry too much otherwise.
Identity Crisis and Teferi, Mage of Zhalfir are my cards for the control mirrors. Both are absolutely game-breaking. Crisis is huge amounts of card advantage (especially against any Sun Titan based decks), while Teferi forces them to use counter magic on their turn, while I can tap out for threats on their turn and play draw-go the rest of the game.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
While Elspeth might be the second best planeswalker ever printed, I wouldn't play her in any variant of this deck. The only one I can see myself legitimately running is banned.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
That being said, I've tested both and found them to be suboptimal. If you run tons of ways to protect Ajani, he might be worth it. If Jace were still legal, I would most certainly be playing All-American Superfriends. Speculation aside, though, I don't think either is worth it as more than a 1-of, simply because you lose a huge investment to a Maelstrom Pulse or an O-Ring.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
3 Firespout mainboard, singleton Consume the Meek sideboard. I'm a sucker for Instant speed, and I'm more concerned about killing beefy Goyfs than higher CMC dudes. Although Damnation does nab Thrun, but I don't expect to see a ton of him.
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG