Hey everyone. I'm taking this baby to states. What is everyone's opinion on shackles? Worth it? I'm trying to decide if I should drop them and play two main deck blood moon. Or perhaps a different option. Thoughts? Testing results?
You definitely need the Shackles as a maindeck 'removal' spell. Nothing else in the list is going to deal with a resolved x/5 and bigger, and you only have one out to anything with 4 toughness.
If I was bringing in Blood Moon, I'd drop a Cryptic Command and perhaps a Huntmaster.
Hey everyone. I'm taking this baby to states. What is everyone's opinion on shackles? Worth it? I'm trying to decide if I should drop them and play two main deck blood moon. Or perhaps a different option. Thoughts? Testing results?
Depends on the meta. In a creature based meta they are friggin amazing. They single handedly beat zoo, infect, affinity, make life real hard on BGx strats and are just spicy tech most people don't see coming game 1. That being said they are dead vs ad nausem, storm, most control builds as well. But they do let you steal man lands. I would keep them in for now.
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No idea because my favorite decks keep getting banned or having the rules changed against them
Hey everyone. I'm taking this baby to states. What is everyone's opinion on shackles? Worth it? I'm trying to decide if I should drop them and play two main deck blood moon. Or perhaps a different option. Thoughts? Testing results?
Seriously though, I think the card is very strong in a format with AV, but counterflux and teferi serve similar purposes. I feel archmage is stronger against other decks though, specifically ones that don't play counterspells, but still play scary noncreatures, where teferi isn't as effective and counterflux is just another 1 for 1 counterspell.
Your argument against blood moon is that it doesnt stop every deck in the format? Can we go on and assume so do the other 95% of the cards in the deck?
You have a point with AV and Serum, Id make adjustments there. 3 Snaps seems fine, 2 is a bit low, and 4 seem a bit too much.
This is a deck I made for a friend, didn't use any Ancestral Visions, Blood Moon, or Tarmogoyf which at first looks questionable sure, but I don't think they do what this specific build wants to do. This deck, is largely a value creature deck that goes in for beats while protecting its' threats. Having the Utopia Sprawl is mostly a concession to wanting a 5th Birds of Paradise, but a card like that does not exist so Sprawl is the next best thing to me. While it can only be attached to a Forest, it can't be hit with a removal spell outside of Abrupt Decay and can do more or less the same thing for our mana fixing. Getting to 3 and 4 mana is really important, so a 5th mana dork is best. Savage Knuckleblade and Bounding Krasis are both awesome creatures, one giving you an efficient and fast clock while the other allows you to have countermagic up before being able to cast it on their turn.
A 2/2 split of Cryptic Command and Mystic Snake gives you two different types of utility, and Kiki-Jiki, Mirror Breaker on a Snake is no joke. Bounding Krasis is a largely relevant body for 3 mana and comes with flash, while also giving you an instant win combo with Kiki. Thragtusk? Why not! Kiki whipes the floor against most decks with a Tusk out so that's a good inclusion I think.
As far as the Sideboard is concerned, I feel pretty good about where it's at, aside from Surrak Dragonclaw. What would be better in this spot, anything? Not 100% sure what the bad matchups would be for this deck, but I could see some number of Kitchen Finks being in the 75 as well
You might as well go GR and drop U if you dont plan on running goyfs or ancestral vision. This shell demands goyf, and a turn 1 ancestral is pretty devastating since this shell can easily delay games past turn 5.
The list seems slow. Have you tested it in a competitive environment?
You might as well go GR and drop U if you dont plan on running goyfs or ancestral vision. This shell demands goyf, and a turn 1 ancestral is pretty devastating since this shell can easily delay games past turn 5.
The list seems slow. Have you tested it in a competitive environment?
Dropping blue is definitely not what the deck wants, it fuels the deck and gives you access to Knuckleblade and Mystic Snake. Blue is the driving force of the deck, it draws you answers, gives you some answers, and just overall keeps you in games. Thinking this type of deck needs visions and goyf is a bad way of thinking, I feel.
The list plays like a midrange deck, so if turns 3-5 is slow then yes it's slow. Works very well against creature decks, as your creatures trump theirs most times. Burn gets rid of any early threats, and countermagic keeps the board clear of larger creatures and removal. It has a whole lot of action to work with at every phase of the game, so the skill cap is somewhat higher than playing Tarmogoyf and Ancestral Vision, but the deck has a higher payoff as there are very few "dead" draws in here. Against collected company decks you have pretty good game, as you have ways to deal with their spells before and after the fact
Opposing Goyfs are rendered obsolete against the build as well, since you can either keep him tapped down, or just overpower him with a knuckleblade
EDIT: Maybe saying it's a "bad" way of looking at it was the wrong wording, and I apologize if that came off rudely, no ill will intended. I just don't think those cards should be shoe-ins. Very few cards are to me, and I have played modern since its' inception with green decks with and without Tarmogoyf. Playing without it feels better to me personally, I just don't think he does enough when I could be playing a utility creature or something such as that
I have no doubts how importnt U is. All Im saying is that your build forgoes two core cards, so you might as well drop the U in RUG altogether.
There is no set way to build RUG midrange. If there comes a time when there is a consistently top-tiered RUG Midrange deck, with those cards, then I will change my stance on that. There are two incredibly different ways to play it. One, is the Tarmogoyf Visions deck which is just gonna outvalue the opponent with efficiency. The way I have it built, it's a much more responsive version that can stabilize incredibly well, while still playing (somewhat) less efficient creatures with the added value of utility. To each his own
I have been working on the deck for the last weeks and taken it to 1-2 tournaments each week with about 10-30 players.
This is where I was at yesterday for WNM. Went 3-1 with the only loss to Jund, where I won game 1 and he just junded me 2 games in a row... MUs were Jund (1-2), Infect (2-0), bwDrazi (2-0) and RUG Kiki-Midrange (2-0).
My current thoughts are: Arlinn Kord vs Huntmaster of the Fells
Arlinn is more resilient, has more utility (+1 on day and Lightning Bolt every other turn is nice) and you have more control over her. (testing her atm)
Huntmaster has bigger immediate impact and the 2 life is nice. This deck is one of the best to control his flips with all the instants and counters + Snapcaster Mage.
4 AV + 3 SV vs 3 AV + 4 SV
In my oppinion thats a total metacall. My meta is slow enough to make use of the 4 AV atm.
Flame Slash vs Roast vs Dismember
Flame Slash is R and hits most important targets and often enough an early Tarmogoyf. Downside is that it does not hit later Goyfs (4/5). Most decks playing Goyf have the opportunity getting Planeswalkers into the yard making him 5/6 however. Tasigur is mostly cut for Kalitas in my experiance.
Roast costs 2 mana and gets hit by Spell Snare. It does hit 4/5 Goyfs. Does not hit flyers like Restoration Angel etc.
Dismember hits everyhing that Roast hits and flyers. Also is a 1 mana instant which is not unimportant. It does always cost 4 life though, which is a major drawback without Huntmaster Main.
-> Right now I am sticking with Flame Slash since it has always worked out so far.
Negate vs Forked Bolt in the main/side
Negate counters AV and lategame spells.
Forked Bolt wrecks "small creature" MUs and can go to the dome.
-> Purely a metacall and I highly recommend playing both in the 75. IF you find your 1-off you can mostly snap it back.
Kitchen Finks vs other anti-aggro cards
I tryed Finks for the last 2 tournaments but was not really convinced. Mainly because of the double green mana cost.
Still looking here. Possible candidates are Feed the Clan, Huntmaster, more Dispel, Batterskull. Still on the lookout here. The ideal card would be castable with max 1 G, cmc<=3 and be good vs burn and creature aggro (maybe even midrange).
Thragtusk vs Keranos, God of Storms
Thragtusk is gaining 5 life and presents 2 bodys. Costs a single green and can be cast under Blood Moon when you have the time to fetch for Forest. Also good vs creature aggro as the top end.
Keranos can be cast very easy under Blood Moon and is hard to interact with by midrange and control oppontens if you resolve it. Also is a creature on the stack so no Negate
3 Blood Moon in the SB
Since I play the deck a lot players in my area mostly know I have BM in the side by now. Also higher skill opponents will play around the moon if they can when they see 3+ basic Island. I am considdering cutting one so you can still bring it in vs Junk/UWR/Tron/Grixis etc. but free 1 Slot. In those MUs you also have the time to look for it with Serum Visions. But maybe I am wrong here.
If you have any questions or input to the questions I posed let me know.
Took the deck to States last weekend. PLayed Reid's list. When a disappointing 3-3. Partly due to unlucky land floods and partly due to user error.
