I was thinking on adding a couple of Remands, maybe a Boros Charm or another land (currently running 25). Not sure though.
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Common sense is the most fairly distributed thing in the world, for each one thinks he is so well-endowed with it that even those who are hardest to satisfy in all other matters are not in the habit of desiring more of it than they already have. - René Descartes
Yea, Remand is really good. Early game it is pretty much a Time Walk, so you definitely want to make some room for those. I'm not convinced about Boros Charm in modern because we have access to much more powerful spells. Also, I feel like Spell Snare is more of a sideboard card.
Regarding Boros Charm, it's not like I love the card, but it can get rid of walkers and it's potentially 8 damage to the dome at a really cheap cost.
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Common sense is the most fairly distributed thing in the world, for each one thinks he is so well-endowed with it that even those who are hardest to satisfy in all other matters are not in the habit of desiring more of it than they already have. - René Descartes
Regarding Boros Charm, it's not like I love the card, but it can get rid of walkers and it's potentially 8 damage to the dome at a really cheap cost.
Yea I'd move the Snares to the board and put in Remand. Boros Charm seems too situational to me. This deck likes to keep the path clear for Geist; bolt, Helix, Path, and Electrolyze do that the best since Boros Charm only hits players. Could be interesting tech in games 2 and 3 though, if your opponent decides to side in things like Supreme Verdict or Wrath.
Common sense is the most fairly distributed thing in the world, for each one thinks he is so well-endowed with it that even those who are hardest to satisfy in all other matters are not in the habit of desiring more of it than they already have. - René Descartes
I have said it many times, but spell snare is an all star in modern. It hits SO many things you want to hit(to name a few, goyf, bob, snapcaster, 2cmc counters, helix, plating, the list goes on) that i cant really understand why people would play blue without it.
Also, why are you playing 3 bolts and 3 helix? shouldnt those be an auto 4-off?
Im also not so sure about 4 Cryptics, 1 or 2 should be enough, i think.
I have said it many times, but spell snare is an all star in modern. It hits SO many things you want to hit(to name a few, goyf, bob, snapcaster, 2cmc counters, helix, plating, the list goes on) that i cant really understand why people would play blue without it.
Also, why are you playing 3 bolts and 3 helix? shouldnt those be an auto 4-off?
Im also not so sure about 4 Cryptics, 1 or 2 should be enough, i think.
The 2 cmc stuff is broken in some decks, but not enough to make Snare a mainboard inclusion, imo. Helix is sometimes dropped to 3 to make room for stronger spells like cryptic, but yea, bolt should be a 4 of. I'm going to test with 4/3/2 cryptics to see which fits the best, but I think they definitely have a home here. All those modes are insane!
the decks NEEDS remand. I play it in 2x with a 2x mana leak and i am thinking about playing the former in 4x, maybe leaving out sphinx's revelation since i tried it in 2x mainboard but it's definitely TOO slow in a lot of MUs, like infect, affinity, scapeshift, and sometimes zoo. i am gonna take it off to add a 2x remand. and yeah, snare is too situational. i prefer spell pierce (still sideboard BTW)
^THIS.
Our deck doesn't need Sphinx's Revelation. Cryptic Command is basically the only concession we need to make to a format that is starting to slow down... Revelation is just awful in so many matchups (in addition to the ones iamghost listed, lets add Burn, Tron, Eggs, Splinter Twin, either Combo Pod variant... there are more). Against those decks, if you survive past 5 mana you've already won most of the time. Remand gets you there, not "4cmc = draw a card, gain one life".
Against decks that are slow enough to let Sphinx's Revelation not just be a dead card, you want to be removing blockers with Path/Bolt and closing the game out quickly with Clique, Geist, and burn spells + snappy, not ****ing around waiting to cast some huge card advantage spell.
I was thinking to cut those two Sphinx's revelation and add two more Cryptic Commands. Thx for hint:).
While two or three Cryptics is good, I think maindecking 4 counterfluxes is too loose.. Vendilion Clique is good, you should leave it in. Very useful against pretty much every deck.
about vendilion clique: its very first duty is not to survive and beat. if this happens it's surely sweet, of course, but she's there to make your opponent put away a card that is gonna hurt you. It could be a Wurmcoil engine if you play against tron, or scapeshift if you play against it. it could be a PW, it could be batterskull, it could be pretty everything. that's why vendilion's there.
All of this, plus Clique has flash, which forces their counterspells out in their own turn, allowing you to immediately resolve Geist in your own turn.
Remand is very good card but not in this deck. I went with Counterfluxes because i was sick of getting my Cryptic Command countered by decks like UW control, Scapeshift, Splinter Twin and then i lost because this. The biggest problem for this deck is Thrun, the Last Troll, so i considering about Wrath of God and Mindbreak Trap. The worst matchup is that Boogle deck and Living End. The rest is fine, easiset match is against Affinity or RG Tron (mainly thanks to 4xTectonic Egde:cool2: and bunch of counters). I played 3 Vendilion Clique in the past but i borded all out, she died to often. Restoration Angel in my opinion is better in this deck. I was thinking about adding a Slayer's Stronghold in the build, but then i would have to cut Tectonic Edge and i don't want do this. I think that Tectonic Edge is very important for this deck. I play this deck for about 2 months now.
Also, don't you get color-screw with 4 Tectonic Edges? Seems that 2 is the right number, 3 at the most.
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Common sense is the most fairly distributed thing in the world, for each one thinks he is so well-endowed with it that even those who are hardest to satisfy in all other matters are not in the habit of desiring more of it than they already have. - René Descartes
Aggainst affinity, Arcbound Ravager must get countered or killed on the spot. Postboard i sideboard all counters out and board in removal, Stony Silence and Baneslayers. Another card that is very good against affinity is Hurkyl's Recall, but i prefer Engineered Explosives in that spot because Boolge and BW Tokens decks. About Vendilion Clique you are 100% right, it's very good creatue, it can give you information and it can be devastating for opponent. Next time i will try 2 Restoration Angel/ 2 Vendilion Clique and i think that thats better yes. I realy like Sphinx's Revelation but is slow for this deck, will test 2 Cryptic Commands in that spot. I think that Remand is more suitable for Delver builds, i played 4 Remands in this deck and it was fine if i have had a threat in play otherwise it was only Think Twice without flashback late game. I like Remand but I prefer Mana Leak in that spot. Counterflux is there for wining counter wars because it can't be countered. I was mana-screwed rarely mostly because stuck on 2 or 3 lands. My opponents were mana-screwed because of Tectonic Edges:D. Thx for suggestions.
Don't mind if I drop by and share a few of my opinions on your list I like the creature line up. However, just a few talking points.
4 Tec Edges: Hmm I personally find more than 2 colorless lands rather risky in 3 color decks (especially when you are running cryptics), so perhaps 2 is safer and would suffice for land d.
Eiganjo Castle: I only recently started playing it as a 1 of, and I'd never want to look back. In fact, I felt so silly for not putting it in earlier. Protects Geists and Cliques and "oh was that pyroclasm you cast, sorry geist is still on the board "
Remand: I started of with leaks, but after I gave remand a try, I am please with it. It works better in delver, but it is good enough in UWR Midrange. Often I find that, just a bit more time is still what I like to have in UWR Midrange, and just that bit of time and a draw would be what it takes to put the opponent behind and let me take the win.
MB 4 Counterflux: Hmm let's see, for combo? I'd love it against UR Storm, but this contender is fortunately (to some) and unfortunately (to others) less seen these days. Against other combo (ie. eggs, infect etc), I think cheaper countermagic is more effective since they become alive earlier. How about for control or countermagic war? Hmm I still would suggest cheaper countermagic, spell pierce is just U, spell snare at U hits almost every other commonly used countermagic (leak, remand and snapcaster, yes tiago himself hehe).
i played eiganjo castle in my patriot delver, and really, i used it just a couple of times. Since vendilion is legendary, too, i think it could be a little more useful in this build. I am gonna give it a try, leaving out a basic Plains.
and i agree with you guys about tectonic edge. i run it in 2x, with another 1x in SB, and they are enough. playing 3 colors is easy to go color screw.
still dunno if i should go 2x vendilion clique or 3x, and i am torn between the 2x and 4x cryptic command. i don't think lightning helix must be in 4x here, probably i am gonna drop a copy of it to add the third command.
Hmm I have been using 2 cliques, so far I think it is good enough, and haha lighter on the wallet than 3 or 4 of. Besides, angel can blink it to save it from spot removal/burn and recur it's ETB effect
I think helixes can be up to player's preference I saw some list playing 3. Electrolyzes too may also be very much player's preference (though some advocate it as a 4 of).
Some think path can even be played at 3 or even 2, but hmph when playing UWR Midrange, I still find an opponent's Tarmogoyf and just having red spells in my hand a rather disturbing situation.
No doubt about it, command is very very(emphasize again, I agree) very powerful (IMO it's power is almost like a creatureless/instant equivalent of the past jund's bbe). But it comes at a cost that I am concern of, 3 blue mana is not impossible, but may put some strain on a 3 color deck, I sure wouldn't want to have 2 or more commands in my hand with only 2 blue sources, so perhaps I would suggest a seemingly safer "half-way" approach, and just play 2 commands. If you really really want to maximize the upside exposure of command and play them as 4 of, then perhaps it may be good to consider if the mana base needs some adjustments to accommodate the cost of that power, not just to increase the consistency of being able to cast the commands without mana color problems but also it may mean having more basic islands to prevent taking excessive damage from blue shocks (since rdw and zoo and any fast aggro deck are lurking around)
Hmm I have been using 2 cliques, so far I think it is good enough, and haha lighter on the wallet than 3 or 4 of. Besides, angel can blink it to save it from spot removal/burn and recur it's ETB effect
I think helixes can be up to player's preference I saw some list playing 3. Electrolyzes too may also be very much player's preference (though some advocate it as a 4 of).
Some think path can even be played at 3 or even 2, but hmph when playing UWR Midrange, I still find an opponent's Tarmogoyf and just having red spells in my hand a rather disturbing situation.
No doubt about it, command is very very(emphasize again, I agree) very powerful (IMO it's power is almost like a creatureless/instant equivalent of the past jund's bbe). But it comes at a cost that I am concern of, 3 blue mana is not impossible, but may put some strain on a 3 color deck, I sure wouldn't want to have 2 or more commands in my hand with only 2 blue sources, so perhaps I would suggest a seemingly safer "half-way" approach, and just play 2 commands. If you really really want to maximize the upside exposure of command and play them as 4 of, then perhaps it may be good to consider if the mana base needs some adjustments to accommodate the cost of that power, not just to increase the consistency of being able to cast the commands without mana color problems but also it may mean having more basic islands to prevent taking excessive damage from blue shocks (since rdw and zoo and any fast aggro deck are lurking around)
If you're worried about the 3 blue for cryptic just play Mystic Gate. Also, with most builds running more Fountains and Steam Vents than Foundries, the blue really shouldn't be an issue.
If you're worried about the 3 blue for cryptic just play Mystic Gate. Also, with most builds running more Fountains and Steam Vents than Foundries, the blue really shouldn't be an issue.
True, True, I agree, Mystic Gate is a good addition to adjust the mana base in order to accommodate 4 commands. Without which, I wouldn't be so confident as to say that the vents and fountains would suffice for 4 commands haha. But of course, perhaps some players are perhaps so much better at shuffling that land screw/flood is rarely an issue to them haha.
Well, some of that is really, really meta dependent.
I'd definitely run 3x cryptic at most. It's a solid spell, but it's such a late play, etc.
With the snappy's, etc., 3 seems just fine.
I personally am a big fan of the spell snare plan, but those with more experience seem to think it's time is passing a touch. Like Vend Clique it's a bit of a meta call.
