doesnt sword of war and peace just handle them till you need to produce a wrath effect anyway? I think the tokens are all white
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
yes it's Condemn, im thinking about replacing Dismember with it.
About Disenchant & Annul
i will try it, but so many times it was like this:
turn 1 land + birds
turn 2 land + birthing pod
you don't always have this annul in hand, with Disenchant u can destroy it after.
Let me know about this:
Stony silence or Grafdigger's Cage or Relic of Progenitus?
Stony silence dosn´t affect our Snapcasters, any other options?
still don't know whats better... ;/
If you use Condemn in sideboard instead of main Dismember in order to deal with aggro decks,there is no problem.
About pod: if you want to prepare for Pod decks, you'd better use Spell Pierce.It can counter an ealry pod or Chord of Calling.Moreover,it can deal with counters in mirror decks.
About Stony Silence,Grafdigger's Cage or Relic of Progenius:For what?
That depends on your metagames whatever you mean.
I want to prepare for Affinity,so I use Stony Silence.
Additionally,I think anti-grave cards are also necessary,so I'll employ Rest in Peace or Relic of Progenius.
But if you expect there are many Pod decks,you may use Grafdigger's Cage.
Those cards barely see any play. I was going to say blight mamba is a problem, but apparently none of the infect decks play that card, only pauper does.
Delver decks are a decent part of the meta game, and having an uncounterable wrath is very good against them.
I agree Supreme Verdict > Wrath.
I've been playing this deck for a few months and have been quite happy with the results and matchps. Only weak ones i've experienced are Tron (not all that bad), Naya Pod (ugh miserable) and eternal command (brutal).
Some of my experience over the past 4 months or so:
Mutavault: Even though this deck has been around for a while it recently became popular due to the World Champs and Team Champs. I'm not a fan of some of the card choices played at these events. Mutavault is one of them. I'd rather have Moorland Haunt due to not having to worry about your land getting nuked.
Correct creature count: TBH I'm just not sure what it should be. I've been playing around 21 (4 snaps/3 Clique/3 Finks/4 Angel/4 Geists/4 Collonade) which feels like enough but often times feels like too much and before when i played with less Cliques and Finks felt like too little. Often times you find yourself with 3 creatures in your opening hand w/ snap and it makes it feel like an ambush viper. Then they're those hands with lands and counters and with no draw spells runs out of gas in a hurry. Other options include Baneslayer, Elspeth, Knight Errant, Swords (too slow), Ajani (god no). I'm not quite sure yet.
Cryptic Command: This is by far the best card in the deck. It does everything you want. I often feel like 2 is not enough and thinking about going up to 4.
Sun Titan: One of my favorite cards and always have one in my side for one those grindy matchups. Brings back most of your creatures. So much value.
For reference this is the deck I play. Pretty standard list.
Back when I played a shackles heavy list, the naya pod matchup felt like how could I ever lose. I still really like shackles, but the things it makes you do to your mana base is just... ugh. I was also on gifts in the sideboard before conscripts got super popular.
On mutavault/Moorland haunt: I do agree that you want at least 1 moorland haunt and not running it really hurt their decks (not that it really mattered, lol). I still think some number of mutavaults are desired especially for the storm and maybe tron matchups. It makes it a lot easier for you to establish a clock without ashcoat bearing a snapcaster mage. I also wanted some number of caverns, but you just don't have room for all these nonbasics, especially with tec edge being so important. In my current configuration I run 2 Mutavault/1 Moorland/3 Tec Edge, but that's just because my local meta is low on the need for tec edges.
Eternal Command: I've never actually played that matchup, but it looks miserable unless you can force an angel down early or something. You should test some number of caverns main to see what that does to the matchup. In testing, cavern was extremely good against blue decks.
Cryptic: I wouldn't run 4, that just takes your mana curve and smashes it with a 2x4. Maybe 3.
Oh, also I haven't been siding wrath in against delver decks at all and I don't see myself doing so even if it were uncounterable, but I may be wrong about my analysis of that matchup.
Back when I played a shackles heavy list, the naya pod matchup felt like how could I ever lose. I still really like shackles, but the things it makes you do to your mana base is just... ugh. I was also on gifts in the sideboard before conscripts got super popular.
On mutavault/Moorland haunt: I do agree that you want at least 1 moorland haunt and not running it really hurt their decks (not that it really mattered, lol). I still think some number of mutavaults are desired especially for the storm and maybe tron matchups. It makes it a lot easier for you to establish a clock without ashcoat bearing a snapcaster mage. I also wanted some number of caverns, but you just don't have room for all these nonbasics, especially with tec edge being so important. In my current configuration I run 2 Mutavault/1 Moorland/3 Tec Edge, but that's just because my local meta is low on the need for tec edges.
Eternal Command: I've never actually played that matchup, but it looks miserable unless you can force an angel down early or something. You should test some number of caverns main to see what that does to the matchup. In testing, cavern was extremely good against blue decks.
Cryptic: I wouldn't run 4, that just takes your mana curve and smashes it with a 2x4. Maybe 3.
Oh, also I haven't been siding wrath in against delver decks at all and I don't see myself doing so even if it were uncounterable, but I may be wrong about my analysis of that matchup.
Yes cryptic hurts the curve but it's the card I mostly want to draw after turn 4. I agree that siding in wraths against delver is incorrect but it matters against certain bant decks and merfolk. I've found merfolk to be a rough matchup.
Mutavault:
I don't know whether we'd better use Mutavault or Moorland Haunt,but I'm REALLY cautious about Affinity.
I believe our strongest opponent is Affinity.
We have little way to deal with Etched Champion.Moorland Haunt can't stop it,but Mutavault can.
And the degree of grave dependence will increase if we employ Mooland Haunt.
I don't like this.
Cryptic Command:
I know some of you love this card,but I don't like it so much.
This is because it's really expensive.
In modern,1UUU is fatally heavy.
I understand it has strong power,but it works only if we can cast it.
Of course if modern games tend to be slow,I were going to use many Command.
But considering current metagames,where many many faster or having light counters decks e.g.Affinity,Delver,Combo or Tron, I'm skeptical about using 3 or more Cryptic Command.
I believe exactly 2 Cryptic Commands are best.
triple u is not really a problem... we run 4 seachromes, 2-3 hallowed fountains, x glacial fortress and 3 colonnade. i don't think u is that much of a problem. also, supreme verdict will be crazy. there aren't too many regenerators in the format, and when they're are, we can most likely deal with them anyways. being able to safely blow up the board is a HUGE deal.
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I speak in sarcasm because calling people ******* ******** is not allowed.
triple u is not really a problem... we run 4 seachromes, 2-3 hallowed fountains, x glacial fortress and 3 colonnade. i don't think u is that much of a problem.
If we use 4 seachromes,3 fountains, 4 colonnades,3 islands and 4 fetches,
the probability of putting 4 lands including 3 blue sources by T4 is about 60%.
If considering 4th lands is tap-in lands,the probability decreases.
But the most important problem is that we can't deal with light counters against our Cryptic Command and that it's too late for ealier decks.
Triple U is not essence of the problem.
what about the new jace, archithect of thought? i tried a 2x on cockatrice and i'm satisfied.i don't use much the first ability, but the second is nuts.it solved some games that i couldn't win without him
It's too heavy.
I believe Elspeth is the best Planeswalker for Restoration control.
Mutavault:
I don't know whether we'd better use Mutavault or Moorland Haunt,but I'm REALLY cautious about Affinity.
I believe our strongest opponent is Affinity.
We have little way to deal with Etched Champion.Moorland Haunt can't stop it,but Mutavault can.
And the degree of grave dependence will increase if we employ Mooland Haunt.
I don't like this.
Cryptic Command:
I know some of you love this card,but I don't like it so much.
This is because it's really expensive.
In modern,1UUU is fatally heavy.
I understand it has strong power,but it works only if we can cast it.
Of course if modern games tend to be slow,I were going to use many Command.
But considering current metagames,where many many faster or having light counters decks e.g.Affinity,Delver,Combo or Tron, I'm skeptical about using 3 or more Cryptic Command.
I believe exactly 2 Cryptic Commands are best.
I find affinity to be a favorable matchup. Etched champion and plating is usually a beating but other than that you can answer everything else.
On a sidenote i've been testing this little number. It's not as good as straight UW but it's more fun
How does Bob perform? I feel without top, Bob is too risky, having 6 4cmc, 6 3cmc and 12 2cmc cards. And, If I were to play it, maybe I'll also try to include some Kitchen Finks to help with the life issue.
I'm very interested anyways, because I played a Rock deck in Legacy before this deck and I miss Bob too much :'-(
I find affinity to be a favorable matchup. Etched champion and plating is usually a beating but other than that you can answer everything else.
Really?I don't think so.
Do you have any statistics?
My current matchup vs Affinity is not good.
My win rate against Affinity is under 50% while total win rate is over 60%.
We have to deal with not only Plating and Champion: but also Blood Moon,Pest,Manlands and Overseer.
Their kill turn is much ealier than ours.
I can't believe that we can win easily.
How does Bob perform? I feel without top, Bob is too risky, having 6 4cmc, 6 3cmc and 12 2cmc cards. And, If I were to play it, maybe I'll also try to include some Kitchen Finks to help with the life issue.
I'm very interested anyways, because I played a Rock deck in Legacy before this deck and I miss Bob too much :'-(
It's very brutal against the aggressive decks but quite fine against more durdly matchups. One of my main issues with UW is how poor the curve is. The deck needs a solid 2 drop and bob seems sweet however at a great cost. Maybe sword of war and peace/light and shadow can offset some of the damage but that seems slow.
Really?I don't think so.
Do you have any statistics?
My current matchup vs Affinity is not good.
My win rate against Affinity is under 50% while total win rate is over 60%.
We have to deal with not only Plating and Champion: but also Blood Moon,Pest,Manlands and Overseer.
Their kill turn is much ealier than ours.
I can't believe that we can win easily.
I don't have any stats and i never said it was a cakewalk but in my experience the matchup isn't bad. Spell Snare obv counters half their deck and annuls come in post board for moons and everything else. If you're having trouble with Affinity you could add more hate to the SB. Maybe i've played poor opponents or gotten lucky.
Now that Valakut is legal now how do we matchup against Scapeshift type decks.
yeah, blood moon kind of craps on this deck's mana base. i've found the match up to be pretty straight forward. post board when you have access to wraths/disenchants/fracturing gust (if you really want it) it becomes much easier.
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I speak in sarcasm because calling people ******* ******** is not allowed.
What about Azorius Charm to push this deck into more of a tempo oriented deck. Testing the card with GoST in Standard and it's killer. Should be fine as a two of in Modern, maybe more.
Has someone tried to add a steam vents and a moutain (and few more fetches) to improve affinity / UWR Delver matchups which, I think, are our worst matchups?
Some lightning bolt (or izzet charms) completing few pyroclasms in side could change these matchups whithout killing our manabase.
I'm interested by your opinion on this idea. Thanks
Tested out a red splash a while back. It wasn't bad, per se. It opens up a lot of possibilities, And the maindeck is flexible enough to support it.
However, I felt often times like I was just trying to be UWR delver, without delver.
Well to be honest That Is what this deck is already basically. Delver and lynx are not so consistent so you are trading speed for power and consistency wich isn't a bad thing. Helix and pyro clams are the absolute best cards to survive to the late game against many decks in the field. I think the third color is better than tec edge, who are you edging out no one is playing 5 drops and they are to slow for tron a basically unwinnable match up. Man lands can be problematic some times but it probably won't come up often, this deck has plenty of gass. I don't like this deck in its usual form. Either go more tempo or more control not clunky mid range.
The Red opens up soo many cool cards like Izzet charm Electrolyse and Desolate Light House (awesome control land) I have been enjoying those in a budget version of this deck (no St. Traft or Click) 3x path/ Bolt/ Helix and 2 Augur of Bolas who has been great in this deck.
Well to be honest That Is what this deck is already basically. Delver and lynx are not so consistent so you are trading speed for power and consistency wich isn't a bad thing. Helix and pyro clams are the absolute best cards to survive to the late game against many decks in the field. I think the third color is better than tec edge, who are you edging out no one is playing 5 drops and they are to slow for tron a basically unwinnable match up. Man lands can be problematic some times but it probably won't come up often, this deck has plenty of gass. I don't like this deck in its usual form. Either go more tempo or more control not clunky mid range.
The Red opens up soo many cool cards like Izzet charm Electrolyse and Desolate Light House (awesome control land) I have been enjoying those in a budget version of this deck (no St. Traft or Click) 3x path/ Bolt/ Helix and 2 Augur of Bolas who has been great in this deck.
I disagree. While we do give up speed for power, the diffrence red makes doesn't nessicarily up your speed, while watering down your down your deck a bit. It offers you versatility, but it can make your consistancy drop a remarkable amount.
Feel free to share your testing experience, as i'm all for more testing, But I found it to not be worth the splash.
Also, i've literally never had the deck feel clunky. What makes it that way for you? What lists were you running?
@blad01 Meddling mage is a perfectly fine sideboard card. The only problem is that it is really easy to kill.
I think the third color is better than tec edge, who are you edging out no one is playing 5 drops and they are to slow for tron a basically unwinnable match up. Man lands can be problematic some times but it probably won't come up often, this deck has plenty of gass.
Tech edge is amazing if you play online. It's great vs all the tron and scapeshift decks. It's also good vs jund since it stops them from activating their man lands and you can use it to color screw them from time to time. And it's great in the mirror.
If your meta doesn't have a lot of tron, then you probably could use less tectonic edges.
The deck is clunky because it can't to much in the early game you have to path agesive 1 drops, snare is dead against 1n3s and snapcast is basically a 4. There is total non synergy with path / leak and edge / colonnade. Maybe the new set will help with azorious charm, but in general this always looked like a durdle tempo deck or underpowered control deck. Don't get me wrong I am a massive UW fan and helped to start uw/x control sub forum in moderns infancy. It isn't a terrible deck but it just doesn't seem to have all the pieces lining up. The archetype is hit very hard by the banned list losing preordain, jace, stone forge, and visions. I dont think any other style of deck is nerfed as hard, that is not outright banned like hypergenesis or dredge.
The deck is clunky because it can't to much in the early game you have to path agesive 1 drops, snare is dead against 1n3s and snapcast is basically a 4. There is total non synergy with path / leak and edge / colonnade. Maybe the new set will help with azorious charm, but in general this always looked like a durdle tempo deck or underpowered control deck. Don't get me wrong I am a massive UW fan and helped to start uw/x control sub forum in moderns infancy. It isn't a terrible deck but it just doesn't seem to have all the pieces lining up. The archetype is hit very hard by the banned list losing preordain, jace, stone forge, and visions. I dont think any other style of deck is nerfed as hard, that is not outright banned like hypergenesis or dredge.
The strength of Restration deck really depends on player's skill.
In MO daily, there are some Restration lists, but few users of Restration decks.
And I believe tech edge is worth to use 4 without consideration.
The deck is clunky because it can't to much in the early game you have to path agesive 1 drops, snare is dead against 1n3s and snapcast is basically a 4. There is total non synergy with path / leak and edge / colonnade. Maybe the new set will help with azorious charm, but in general this always looked like a durdle tempo deck or underpowered control deck. Don't get me wrong I am a massive UW fan and helped to start uw/x control sub forum in moderns infancy. It isn't a terrible deck but it just doesn't seem to have all the pieces lining up. The archetype is hit very hard by the banned list losing preordain, jace, stone forge, and visions. I dont think any other style of deck is nerfed as hard, that is not outright banned like hypergenesis or dredge.
Wall of Omens is very decent vs aggressive ground creatures. And people are running peek/whispers of the muse to make Snapcaster a 3cmc card. Thought Scour is bad since it beefs up opposing goyfs.
It's a fair deck that tries to win going long. Sadly jund is probably a better fair deck at winning long games because it can put on a much faster clock. And I think vs jund it's a pretty close match up, but it's based on which cards jund draws since it's the aggressor.
I don't think azorious charm is playable in modern, wall of omens is better. Supreme verdict is why people are trying blue/white. It'll help vs geist of saint traft decks. Though I'm not sure if it'll be castable on turn 4 when people are playing 0-2 mutavaults, 0-2 calciform pools and 4 edges.
I agree with your assessment, it's not a bad deck, but it has quite a few flaws.
UW restoration actually has a pretty good matchup against jund because of 4/4 manlands.
It's dependent on jund's draw. If they do turn 1 discard, 2 turn bob, turn 3 liliana that's a pretty strong opening line that requires different cards to stop it. Also jund drawing multiple bloodbraids is pretty tough to beat. And path to exile is pretty miserable since jund can make use of that extra mana.
So what? UWResto has a 50/50 matchup against Jund? What deck doesn't?
After obtaining 2 Cliques and 4 Snapcasters I decided to sleave it up. This deck is tier1 with no doubts. Anyone who says other wise is a bologna sandwich. And thats the problem with so many magic players: They're lemmings. They also don't understand the concept of proportion. The reason we see so much Jund in the top 8? Well it is just that good of a deck, but its also a deck that everyone and thier grandmother plays at PTQs (so statisticaly speaking its always gonna make good showings). Same with Affinity and the other decks considered to be the most powerful. But then you see a deck like this, and only a few people play it (and therfore it only shows up in the top a little bit), then others see it showing up once or twice and go "well it must not be THAT good since it doesn't show up constatly". Ofcourse being the idiot lemmings they are they don't consider the fact that very few people play it (meaning statisticaly its not going to show up as much). They don't realize that if so few people play then its not going to show up as much neccesarily, but that has nothing to do with the decks raw power.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
If you use Condemn in sideboard instead of main Dismember in order to deal with aggro decks,there is no problem.
About pod: if you want to prepare for Pod decks, you'd better use Spell Pierce.It can counter an ealry pod or Chord of Calling.Moreover,it can deal with counters in mirror decks.
About Stony Silence,Grafdigger's Cage or Relic of Progenius:For what?
That depends on your metagames whatever you mean.
I want to prepare for Affinity,so I use Stony Silence.
Additionally,I think anti-grave cards are also necessary,so I'll employ Rest in Peace or Relic of Progenius.
But if you expect there are many Pod decks,you may use Grafdigger's Cage.
I agree Supreme Verdict > Wrath.
I've been playing this deck for a few months and have been quite happy with the results and matchps. Only weak ones i've experienced are Tron (not all that bad), Naya Pod (ugh miserable) and eternal command (brutal).
Some of my experience over the past 4 months or so:
Mutavault: Even though this deck has been around for a while it recently became popular due to the World Champs and Team Champs. I'm not a fan of some of the card choices played at these events. Mutavault is one of them. I'd rather have Moorland Haunt due to not having to worry about your land getting nuked.
Correct creature count: TBH I'm just not sure what it should be. I've been playing around 21 (4 snaps/3 Clique/3 Finks/4 Angel/4 Geists/4 Collonade) which feels like enough but often times feels like too much and before when i played with less Cliques and Finks felt like too little. Often times you find yourself with 3 creatures in your opening hand w/ snap and it makes it feel like an ambush viper. Then they're those hands with lands and counters and with no draw spells runs out of gas in a hurry. Other options include Baneslayer, Elspeth, Knight Errant, Swords (too slow), Ajani (god no). I'm not quite sure yet.
Cryptic Command: This is by far the best card in the deck. It does everything you want. I often feel like 2 is not enough and thinking about going up to 4.
Sun Titan: One of my favorite cards and always have one in my side for one those grindy matchups. Brings back most of your creatures. So much value.
For reference this is the deck I play. Pretty standard list.
4 Geist of St. Traft
4 Restoration Angel
3 Kitchen Finks
3 Vendilion Clique
4 Mana Leak
4 Spell Snare
4 Path to Exile
2 Cryptic Command
1 Deprive
1 Sword of Feast and Famine
4 Seachrome Coast
4 Tectonic Edge
4 Island
3 Misty Rainforest
3 Hallowed Fountain
1 Plains
1 Moorland Haunt
1 Marsh Flats
1 Eiganjo Castle
1 Sun Titan
2 Grafdigger's Cage
3 Annul
3 Spell Pierce
1 Disenchant
2 Wrath of God
1 Sword of War and Peace
2 Threads of Disloyalty
On mutavault/Moorland haunt: I do agree that you want at least 1 moorland haunt and not running it really hurt their decks (not that it really mattered, lol). I still think some number of mutavaults are desired especially for the storm and maybe tron matchups. It makes it a lot easier for you to establish a clock without ashcoat bearing a snapcaster mage. I also wanted some number of caverns, but you just don't have room for all these nonbasics, especially with tec edge being so important. In my current configuration I run 2 Mutavault/1 Moorland/3 Tec Edge, but that's just because my local meta is low on the need for tec edges.
Eternal Command: I've never actually played that matchup, but it looks miserable unless you can force an angel down early or something. You should test some number of caverns main to see what that does to the matchup. In testing, cavern was extremely good against blue decks.
Cryptic: I wouldn't run 4, that just takes your mana curve and smashes it with a 2x4. Maybe 3.
Oh, also I haven't been siding wrath in against delver decks at all and I don't see myself doing so even if it were uncounterable, but I may be wrong about my analysis of that matchup.
Yes cryptic hurts the curve but it's the card I mostly want to draw after turn 4. I agree that siding in wraths against delver is incorrect but it matters against certain bant decks and merfolk. I've found merfolk to be a rough matchup.
I don't know whether we'd better use Mutavault or Moorland Haunt,but I'm REALLY cautious about Affinity.
I believe our strongest opponent is Affinity.
We have little way to deal with Etched Champion.Moorland Haunt can't stop it,but Mutavault can.
And the degree of grave dependence will increase if we employ Mooland Haunt.
I don't like this.
Cryptic Command:
I know some of you love this card,but I don't like it so much.
This is because it's really expensive.
In modern,1UUU is fatally heavy.
I understand it has strong power,but it works only if we can cast it.
Of course if modern games tend to be slow,I were going to use many Command.
But considering current metagames,where many many faster or having light counters decks e.g.Affinity,Delver,Combo or Tron, I'm skeptical about using 3 or more Cryptic Command.
I believe exactly 2 Cryptic Commands are best.
If we use 4 seachromes,3 fountains, 4 colonnades,3 islands and 4 fetches,
the probability of putting 4 lands including 3 blue sources by T4 is about 60%.
If considering 4th lands is tap-in lands,the probability decreases.
But the most important problem is that we can't deal with light counters against our Cryptic Command and that it's too late for ealier decks.
Triple U is not essence of the problem.
It's too heavy.
I believe Elspeth is the best Planeswalker for Restoration control.
I don't think new Jace is better than Elspeth.
I find affinity to be a favorable matchup. Etched champion and plating is usually a beating but other than that you can answer everything else.
On a sidenote i've been testing this little number. It's not as good as straight UW but it's more fun
2 Geist of St. Traft
4 Restoration Angel
3 Vendilion Clique
4 Snapcaster Mage
4 Path to Exile
4 Remand
4 Inquisition of Kozilek
2 Spell Snare
2 Cryptic Command
1 Sword of Feast and Famine
4 Creeping Tarpit
4 Marsh Flats
3 Misty Rainforest
3 Darkslick Shores
2 Seachrome Coast
2 Hallowed Fountain
1 Plains
1 Swamp
1 Godless Shrine
1 Watery Grave
4 Kitchen Finks
2 Lingering Souls
2 Zealous Persecution
3 Spell Pierce
2 Duress
1 Dismember
1 Surgical Extraction
How does Bob perform? I feel without top, Bob is too risky, having 6 4cmc, 6 3cmc and 12 2cmc cards. And, If I were to play it, maybe I'll also try to include some Kitchen Finks to help with the life issue.
I'm very interested anyways, because I played a Rock deck in Legacy before this deck and I miss Bob too much :'-(
Really?I don't think so.
Do you have any statistics?
My current matchup vs Affinity is not good.
My win rate against Affinity is under 50% while total win rate is over 60%.
We have to deal with not only Plating and Champion: but also Blood Moon,Pest,Manlands and Overseer.