Round 1: Jeskai control W 2-0
Game 1: We trade resources all game and he kills so many of my creatures. But I am playing ancestral recalls so I get more cards than him and run him out of removal.
Game 2: Wasn't a game as he got stuck on three lands for a long time and never found a white source.
Round 2: Jund L 1-2
Game one was a vomitous affair where a drew way too many lands and died to getting Junded. Game 2 was better as I got to resolve visions and he had a hard time dealing with Huntmaster and couldn't deal with shackles at all.
Game 3: I thought I was in good shape until he discarded an ancient grudge to his Liliana rendering the Shackles I had in my hand useless. He removes all my guys and I can't survive despite resolving a visions.
Round 3: Soul Sisters W 2-0
I was worried for a second until I realized my deck is full of two for ones. THe only issue was Ariok champion but I took that with shackles. Huntmaster kills every creature in their deck too. Game 1 I was very lucky to V Clique him and take a worship that he was about to cast. Yikes! Game 2 I was in total control and he flooded a lot.
Round 4: Abzan Spike Feeder Angel L 0-2
Game one he casts double lingering souls. Don't care how many electrolyze I have I can't beat that. Game 2 I blood moon him but I can't draw anything else except more lands and blood moons. I foolishly serumed an ancestral to the bottom thinking the game wouldn't go that long and I just wanting a threat to finish him. No threat came and he pathed his own wall to find a plains then cast a millon lingering souls again.
Round 5: Merfolk W 2-0
This felt like a bye. He didn't play tight at all. Multiple times he walked merfolk into counterspells by NOT tapping Cavern of souls.... WTF. He also walked attackers into Vedalken shackles by playing creatures first so I could steal them and block.
Round 6 Infect L 0-2
Game one I was a turn away from stabilizing and thought I had it but he dodged an electrolyze and played a pump spell to seal it. Game 2 I kept a shaky one of Grim Lavamancer, spell snare and five lands. He played a Pendelhaven making lava mancer useless and I did not draw a non land card for the rest of the game.
Bleh kind of day. I don't know if the deck is proactive enough. It is certainly fun and AV is powerful but if you draw nothing but air if feels yucky.
Has anyone tested Sarkhan Unbroken in this deck ?
He seems rather good.
I used to use him in Tarmotwin and he did win a few games, but I am not sure the +1 is where we want to be. I am debating mainboarding 1-2 Keranos. This decks wants to go long and draw cards. The problem I have been having with it is it may go long, but it can't close out the game well. Keranos will help with that I believe, but I still think there needs to be another strong curve topper. Ætherling pops into mind, since we run so many blue sources.
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No idea because my favorite decks keep getting banned or having the rules changed against them
I've been running a list like this for a little while now. Still tweaking. I tend to flood a lot but I have had a decent win rate in 2-mans on MTGO. Still new, definitely looking for feedback.
I'm considering AV and Arlinn. I've found Traverse overperforms and I've tried a build with 22 lands, usually cutting a Sulfur Falls. With Traverse against a non-black deck I can keep 1 land hands with a green source. It helps put a sorcery in the yard to build goyf for turn 2.
I've also tried a build without the traverses packing Electrolyze and mainboard Clique. I think Traverse is real good.
UR TwinLegacy
UWR MiraclesIf I was bringing in Blood Moon, I'd drop a Cryptic Command and perhaps a Huntmaster.
Depends on the meta. In a creature based meta they are friggin amazing. They single handedly beat zoo, infect, affinity, make life real hard on BGx strats and are just spicy tech most people don't see coming game 1. That being said they are dead vs ad nausem, storm, most control builds as well. But they do let you steal man lands. I would keep them in for now.
It is also decent control abzan combo, you can break up the combo a bit, not perfectly.
As an aside - tournament reports are mandatory
Good luck
Seriously though, I think the card is very strong in a format with AV, but counterflux and teferi serve similar purposes. I feel archmage is stronger against other decks though, specifically ones that don't play counterspells, but still play scary noncreatures, where teferi isn't as effective and counterflux is just another 1 for 1 counterspell.
I'm very interested in how the Negate and Dismember were for you?
I'd only worry about it if it actually starts affecting the meta.
In the meantime you just beat three Tier 1 decks, and a Tier 2 deck on your way to that 5-0, so the deck has legs.
1x Breeding Pool
1x Forest
6x Island
4x Misty Rainforest
1x Mountain
4x Scalding Tarn
2x Steam Vents
1x Stomping Ground
2x Wooded Foothills
Sorcery (4)
4x Ancestral Vision
Enchantment (4)
4x Blood Moon
Planeswalker (1)
1x Chandra, Flamecaller
1x Condescend
2x Electrolyze
4x Lightning Bolt
1x Logic Knot
3x Mana Leak
4x Remand
2x Repeal
1x Tarfire
Creature (10)
4x Huntmaster of the Fells
2x Snapcaster Mage
4x Tarmogoyf
Artifact (1)
1x Batterskull
1x Batterskull
1x Destructive Revelry
2x Dispel
1x Engineered Explosives
1x Izzet Staticaster
1x Keranos, God of Storms
2x Kozilek's Return
2x Negate
2x Shattering Spree
2x Spellskite
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
You have a point with AV and Serum, Id make adjustments there. 3 Snaps seems fine, 2 is a bit low, and 4 seem a bit too much.
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
2 Breeding Pool
2 Cascade Bluffs
1 Desolate Lighthouse
1 Flooded Grove
1 Forest
2 Island
1 Kessig Wolf Run
3 Misty Rainforest
1 Mountain
1 Raging Ravine
3 Scalding Tarn
2 Steam Vents
2 Stomping Ground
2 Wooded Foothills
4 Birds of Paradise
3 Bounding Krasis
1 Eternal Witness
4 Huntmaster of the Fells
1 Kiki-Jiki, Mirror Breaker
2 Mystic Snake
4 Savage Knuckleblade
1 Thragtusk
Instants
2 Cryptic Command
4 Lightning Bolt
3 Mana Leak
Sorceries
2 Forked Bolt
4 Serum Visions
Enchantments
1 Utopia Sprawl
1 Eternal Witness
3 Hurkyl's Recall
2 Keranos, God of Storms
3 Scavenging Ooze
2 Surrak Dragonclaw
2 Swerve
2 Thragtusk
This is a deck I made for a friend, didn't use any Ancestral Visions, Blood Moon, or Tarmogoyf which at first looks questionable sure, but I don't think they do what this specific build wants to do. This deck, is largely a value creature deck that goes in for beats while protecting its' threats. Having the Utopia Sprawl is mostly a concession to wanting a 5th Birds of Paradise, but a card like that does not exist so Sprawl is the next best thing to me. While it can only be attached to a Forest, it can't be hit with a removal spell outside of Abrupt Decay and can do more or less the same thing for our mana fixing. Getting to 3 and 4 mana is really important, so a 5th mana dork is best. Savage Knuckleblade and Bounding Krasis are both awesome creatures, one giving you an efficient and fast clock while the other allows you to have countermagic up before being able to cast it on their turn.
A 2/2 split of Cryptic Command and Mystic Snake gives you two different types of utility, and Kiki-Jiki, Mirror Breaker on a Snake is no joke. Bounding Krasis is a largely relevant body for 3 mana and comes with flash, while also giving you an instant win combo with Kiki. Thragtusk? Why not! Kiki whipes the floor against most decks with a Tusk out so that's a good inclusion I think.
As far as the Sideboard is concerned, I feel pretty good about where it's at, aside from Surrak Dragonclaw. What would be better in this spot, anything? Not 100% sure what the bad matchups would be for this deck, but I could see some number of Kitchen Finks being in the 75 as well
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
The list seems slow. Have you tested it in a competitive environment?
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
Dropping blue is definitely not what the deck wants, it fuels the deck and gives you access to Knuckleblade and Mystic Snake. Blue is the driving force of the deck, it draws you answers, gives you some answers, and just overall keeps you in games. Thinking this type of deck needs visions and goyf is a bad way of thinking, I feel.
The list plays like a midrange deck, so if turns 3-5 is slow then yes it's slow. Works very well against creature decks, as your creatures trump theirs most times. Burn gets rid of any early threats, and countermagic keeps the board clear of larger creatures and removal. It has a whole lot of action to work with at every phase of the game, so the skill cap is somewhat higher than playing Tarmogoyf and Ancestral Vision, but the deck has a higher payoff as there are very few "dead" draws in here. Against collected company decks you have pretty good game, as you have ways to deal with their spells before and after the fact
Opposing Goyfs are rendered obsolete against the build as well, since you can either keep him tapped down, or just overpower him with a knuckleblade
EDIT: Maybe saying it's a "bad" way of looking at it was the wrong wording, and I apologize if that came off rudely, no ill will intended. I just don't think those cards should be shoe-ins. Very few cards are to me, and I have played modern since its' inception with green decks with and without Tarmogoyf. Playing without it feels better to me personally, I just don't think he does enough when I could be playing a utility creature or something such as that
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
There is no set way to build RUG midrange. If there comes a time when there is a consistently top-tiered RUG Midrange deck, with those cards, then I will change my stance on that. There are two incredibly different ways to play it. One, is the Tarmogoyf Visions deck which is just gonna outvalue the opponent with efficiency. The way I have it built, it's a much more responsive version that can stabilize incredibly well, while still playing (somewhat) less efficient creatures with the added value of utility. To each his own
Modern = RBW Aristocrats (Here's the primer thread I made!)
BGW Endless Renewal ( The primer right here! )
Legacy = UB Stiflenought
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
This is where I was at yesterday for WNM. Went 3-1 with the only loss to Jund, where I won game 1 and he just junded me 2 games in a row... MUs were Jund (1-2), Infect (2-0), bwDrazi (2-0) and RUG Kiki-Midrange (2-0).
4 Snapcaster Mage
4 Tarmogoyf
2 Vendilion Clique
Spells:27
4 Ancestral Vision
1 Flame Slash
4 Lightning Bolt
3 Serum Visions
3 Spell Snare
2 Mana Leak
1 Negate
2 Electrolyze
2 Vedalken Shackles
2 Arlinn Kord
3 Cryptic Command
1 Breeding Pool
1 Desolate Lighthouse
1 Forest
7 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Stomping Ground
1 Wooded Foothills
1 Grim Lavamancer
1 Izzet Staticaster
2 Kitchen Finks
1 Thragtusk
2 Dispel
1 Forked Bolt
2 Nature's Claim
1 Pyroclasm
1 Redirect
3 Blood Moon
1 Firespout
My current thoughts are:
Arlinn Kord vs Huntmaster of the Fells
Arlinn is more resilient, has more utility (+1 on day and Lightning Bolt every other turn is nice) and you have more control over her. (testing her atm)
Huntmaster has bigger immediate impact and the 2 life is nice. This deck is one of the best to control his flips with all the instants and counters + Snapcaster Mage.
4 AV + 3 SV vs 3 AV + 4 SV
In my oppinion thats a total metacall. My meta is slow enough to make use of the 4 AV atm.
Flame Slash vs Roast vs Dismember
Flame Slash is R and hits most important targets and often enough an early Tarmogoyf. Downside is that it does not hit later Goyfs (4/5). Most decks playing Goyf have the opportunity getting Planeswalkers into the yard making him 5/6 however. Tasigur is mostly cut for Kalitas in my experiance.
Roast costs 2 mana and gets hit by Spell Snare. It does hit 4/5 Goyfs. Does not hit flyers like Restoration Angel etc.
Dismember hits everyhing that Roast hits and flyers. Also is a 1 mana instant which is not unimportant. It does always cost 4 life though, which is a major drawback without Huntmaster Main.
-> Right now I am sticking with Flame Slash since it has always worked out so far.
Negate vs Forked Bolt in the main/side
Negate counters AV and lategame spells.
Forked Bolt wrecks "small creature" MUs and can go to the dome.
-> Purely a metacall and I highly recommend playing both in the 75. IF you find your 1-off you can mostly snap it back.
Kitchen Finks vs other anti-aggro cards
I tryed Finks for the last 2 tournaments but was not really convinced. Mainly because of the double green mana cost.
Still looking here. Possible candidates are Feed the Clan, Huntmaster, more Dispel, Batterskull. Still on the lookout here. The ideal card would be castable with max 1 G, cmc<=3 and be good vs burn and creature aggro (maybe even midrange).
Thragtusk vs Keranos, God of Storms
Thragtusk is gaining 5 life and presents 2 bodys. Costs a single green and can be cast under Blood Moon when you have the time to fetch for Forest. Also good vs creature aggro as the top end.
Keranos can be cast very easy under Blood Moon and is hard to interact with by midrange and control oppontens if you resolve it. Also is a creature on the stack so no Negate
3 Blood Moon in the SB
Since I play the deck a lot players in my area mostly know I have BM in the side by now. Also higher skill opponents will play around the moon if they can when they see 3+ basic Island. I am considdering cutting one so you can still bring it in vs Junk/UWR/Tron/Grixis etc. but free 1 Slot. In those MUs you also have the time to look for it with Serum Visions. But maybe I am wrong here.
If you have any questions or input to the questions I posed let me know.
Round 1: Jeskai control W 2-0
Game 1: We trade resources all game and he kills so many of my creatures. But I am playing ancestral recalls so I get more cards than him and run him out of removal.
Game 2: Wasn't a game as he got stuck on three lands for a long time and never found a white source.
Round 2: Jund L 1-2
Game one was a vomitous affair where a drew way too many lands and died to getting Junded. Game 2 was better as I got to resolve visions and he had a hard time dealing with Huntmaster and couldn't deal with shackles at all.
Game 3: I thought I was in good shape until he discarded an ancient grudge to his Liliana rendering the Shackles I had in my hand useless. He removes all my guys and I can't survive despite resolving a visions.
Round 3: Soul Sisters W 2-0
I was worried for a second until I realized my deck is full of two for ones. THe only issue was Ariok champion but I took that with shackles. Huntmaster kills every creature in their deck too. Game 1 I was very lucky to V Clique him and take a worship that he was about to cast. Yikes! Game 2 I was in total control and he flooded a lot.
Round 4: Abzan Spike Feeder Angel L 0-2
Game one he casts double lingering souls. Don't care how many electrolyze I have I can't beat that. Game 2 I blood moon him but I can't draw anything else except more lands and blood moons. I foolishly serumed an ancestral to the bottom thinking the game wouldn't go that long and I just wanting a threat to finish him. No threat came and he pathed his own wall to find a plains then cast a millon lingering souls again.
Round 5: Merfolk W 2-0
This felt like a bye. He didn't play tight at all. Multiple times he walked merfolk into counterspells by NOT tapping Cavern of souls.... WTF. He also walked attackers into Vedalken shackles by playing creatures first so I could steal them and block.
Round 6 Infect L 0-2
Game one I was a turn away from stabilizing and thought I had it but he dodged an electrolyze and played a pump spell to seal it. Game 2 I kept a shaky one of Grim Lavamancer, spell snare and five lands. He played a Pendelhaven making lava mancer useless and I did not draw a non land card for the rest of the game.
Bleh kind of day. I don't know if the deck is proactive enough. It is certainly fun and AV is powerful but if you draw nothing but air if feels yucky.
He seems rather good.
I used to use him in Tarmotwin and he did win a few games, but I am not sure the +1 is where we want to be. I am debating mainboarding 1-2 Keranos. This decks wants to go long and draw cards. The problem I have been having with it is it may go long, but it can't close out the game well. Keranos will help with that I believe, but I still think there needs to be another strong curve topper. Ætherling pops into mind, since we run so many blue sources.
4 Serum Visions
2 Spell Snare
4 Lightning Bolt
4 Traverse the Ulvenwald
4 Remand
1 Roast
1 Dismember
2 Cryptic Command
Beats
4 Snapcaster Mage
4 Tarmogoyf
4 Bounding Krasis
2 Huntmaster of the Fells
1 Kiki-Jiki, Mirror Breaker
1 Breeding Pool
1 Desolate Lighthouse
1 Forest
1 Hinterland Harbor
3 Island
4 Misty Rainforest
1 Mountain
3 Scalding Tarn
3 Steam Vents
1 Stomping Ground
2 Sulfur Falls
2 Wooded Foothills
2 Dispel
1 Negate
1 Vendilion Clique
1 Ancient Grudge
2 Blood Moon
2 Anger of the Gods
1 Nature's Claim
1 Scavenging Ooze
1 Thragtusk
1 Keranos
1 Relic of Progenitus
1 Spellskite
I'm considering AV and Arlinn. I've found Traverse overperforms and I've tried a build with 22 lands, usually cutting a Sulfur Falls. With Traverse against a non-black deck I can keep 1 land hands with a green source. It helps put a sorcery in the yard to build goyf for turn 2.
I've also tried a build without the traverses packing Electrolyze and mainboard Clique. I think Traverse is real good.
Legacy: TES (and sometimes ANT), Miracles
Pauper: Kuldotha Jeskai, Murasa Tron