Remand is a time walk and/or cycles. I'd play a full 4.
I'd run one Eiganjo Castle. It's a plains aside from when it interacts with Blood Moon or Path and it does a sweet job of keeping Geist alive as it swings through.
Um... and stuff.
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Such as?
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
4 Arid Mesa
4 Celestial Colonnade
1 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
2 Tectonic Edge
4 Snapcaster Mage
4 Geist of Saint Traft
3 Restoration Angel
Spells:
3 Lightning Bolt
3 Path to Exile
3 Spell Snare
3 Lightning Helix
3 Mana Leak
3 Electrolyze
2 Sphinx's Revelation
4 Cryptic Command
I was thinking on adding a couple of Remands, maybe a Boros Charm or another land (currently running 25). Not sure though.
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
Regarding Boros Charm, it's not like I love the card, but it can get rid of walkers and it's potentially 8 damage to the dome at a really cheap cost.
Yea I'd move the Snares to the board and put in Remand. Boros Charm seems too situational to me. This deck likes to keep the path clear for Geist; bolt, Helix, Path, and Electrolyze do that the best since Boros Charm only hits players. Could be interesting tech in games 2 and 3 though, if your opponent decides to side in things like Supreme Verdict or Wrath.
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
-1 Restoration Angel
-3 Spell Snare
+1 Land (probably Tectonic Edge)
+3 Remand
Thank you.
Also, why are you playing 3 bolts and 3 helix? shouldnt those be an auto 4-off?
Im also not so sure about 4 Cryptics, 1 or 2 should be enough, i think.
The 2 cmc stuff is broken in some decks, but not enough to make Snare a mainboard inclusion, imo. Helix is sometimes dropped to 3 to make room for stronger spells like cryptic, but yea, bolt should be a 4 of. I'm going to test with 4/3/2 cryptics to see which fits the best, but I think they definitely have a home here. All those modes are insane!
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
Not enough Geists
Gruul Aggro
EDH General:
Sydri, Galvanic Genius
Modern
Jeskai Control
Jeskai Midrange
Affinity
Esper Teachings
Tribal Zoo
^THIS.
Our deck doesn't need Sphinx's Revelation. Cryptic Command is basically the only concession we need to make to a format that is starting to slow down... Revelation is just awful in so many matchups (in addition to the ones iamghost listed, lets add Burn, Tron, Eggs, Splinter Twin, either Combo Pod variant... there are more). Against those decks, if you survive past 5 mana you've already won most of the time. Remand gets you there, not "4cmc = draw a card, gain one life".
Against decks that are slow enough to let Sphinx's Revelation not just be a dead card, you want to be removing blockers with Path/Bolt and closing the game out quickly with Clique, Geist, and burn spells + snappy, not ****ing around waiting to cast some huge card advantage spell.
Modern:
:symu::symw::symr: UWr Geist :symr::symw::symu:
EDH:
:symb::symb::symr::symr: Rakdos, Lord of Riots :symr::symr::symb::symb:
While two or three Cryptics is good, I think maindecking 4 counterfluxes is too loose.. Vendilion Clique is good, you should leave it in. Very useful against pretty much every deck.
Modern:
:symu::symw::symr: UWr Geist :symr::symw::symu:
EDH:
:symb::symb::symr::symr: Rakdos, Lord of Riots :symr::symr::symb::symb:
All of this, plus Clique has flash, which forces their counterspells out in their own turn, allowing you to immediately resolve Geist in your own turn.
Modern:
:symu::symw::symr: UWr Geist :symr::symw::symu:
EDH:
:symb::symb::symr::symr: Rakdos, Lord of Riots :symr::symr::symb::symb:
I really don't like Counterflux over Cryptic Command. I'd rather play more removal / Remand / Spell Snare over Counterflux (at least an split).
Also, don't you get color-screw with 4 Tectonic Edges? Seems that 2 is the right number, 3 at the most.
Don't mind if I drop by and share a few of my opinions on your list I like the creature line up. However, just a few talking points.
4 Tec Edges: Hmm I personally find more than 2 colorless lands rather risky in 3 color decks (especially when you are running cryptics), so perhaps 2 is safer and would suffice for land d.
Eiganjo Castle: I only recently started playing it as a 1 of, and I'd never want to look back. In fact, I felt so silly for not putting it in earlier. Protects Geists and Cliques and "oh was that pyroclasm you cast, sorry geist is still on the board "
Remand: I started of with leaks, but after I gave remand a try, I am please with it. It works better in delver, but it is good enough in UWR Midrange. Often I find that, just a bit more time is still what I like to have in UWR Midrange, and just that bit of time and a draw would be what it takes to put the opponent behind and let me take the win.
MB 4 Counterflux: Hmm let's see, for combo? I'd love it against UR Storm, but this contender is fortunately (to some) and unfortunately (to others) less seen these days. Against other combo (ie. eggs, infect etc), I think cheaper countermagic is more effective since they become alive earlier. How about for control or countermagic war? Hmm I still would suggest cheaper countermagic, spell pierce is just U, spell snare at U hits almost every other commonly used countermagic (leak, remand and snapcaster, yes tiago himself hehe).
Modern Esper Midrange
EDH Jenara ETB
Hmm I have been using 2 cliques, so far I think it is good enough, and haha lighter on the wallet than 3 or 4 of. Besides, angel can blink it to save it from spot removal/burn and recur it's ETB effect
I think helixes can be up to player's preference I saw some list playing 3. Electrolyzes too may also be very much player's preference (though some advocate it as a 4 of).
Some think path can even be played at 3 or even 2, but hmph when playing UWR Midrange, I still find an opponent's Tarmogoyf and just having red spells in my hand a rather disturbing situation.
No doubt about it, command is very very(emphasize again, I agree) very powerful (IMO it's power is almost like a creatureless/instant equivalent of the past jund's bbe). But it comes at a cost that I am concern of, 3 blue mana is not impossible, but may put some strain on a 3 color deck, I sure wouldn't want to have 2 or more commands in my hand with only 2 blue sources, so perhaps I would suggest a seemingly safer "half-way" approach, and just play 2 commands. If you really really want to maximize the upside exposure of command and play them as 4 of, then perhaps it may be good to consider if the mana base needs some adjustments to accommodate the cost of that power, not just to increase the consistency of being able to cast the commands without mana color problems but also it may mean having more basic islands to prevent taking excessive damage from blue shocks (since rdw and zoo and any fast aggro deck are lurking around)
Modern Esper Midrange
EDH Jenara ETB
If you're worried about the 3 blue for cryptic just play Mystic Gate. Also, with most builds running more Fountains and Steam Vents than Foundries, the blue really shouldn't be an issue.
UWRUWR Midrange/GeistRWU
Retired
GWBMelira PodBWG
True, True, I agree, Mystic Gate is a good addition to adjust the mana base in order to accommodate 4 commands. Without which, I wouldn't be so confident as to say that the vents and fountains would suffice for 4 commands haha. But of course, perhaps some players are perhaps so much better at shuffling that land screw/flood is rarely an issue to them haha.
Modern Esper Midrange
EDH Jenara ETB
isn't that Unwin's deck -1 command +1 castle?
http://www.starcitygames.com/article/25854_Jamming-Modern.html
Well, some of that is really, really meta dependent.
I'd definitely run 3x cryptic at most. It's a solid spell, but it's such a late play, etc.
With the snappy's, etc., 3 seems just fine.
I personally am a big fan of the spell snare plan, but those with more experience seem to think it's time is passing a touch. Like Vend Clique it's a bit of a meta call.
Remand is a time walk and/or cycles. I'd play a full 4.
I'd run one Eiganjo Castle. It's a plains aside from when it interacts with Blood Moon or Path and it does a sweet job of keeping Geist alive as it swings through.
Um... and stuff.