Their kill turn is much ealier than ours.
I can't believe that we can win easily.
It's very brutal against the aggressive decks but quite fine against more durdly matchups. One of my main issues with UW is how poor the curve is. The deck needs a solid 2 drop and bob seems sweet however at a great cost. Maybe sword of war and peace/light and shadow can offset some of the damage but that seems slow.
I don't have any stats and i never said it was a cakewalk but in my experience the matchup isn't bad. Spell Snare obv counters half their deck and annuls come in post board for moons and everything else. If you're having trouble with Affinity you could add more hate to the SB. Maybe i've played poor opponents or gotten lucky.
Now that Valakut is legal now how do we matchup against Scapeshift type decks.
Tested out a red splash a while back. It wasn't bad, per se. It opens up a lot of possibilities, And the maindeck is flexible enough to support it.
However, I felt often times like I was just trying to be UWR delver, without delver.
I'm a Lurker.
The Red opens up soo many cool cards like Izzet charm Electrolyse and Desolate Light House (awesome control land) I have been enjoying those in a budget version of this deck (no St. Traft or Click) 3x path/ Bolt/ Helix and 2 Augur of Bolas who has been great in this deck.
I disagree. While we do give up speed for power, the diffrence red makes doesn't nessicarily up your speed, while watering down your down your deck a bit. It offers you versatility, but it can make your consistancy drop a remarkable amount.
Feel free to share your testing experience, as i'm all for more testing, But I found it to not be worth the splash.
Also, i've literally never had the deck feel clunky. What makes it that way for you? What lists were you running?
@blad01 Meddling mage is a perfectly fine sideboard card. The only problem is that it is really easy to kill.
I'm a Lurker.
Tech edge is amazing if you play online. It's great vs all the tron and scapeshift decks. It's also good vs jund since it stops them from activating their man lands and you can use it to color screw them from time to time. And it's great in the mirror.
If your meta doesn't have a lot of tron, then you probably could use less tectonic edges.
The strength of Restration deck really depends on player's skill.
In MO daily, there are some Restration lists, but few users of Restration decks.
And I believe tech edge is worth to use 4 without consideration.
Wall of Omens is very decent vs aggressive ground creatures. And people are running peek/whispers of the muse to make Snapcaster a 3cmc card. Thought Scour is bad since it beefs up opposing goyfs.
It's a fair deck that tries to win going long. Sadly jund is probably a better fair deck at winning long games because it can put on a much faster clock. And I think vs jund it's a pretty close match up, but it's based on which cards jund draws since it's the aggressor.
I don't think azorious charm is playable in modern, wall of omens is better. Supreme verdict is why people are trying blue/white. It'll help vs geist of saint traft decks. Though I'm not sure if it'll be castable on turn 4 when people are playing 0-2 mutavaults, 0-2 calciform pools and 4 edges.
I agree with your assessment, it's not a bad deck, but it has quite a few flaws.
It's dependent on jund's draw. If they do turn 1 discard, 2 turn bob, turn 3 liliana that's a pretty strong opening line that requires different cards to stop it. Also jund drawing multiple bloodbraids is pretty tough to beat. And path to exile is pretty miserable since jund can make use of that extra mana.
After obtaining 2 Cliques and 4 Snapcasters I decided to sleave it up. This deck is tier1 with no doubts. Anyone who says other wise is a bologna sandwich. And thats the problem with so many magic players: They're lemmings. They also don't understand the concept of proportion. The reason we see so much Jund in the top 8? Well it is just that good of a deck, but its also a deck that everyone and thier grandmother plays at PTQs (so statisticaly speaking its always gonna make good showings). Same with Affinity and the other decks considered to be the most powerful. But then you see a deck like this, and only a few people play it (and therfore it only shows up in the top a little bit), then others see it showing up once or twice and go "well it must not be THAT good since it doesn't show up constatly". Ofcourse being the idiot lemmings they are they don't consider the fact that very few people play it (meaning statisticaly its not going to show up as much). They don't realize that if so few people play then its not going to show up as much neccesarily, but that has nothing to do with the decks raw power.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn