"On another note, i dont really think caverns are what this deck wants"
I run a version with 4 cryptic command cause i think its probably the best card control can have in modern and I can't think about having cavern in my deck...too painfull for the manabase...
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This beautifull signature is from Argetlam at verdant flame studios Ty man I'm your biggest fan!
Hi, I have played MTG for only 2 months now and I am interested making this kind of deck. I am brewing deck around Restoration angel herself and after around 20+ tries I can't find a solid resto deck. However, I manage to build some sort pretty nice but not consistent yet by putting in Green colour.
Creatures:
Wall of Omens 4
Blade Splicer 4
Resto Angel 4
Heroes of Bladehold 1 (sorry dont have saint yet)
Sun Titan 1
Prime Speaker Zegana 2
Spells
Azorius Charm 4
Detention Sphere 2
Sphinx's Revelation 1
Supreme Verdict 2
Mana Leak 4
Beast Within 3
Path to Exile 4
Land: 24 (Breeding Pool, Hallowed Fountain etc)
Sometimes I have bad time having a lot of white creatures but no plain or forced to put glacial fortress to battlefield tapped since there is no island or plain. I removed SOM lands afterward and become more stable. Since I played this deck only against my friend (not in tournament yet), I have no idea how this deck will perform.
Probably I will reduce wall of omen and blade splicer and add more spellskite. What do you think
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EDH Decks
Main Deck: Azami, Lady of Scrolls (With No Infinite Mana or Infinite Combo parts)
Fun and Casual Decks:
Karametra, God of Harvest
Yidris, Maelstorm Wielder
Hey guys...I haven't read everything in this forum, but it looks like a lot of people are confused as to which way to go with UW so I thought I would chime in. Back at GP Toronto, I went 6-3 missing day 2 losing to what at the time were only bad match-ups (UR storm, and Tokens...3rd loss was against a Jund nut draw). I put together the deck at 2 in the morning the day of, audibling from grixis control in our hotel room because I couldn't close out games. I would have liked to have some different cards in my 75 but not a bad showing all things considered.
Next I took the deck to a PTQ with some updates. I ended up 6-0-2, making top 8 and losing to mono red which was again...a bad matchup. The Finks help...but you really need to rely on drawing multiple as the deck doesn't really work until you have 4 mana. Anyhow, here's my PTQ 5th place decklist:
This version is very strong against aggro, but it loses percentages in the combo matchups (Tron, Mono Red, Eggs). You're ok against control solely on the back on Revelations, however planeswalkers are a problem. The SB is designed to shore up those weaknesses, however Burn is still a relatively tough match-up depending on the draw and the version. I think I misplayed my top 8 matchup against burn and could have won had I played better.
For the current Meta-game (Pod, Tron, Affinity, Junk, and Twin being probably the strongest decks), I'm moving to more of an esper build for the gifts/unburial rites package. Elesh norn is game over against so many decks...and terrastadon is extremely powerful against the Tron and other combo decks. Bringing in thoughtseize from the SB will shore up combo matchups, and the deck is already well suited to beat most aggro decks.
I'll post a list once I'm finished.
*unfinished...working on tags
I feel that if your running cryptic command ( and imo you should be ) it becomes very difficult to run cavern of souls. I personally run 3 commands in my 60, and cavern is very very bad for me.
Spell snare is one of the best control cards in the format. It hit goyf, bob, arcbound ravager etc etc etc. It seems as tho there are too many significant threats in the 2cmc spot to not run at least 3 spell snares MB. I run 4, but maybe thats a meta call?
I have seen some lists that use sun titan. At first glace it seems bad to me, but i have not personally tested it. How has this worked for those choosing to include him?
How does this deck fare against GR Tron? I have to MD 4 tectonic edge because tron is everywhere in my local meta. Im not sure if this is wise or not, but its the best way for me to fight tron. Id like to see what everyones plan of attack is against this beast of a deck.
Overall, Id say this deck is positioned well still. Decks like POD, which is making a huge comeback, really dont match-up well against us here. What are the glaring strengths and weaknesses in your opinion?
Very long and grindy match up, Colonnade went the distance in the first game but he managed to gain a lot of his life back through Helixes and eventually killed off my Colonnade and finished me off with his own.
Second game we ended up running out of time for the round. I had Rest in Peace played which shut down Snaps and it was pretty much a back and forth of spells and creatures and removal.
Burn (2-0-0),
Wall of Omens -> Finks -> Phantasmal Copy Finks -> Another Phantasmal Copy Finks -> Resto Blink Finks. He ran out of gas, but I was teetering on 6 life for a long while but eventually won the game.
Second game he landed a T2 Torpor Orb, but ended up conceding later as he revealed another two Torpor Orbs that had been drawn after I managed to stabilize.
Merfolk (1-1-1),
Each game started off with a turn 1 Vial. I get run over in the first game as he gets about 3-4 lords in eventually, and there's really not a lot to say about that.
Second game goes better as I land a very good Supreme Verdict. I had Meddling Mage set on Spell Pierce for that game (good thing I didn't draw any of my own, this is what happens when your MM's are Chinese). A Phantasmal Image takes care of a Kira. Meddling Mage and Thalia eventually get forced into mass blocking a lord just to keep the damage down. Colonnade closes the game later on.
Third game didn't go for too long as time was eventually called and we moved into the last turns. I had MM set on Vapor Snag this time, and I had a pretty good Echoing Truth on one of his Lords (which was copied by a Phantasmal Image). Path to Exile finally shows up and I get some removal going courtesy of Snap.
and GW Something(*) (0-1-1)
* It had Voice of Resurgence, Strangleroot Geist, Kitchen Finks, Quasali Pridemage, Sword Package (w/ Steelshaper's Gift), BoP, Elspeth. Not sure what to call it.
I get beaten down by a tandem of Quasali Pridemages and he manages to slip an Elspeth, Knight Errant Through and later a Sword of Fire and Ice. I'm starved for mana and can't pull off swinging at the planeswalker with my Colonnade while still defending and I eventually get beat.
Second game has me going with 3 paths, a snapcaster, and 2 Echoing Truths. The game ties later on.
All in all, I need more practice with the deck. I built it last minute that morning and didn't get any play testing done. Very happy with how it turned out, it held its own pretty well and lives up to the name of being Midrange but was lacking the "I win now that the game has lasted this long" card.
Tried the Geist version on Cockatrice today and it really doesn't feel like a midrange deck, it feels like a control deck that happens to play a few Geists.
Any azorius with saint geist is more like saint geist beat down tempo deck. And it is not good running saint geist with restoration angel.
I dont understand why everyone is running a lot of 3cmc creatures and 4 cryptic command. I replace vendilion with 2 gitaxian probes and only run 4 wall of omens and no 3cmc creatures.
Midrange azorius mana curve is already too high so include too many 3 mana cost creatures is not good IMO. I sometimes run 2 elspeth or 1 elspeth and 1 aetherling lol.
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EDH Decks
Main Deck: Azami, Lady of Scrolls (With No Infinite Mana or Infinite Combo parts)
Fun and Casual Decks:
Karametra, God of Harvest
Yidris, Maelstorm Wielder
Pretty nice article and the list he gives seems very strong.
Well, I had some time and most of the cards for a decent deck online for once. I just went 3-1 in a daily with basically Sperling's list (was missing a few cards and was rushed at the time, notably I don't have mutavaults, and my sideboard was a bit different). It seemed OK, but I just felt like splashing red is just too good to pass up. Being able to deal with DRS, confidant, and other creatures early is just too relevant. The burn also helps against planeswalkers, as g1 facing down an early liliana is really demoralizing. It also gives you a better clock against combo. I know the mana is kind of an issue, and I like 4 tectonic, but most games I just felt like I'd be better off with red. In games where electrolyze is good, it's just unreal. UWR also gives you some insane matchups against creature decks, while most UW games are pretty close against most decks unless you draw your hate cards.
For those who care, the matches were:
2-0 against Jund. This was really close though, and I would have lost the 1st game, but he missed an early attack due to lag. 2nd game, we both have good hands, but I have answers to basically all that he plays early. The games still ends up being close, but I take it.
0-2 against tron. Game 1 was close. I had a good draw, but he had a pretty early tron followed by 2 karns, sundering titan, mindslaver, emrakul. With just one less of those cards I would've won.
Game 2 I kept a marginal hand, he had turn 3 karn, and quickly locked up the game.
2-0 against pod
g1, I have a strong draw, and manage to have clique and mindcensor applying pressure early with path backup.
g2, This ended up being close, as he resolved redcap and melira after a while, and I didn't have an answer. I was applying pressure in the air though. He had 2 turns to topdeck a sac outlet as I never drew an answer card. He didn't get there.
2-1 against reanimator
g1 I wasn't completely sure what I was playing against, and I snared a pentad prism early. I think if I saved the snare he would have lost this game. I wasn't in danger of breech either as I believe I had clique in hand at the time, which I should've jsut cast. I applied pressure in the air, but was 1 turn too slow, as he ran through my countermagic.
g2 I have an early relic, along with path and a slow clock which managed to get there.
g3 He opened with double thoughtseize and my hand was pretty bare after. He didn't seem to have grisel/emrakul for a while though, and I managed to win pretty comfortably.
For the most part, I just felt like I drew better than my opponents. Adding geists over some of the finks might be good, but even geist is better with red to clear the path and be more aggressive.
For the deck itself, it looks pretty strong, but only seems to have decent matchups across the field. I tried a verdict from sideboard over a mindcensor main. My thinking was that you want one against the aggressive or midrange decks, and mindcensor is bad against those. However, verdict is dead against a lot of decks. I feel like 2 mindcensors main is probably right in the current metagame, with jund/junk being the main tier1 deck that it is pretty bad against. I also felt like the 2 fetchlands were out of place. Two + the number of basics isn't really enough to play around blood moon. Having 0 glacial fortresses just seems odd also. The ability to sometimes nerf DRS or goyf is more relevant in my opinion. Mystic gate is pretty bad also.
My sideboard was slightly different, but I wish I had Sperling's. The one thing is that he had a lot of cards for eggs, which isn't really a deck right now, so I wonder if some things could change. 3 stony silence is a lot, and I feel like tron is the only deck where you want all 3. Although I could be wrong about that. Maybe affinity?
I took the following list to FNM. There were about 17 players for modern, and I ended up at 2-3. The wins were blowouts, and the losses were tightly contested. I never felt like I was out of a match, and I'd like to continue developing my list.
Rd 1 - UR Storm - Lose 2-1
He was at 2 life in the first game when he used double Grapeshot to kill me. I'd been able to use Spell Snare to fizzle rituals early, and Vendilion Clique and Restoration Angel allowed me to put two copies of Past in Flames on the bottom of his library. They also provided the beats, but were a turn too slow.
I sided out Path to Exile, Detention Sphere and Wall of Omens and brought in Leyline, Negate, Rest in Peace and a Surgical Extraction. In game two, Kitchen Finks and counter magic got there for me. In game three, he used Echoing Truth to bounce my Rest in Peace, then stormed with Empty the Warrens for 10 goblins. My Finks and blink shenanigans didn't do enough, and I lost a match that I felt I probably should've won.
Rd 2 - Goblins - Win 2-0
He played a turn one Goblin Guide, swinging for two and putting a land into my hand. He played a turn two Goblin Guide, swinging for four and putting two lands into my hand -- and I played two copies of Path to Exile. I never missed a land drop, and Restoration Angel and Celestial Colonnade won the game in short order.
I sided out the Shadow of Doubts and sided in the wrath effects, and Spell Snare, Snapcaster Mage bought time until eventually Celestial Colonnade beats got there. I never felt as though the outcome was in doubt, but he did use a timely Combust on my Restoration Angel to slow me down.
Rd 3 - Kiki Pod - Lose 2-0
Game one took about 35 minutes and was a back and forth affair. I stabilized and had enough copes of Snapcaster Mage and Path to Exile to keep him from going off until he was able to Pod his mana dorks into Scavenging Ooze and Voice of Resurgence on the same turn. I scooped in order to attempt to draw the round.
Game two had me at 20 life with the help of Kitchen Finks when he hit the combo -- I had taken him to 8 before he was able to Pod into his own Kitchen Finks. His Phyrexian Metamorph as a copy of my Vendilion Clique took the removal out of my hand that I needed in order to prevent him from Restoration Angel/Kiki-Jiki insanity.
I felt good about the matchup, and made him work hard to secure the win. I only brought in one copy of Stony Silence (which he removed with Qasali Pridemage), plus Wrath and Supreme Verdict. Scavenging Ooze is just too good, though, especially in a deck that can make as much mana as Pod does.
Rd 4 - UWR Planeswalkers - Win 2-0
When I resolved Vendilion Clique in game one, he revealed his hand of 2x Elspeth, 1x Chandra, 1x Tamiyo, 1 Helix and 1x Dissipate. Thankfully, my hand had 2x Snapcaster and 2x Mana Leak, so I was able to keep the super friends from resolving long enough to win with Clique and Colonnade. Game two was over quickly, as he couldn't power through my counters.
Rd 5 - UWR Control - Lose 2-1
A friend of mine had proxied this deck for playtesting, and I beat it consistently. Against another player's version of the World Championship deck, though, I didn't get there. I took game one by playing "Stone Rain, draw a card" on his fetch (Shadow of Doubt), and never missing a land drop of my own. Game two, he resolved a Geist of Saint Traft when I only had a Spell Snare in hand and I was finished. He resolved more Cryptic Commands than I did, and the Geist and his Angel burned through my life total.
Game three, it was Sphinx's Revelation that did me in. We had gone to turns when he was able to resolve Revelation with X=3 to draw into enough burn to end it.
Changes?
I have a playset of Geists that I don't run in this deck, because it feels like I wouldn't be able to clear a path for him without Bolt and Helix.
I didn't draw a Blade Splicer all night, and the graveyard decks that I expected to see (Melira Pod and Living End) didn't show up, nuking my sideboard. There was Tron and I'm sure Affinity, so at least the Stony Silence could've been useful with the right pairings.
I think I might want one less Spell Snare main, and maybe one less Shadow of Doubt in exchange for Supreme Verdict and a bomb (Baneslayer or Wurmcoil?). I was never unhappy to see Shadow of Doubt, but I could leave the third copy in the board for the more search-heavy matchups.
Ratchet Bomb was there for Bogle, Tokens and maybe Affinity, but I don't know how prevalent those decks will be. Any suggestions on a better sideboard?
I can't contribute much, but I can't not comment on how jealous I am about you getting three goblin guide lands in the first two turns.
Is having just the four paths enough removal for you? Also, make sure you don't use them too early on or some decks will capitalize on the mana gain too much.
I can't contribute much, but I can't not comment on how jealous I am about you getting three goblin guide lands in the first two turns.
Is having just the four paths enough removal for you? Also, make sure you don't use them too early on or some decks will capitalize on the mana gain too much.
Yeah, it felt good.
Against a red deck, I figure once their threats are gone and they've spit their hands, I can counter whatever they have left. In the Pod matchup, I held Path the whole game in order to combat the combo.
Snap lets you re-use Path, so it feels like you have more copies. Cryptic can tap/bounce, too. I could try Vapor Snag, but I'm not sure I'd be any better off. And paying four life for Dismember is a no go for me.
Against a red deck, I figure once their threats are gone and they've spit their hands, I can counter whatever they have left. In the Pod matchup, I held Path the whole game in order to combat the combo.
Snap lets you re-use Path, so it feels like you have more copies. Cryptic can tap/bounce, too. I could try Vapor Snag, but I'm not sure I'd be any better off. And paying four life for Dismember is a no go for me.
I would rather use unsummon in case I need to bounce my own creature and not lose life off it as 1 pint is usually a joke to the opp.
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Dictators prefer an unarmed population.
Decks I play and stuff.
Going forward I'd like to change the *** to either a Terminus or Hallowed Burial because of my losses half were to pod decks.
Round 1- Scapeshift
Game 1 I drop Resto into play EoT turn 4 and 2 Shadow of Doubt plus flashing 1 back ensures he cant go off in time.
Game 2 he curves out perfectly and I can't get there in time, Scapeshift for GG.
Game 3 he untaps with 7 lands and a Prismatic omen on board. Rather than playing the Scapeshift I later find out he has in his hand he runs out a Valakut. I respond to the trigger by Tec Edging the Valakut and using Surgical Extraction to ensure that shenanigans doesnt happen. He succumbs to Resto/Finks beats a few turns later. 1-0
Round 2- Splinter Twin
Game 1 I have a god hand against him when he tries to combo off. I am able to Path twice and Dismember leading to a quick game 2.
Game 2 I counter the first Deceiver Exarch and use Surgical Extration to take half his combo. When he attempts a Pestermite a few turns later I have Path to bait the Dispel and am able to Dismember it to put it in the GY. Snap + Surgical Extraction gets the concession. 2-0
Round 3- GB Midrange
Game 1 he hits me with 2 IoK and has Liliana and Garruk out. Kitchen Finks and Resto are able to dig me out of it though and I eke out a win.
Game 2 I am just able to race and get there. 3-0
Round 4- UB Mill
This is a terrible match up for me. My clock isn't fast enough and he mills me quite easily game 1.
Game 2+3 I bring in Emrakul and just counter anything that can stop him from being exiled. 4-0
Round 5- UR Fae (Alexander Hayne)
I was pretty nervous playing against a player of his caliber but he was very friendly and we got to BS through most of the match. All 3 games were very close but him being stuck on land game 2 helped me pull out another win. 5-0
Round 6- Kiki Pod
Game 1 I tap out and he goes up the chain and combo's me.
Game 2 I am able to stabilize off a Supreme Verdict and race.
Game 3 I made a misplay from not realizing I could tap Calciform pools and activate it with the mana. I had the chance to Wrath but thought I wasn't able to because of the color constraints...won't happen again. Got punished for it. 5-1
Round 7- Storm
Game 1 I pressure him but on his last turn he is able to flashback Past in Flames and I die.
Game 2 I get some early pressure and force him to go off but he can’t get to lethal grapeshot territory and Empty the Warrens for 16 Goblins. I am able to Cryptic (Tap/Draw) 2 turns in a row and swing for lethal.
Game 3 I Shadow of Doubt his fetch and he doesn’t see another blue source til turn 4-5. 6-1
Round 8- Melira Pod
We split games 1 and 2 both with pretty decisive wins. Game 3 comes down to me wrathing his board but leaving behind a Voice token. He untaps, plays DRS, and activates Gavony Township for exact lethal. 6-2
Round 9- Esper Walkers
Game 1 takes nearly 40 minutes but comes down to me landing a Resto EoT and putting a SoWaP on it.
Game 2 goes to time and my opponent can’t kill me in the final 5 turns. 7-2
DAY 2
Round 10- Affinity
Game 1 he gets too fast of a start and I can’t keep up.
Game 2 I counter 2 Overseer’s and 1 Cranial Plating which really slowed his assault. A Verdict into Batterskull, into Batterskull proved too much for him to keep up with.
Game 3 I never see white mana and get killed with 2 Island and 2 Tectonic Edge on the battlefield. In hindsight it was a bad keep but I had Wrath, Disenchant, and Engineered Explosives in hand. 7-3
Round 11- Melira Pod
I was never in these 2 games. Early in game 1 I played Snapcaster and forgot to declare Dismember as the target, when I tried to cast it he called me on it and I went on tilt. 7-4
Round 12- Kiki Pod
This was a really fun match and the guy I played was very friendly. Game 1 he doesn’t hit a pod and overextends into a Supreme Verdict. Game 2 however I tap out and he makes quick work of climbing his pod tree into a Kiki/Conscripts combo. Game 3 I destroy his pod and Wrath handles his creatures. From there we raced and I won. 8-4
Round 13- GR Tron
He crushes me game 1 with a naturally drawn Tron and turn 3 Karn. I bring in Surgical, Negate, and Ghost Quarter. Game 2 I am able to Surgical Extraction his Powerplant, Karns, and Mindslavers. I pathed all 3 Wurmcoil leaving only the lone Emrakul as a win con. When I destroyed his Eye of Ugin he scooped. Game 3 goes to time and I am able to drop a Snapcaster in EoT for exactly lethal on turn 4. 9-4
Round 14- Splinter Twin
Game 1 he boomerangs my Celestial Colonnade turn 2 and combos me shortly after. Game 2 his hand is stacked with counters (3 Dispel and 1 Remand + Exarch and Twin). I try to kill the Exarch but to no luck. 9-5
Round 15- WUR Control
This is a rather swingy match up usually. Some games I can get ahead on the board and pressure them into making mistakes, other times I watch them throw 6 burn spells and a Colonnade at my face and counter everything I do. Unfortunately I was on tilt and punted this game. After a mull to 5 game 1 I get too far behind when he resolves a Sphinx’s Revelation for 3.
Game 2 was a long back and forth game but he won the Colonnade war. “Am I really going to win this because I drew more Colonnades than you?” He asked a few turns before he killed me. 9-6
Overall 9-6 (137th/1460)
It was my first day 2 showing so I’m happy but I do feel if I had played a little tighter I could’ve made money. Going forward I plan on dropping my 2 Remand for 1 more Vendilion Clique and 1 more Spell Snare. The all-star this weekend was Surgical Extraction because it hit so hard and no one saw it coming. I wouldn’t mind dropping Engineered Explosives because it seemed rather meh all weekend.
If you have and questions/ideas let me know. I don’t feel this list is optimal but for the meta I expected it was pretty decent.
solid report. there's something very satisfying about playing a deck with resto angels and finks. how did you decide on the War and Peace and not another sword?
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I speak in sarcasm because calling people ******* ******** is not allowed.
solid report. there's something very satisfying about playing a deck with resto angels and finks. how did you decide on the War and Peace and not another sword?
I saw alot of UWR decks around the room and the control mirror was one of my only shaky matchups. I was on the fence between LaS and WaP but I think SoWaP's interaction with Sphinx's Revelation was what really put me over. I'd like to test with SoLaS more though.
I've honestly debated dropping Batterskull for another Finks. There is so many games where someone will dump too many resources into a Finks just to have another come down (or reset with a Resto). Even if it eats a Path I'm happy because I'm closer to Colonnade mana, Closer to a big Revelation, or the next Resto will survive.
I've been having a lot of success online with a black-splash variant of this. It's more control oriented and less midrange, but I don't think midrange is really where you want to be with this. My issue with going midrange is that you're usually just worse off at being a midrange deck than pod or jund, and you don't improve your combo or control matchups enough for it to be worthwhile.
I like playing 2x serum visions as a way to fix your upcoming draws. It's surprisingly relevant when digging for wraths or answers, and also helps you hit land-drops consistently with only 25 lands.
Augur of Bolas is way stronger than wall of omens (i've tried both), but has the caveat of not running too many creatures. It works out well in a more control oriented variant since you don't want to play tons of creatures anyway.
Repeal has always overperformed, and also is really strong when you topdeck discard effects like inquisition of kozilek, where you can bounce one of their permanents and then force them to discard it.
Black gives access to removal that doesn't ramp your opponent (path is awful at dealing with deathrites and confidants), Esper Charm (perfect card for any draw-go deck), and hand disruption. Creeping Tar-pit of course is a strong card as well. I've found my matchups against the field are pretty even with a lot of room for play, and I feel I have a definitive leg up on other blue decks due to the presence of Inquisition of Kozilek, which is really powerful against decks like UR tempo, or UWR control.
Believe it or not, I've had zero problems with my mana even with playing 3x Tectonic Edge. The main thing is you really can't play Cryptic Command because of this, but I haven't really missed not having cryptic in here, and I get to play a slew of much more efficient cards as a result. Tectonic Edge has been more valuable than a cryptic would be most of the time anyway, so it's not too bad of an issue.
I run a version with 4 cryptic command cause i think its probably the best card control can have in modern and I can't think about having cavern in my deck...too painfull for the manabase...
This beautifull signature is from Argetlam at verdant flame studios Ty man I'm your biggest fan!
Creatures:
Wall of Omens 4
Blade Splicer 4
Resto Angel 4
Heroes of Bladehold 1 (sorry dont have saint yet)
Sun Titan 1
Prime Speaker Zegana 2
Spells
Azorius Charm 4
Detention Sphere 2
Sphinx's Revelation 1
Supreme Verdict 2
Mana Leak 4
Beast Within 3
Path to Exile 4
Land: 24 (Breeding Pool, Hallowed Fountain etc)
Sometimes I have bad time having a lot of white creatures but no plain or forced to put glacial fortress to battlefield tapped since there is no island or plain. I removed SOM lands afterward and become more stable. Since I played this deck only against my friend (not in tournament yet), I have no idea how this deck will perform.
Probably I will reduce wall of omen and blade splicer and add more spellskite. What do you think
Main Deck: Azami, Lady of Scrolls (With No Infinite Mana or Infinite Combo parts)
Fun and Casual Decks:
Karametra, God of Harvest
Yidris, Maelstorm Wielder
Next I took the deck to a PTQ with some updates. I ended up 6-0-2, making top 8 and losing to mono red which was again...a bad matchup. The Finks help...but you really need to rely on drawing multiple as the deck doesn't really work until you have 4 mana. Anyhow, here's my PTQ 5th place decklist:
1 Sun Titan
4 Kitchen Finks
3 Wall of Omens
2 Restoration Angel
2 Snapcaster Mage
1 Phantasmal Image
1 Vendilion Clique
3 Sphinx's Revelation
2 Remand
2 Mana Leak
3 Spell Snare
4 Path to Exile
1 Into the Roil
3 Cryptic Command
1 Detention Sphere
6 Island
2 Plains
2 Tectonic Edge
4 Scalding Tarn
1 Ghost Quarter
4 Seachrome Coast
4 Celestial Colonnade
2 Hallowed Fountain
2 Batterskull
1 Baneslayer Angel
2 Aven Mindcensor
1 Phantasmal Image
3 Stony Silence
1 Dispel
2 Negate
2 Vendilion Clique
1 Teferi, Mage of Zhalfir
This version is very strong against aggro, but it loses percentages in the combo matchups (Tron, Mono Red, Eggs). You're ok against control solely on the back on Revelations, however planeswalkers are a problem. The SB is designed to shore up those weaknesses, however Burn is still a relatively tough match-up depending on the draw and the version. I think I misplayed my top 8 matchup against burn and could have won had I played better.
For the current Meta-game (Pod, Tron, Affinity, Junk, and Twin being probably the strongest decks), I'm moving to more of an esper build for the gifts/unburial rites package. Elesh norn is game over against so many decks...and terrastadon is extremely powerful against the Tron and other combo decks. Bringing in thoughtseize from the SB will shore up combo matchups, and the deck is already well suited to beat most aggro decks.
I'll post a list once I'm finished.
*unfinished...working on tags
I feel that if your running cryptic command ( and imo you should be ) it becomes very difficult to run cavern of souls. I personally run 3 commands in my 60, and cavern is very very bad for me.
Spell snare is one of the best control cards in the format. It hit goyf, bob, arcbound ravager etc etc etc. It seems as tho there are too many significant threats in the 2cmc spot to not run at least 3 spell snares MB. I run 4, but maybe thats a meta call?
I have seen some lists that use sun titan. At first glace it seems bad to me, but i have not personally tested it. How has this worked for those choosing to include him?
How does this deck fare against GR Tron? I have to MD 4 tectonic edge because tron is everywhere in my local meta. Im not sure if this is wise or not, but its the best way for me to fight tron. Id like to see what everyones plan of attack is against this beast of a deck.
Overall, Id say this deck is positioned well still. Decks like POD, which is making a huge comeback, really dont match-up well against us here. What are the glaring strengths and weaknesses in your opinion?
BUGShardless SultaiBUG
Modern
URSplinter TwinUR
BWGAbzan MidrangeBWG
Standard
URWJeskai TokensURW
4 Path to Exile
3 Spell Pierce
2 Supreme Verdict
2 Mana Leak
Creatures [25]:
4 Wall of Omens
4 Thalia, Guardian of Thraben
4 Phantasmal Image
2 Snapcaster Mage
4 Kitchen Finks
3 Vendilion Clique
4 Restoration Angel
4 Marsh Flats
4 Arid Mesa
4 Hallowed Fountain
4 Celestial Colonnade
4 Tectonic Edge
3 Island
1 Plains
2 Meddling Mage
2 Timely Reinforcements
3 Echoing Truth
2 Kataki, War's Wage
2 Spellskite
2 Celestial Purge
2 Rest in Peace
Went up against:
UWR Midrange (0-1-1),
Very long and grindy match up, Colonnade went the distance in the first game but he managed to gain a lot of his life back through Helixes and eventually killed off my Colonnade and finished me off with his own.
Second game we ended up running out of time for the round. I had Rest in Peace played which shut down Snaps and it was pretty much a back and forth of spells and creatures and removal.
Burn (2-0-0),
Wall of Omens -> Finks -> Phantasmal Copy Finks -> Another Phantasmal Copy Finks -> Resto Blink Finks. He ran out of gas, but I was teetering on 6 life for a long while but eventually won the game.
Second game he landed a T2 Torpor Orb, but ended up conceding later as he revealed another two Torpor Orbs that had been drawn after I managed to stabilize.
Merfolk (1-1-1),
Each game started off with a turn 1 Vial. I get run over in the first game as he gets about 3-4 lords in eventually, and there's really not a lot to say about that.
Second game goes better as I land a very good Supreme Verdict. I had Meddling Mage set on Spell Pierce for that game (good thing I didn't draw any of my own, this is what happens when your MM's are Chinese). A Phantasmal Image takes care of a Kira. Meddling Mage and Thalia eventually get forced into mass blocking a lord just to keep the damage down. Colonnade closes the game later on.
Third game didn't go for too long as time was eventually called and we moved into the last turns. I had MM set on Vapor Snag this time, and I had a pretty good Echoing Truth on one of his Lords (which was copied by a Phantasmal Image). Path to Exile finally shows up and I get some removal going courtesy of Snap.
and GW Something(*) (0-1-1)
* It had Voice of Resurgence, Strangleroot Geist, Kitchen Finks, Quasali Pridemage, Sword Package (w/ Steelshaper's Gift), BoP, Elspeth. Not sure what to call it.
I get beaten down by a tandem of Quasali Pridemages and he manages to slip an Elspeth, Knight Errant Through and later a Sword of Fire and Ice. I'm starved for mana and can't pull off swinging at the planeswalker with my Colonnade while still defending and I eventually get beat.
Second game has me going with 3 paths, a snapcaster, and 2 Echoing Truths. The game ties later on.
All in all, I need more practice with the deck. I built it last minute that morning and didn't get any play testing done. Very happy with how it turned out, it held its own pretty well and lives up to the name of being Midrange but was lacking the "I win now that the game has lasted this long" card.
Changes:
-1 Vendilion Clique
+1 Plains
-1 Wall of Omens
+1 Snapcaster Mage
-1 Restoration Angel
+1 Sun Titan
2 Batterskull
4 Cryptic Command
2 Detention Sphere
2 Mana Leak
4 Path to Exile
3 Spell Snare
2 Supreme Verdict
1 Sword of Feast and Famine
2 Wrath of God
Creatures [11]:
3 Aven Mindcensor
3 Restoration Angel
2 Snapcaster Mage
3 Vendilion Clique
4 Celestial Colonnade
1 Ghost Quarter
4 Glacial Fortress
4 Hallowed Fountain
5 Island
2 Mystic Gate
2 Plains
1 Seachrome Coast
4 Tectonic Edge
1 Disenchant
3 Kitchen Finks
2 Negate
2 Rest in Peace
3 Spellskite
3 Spellstutter Sprite
1 Sword of Fire and Ice
This list is in the today's MO Daily 4-0 decklists.(http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/5625486)
I don't understand why he didn't use Traft, but this list seems so good.
How do u guys think about this list?
IMO, there must be more creatures(some copies of Traft) rather than spells(maybe Supreme Verdict).
P.S.
This is my latest UW Midrange list.
1 Batterskull
1 Elspeth, Knight-Errant
2 Cryptic Command
2 Detention Sphere
3 Mana Leak
1 Deprive
4 Path to Exile
3 Spell Snare
1 Wrath of God
Creatures [16]:
3 Aven Mindcensor
3 Restoration Angel
4 Snapcaster Mage
3 Vendilion Clique
3 Geist of Saint Traft
4 Celestial Colonnade
1 Eiganjo Castle
3 Scalding Tarn
1 Arid Mesa
3 Hallowed Fountain
2 Mutavault
4 Island
1 Plains
3 Seachrome Coast
4 Tectonic Edge
3 Kitchen Finks
2 Dispel
2 Celestial Purge
2 Relic of Progenitus
2 Annul
1 Wrath of God
2 Stony Silence
Current post- Grand Prix KC Modern Postmortem (7/7/13)
2 Vendilion Clique
2 Aven Mindcensor
4 Snapcaster Mage
4 Kitchen Finks
4 Restoration Angel
Spells(17):
4 Mana Leak
2 Remand
4 Spell Snare
4 Path to Exile
2 Cryptic Command
1 Dismember
1 Sword of Feast and Famine
Land(26):
2 Mutavault
4 Tectonic Edge
4 Celestial Colonnade
3 Hallowed Fountain
1 Mystic Gate
4 Seachrome Coast
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
4 Island
1 Plains
2 Celestial Purge
1 Aven Mindcensor
1 Baneslayer Angel
2 Threads of Disloyalty
2 Supreme Verdict
1 Disenchant
3 Stony Silence
1 Rest in Peace
2 Negate
Or would this be better:
2 Vendilion Clique
2 Aven Mindcensor
4 Snapcaster Mage
4 Geist of Saint Traft
4 Restoration Angel
Spells(17):
4 Mana Leak
4 Remand
4 Path to Exile
4 Cryptic Command
1 Dismember
Artifact:
1 Sword of War and Peace
Land(26):
2 Mutavault
4 Tectonic Edge
4 Celestial Colonnade
3 Hallowed Fountain
1 Mystic Gate
4 Seachrome Coast
1 Arid Mesa
1 Scalding Tarn
1 Misty Rainforest
1 Flooded Strand
1 Eiganjo Castle
2 Island
1 Plains
2 Celestial Purge
1 Aven Mindcensor
1 Baneslayer Angel
2 Threads of Disloyalty
2 Supreme Verdict
1 Disenchant
3 Stony Silence
1 Rest in Peace
2 Negate
Tried the Geist version on Cockatrice today and it really doesn't feel like a midrange deck, it feels like a control deck that happens to play a few Geists.
I dont understand why everyone is running a lot of 3cmc creatures and 4 cryptic command. I replace vendilion with 2 gitaxian probes and only run 4 wall of omens and no 3cmc creatures.
Midrange azorius mana curve is already too high so include too many 3 mana cost creatures is not good IMO. I sometimes run 2 elspeth or 1 elspeth and 1 aetherling lol.
Main Deck: Azami, Lady of Scrolls (With No Infinite Mana or Infinite Combo parts)
Fun and Casual Decks:
Karametra, God of Harvest
Yidris, Maelstorm Wielder
Well, I had some time and most of the cards for a decent deck online for once. I just went 3-1 in a daily with basically Sperling's list (was missing a few cards and was rushed at the time, notably I don't have mutavaults, and my sideboard was a bit different). It seemed OK, but I just felt like splashing red is just too good to pass up. Being able to deal with DRS, confidant, and other creatures early is just too relevant. The burn also helps against planeswalkers, as g1 facing down an early liliana is really demoralizing. It also gives you a better clock against combo. I know the mana is kind of an issue, and I like 4 tectonic, but most games I just felt like I'd be better off with red. In games where electrolyze is good, it's just unreal. UWR also gives you some insane matchups against creature decks, while most UW games are pretty close against most decks unless you draw your hate cards.
For those who care, the matches were:
2-0 against Jund. This was really close though, and I would have lost the 1st game, but he missed an early attack due to lag. 2nd game, we both have good hands, but I have answers to basically all that he plays early. The games still ends up being close, but I take it.
0-2 against tron. Game 1 was close. I had a good draw, but he had a pretty early tron followed by 2 karns, sundering titan, mindslaver, emrakul. With just one less of those cards I would've won.
Game 2 I kept a marginal hand, he had turn 3 karn, and quickly locked up the game.
2-0 against pod
g1, I have a strong draw, and manage to have clique and mindcensor applying pressure early with path backup.
g2, This ended up being close, as he resolved redcap and melira after a while, and I didn't have an answer. I was applying pressure in the air though. He had 2 turns to topdeck a sac outlet as I never drew an answer card. He didn't get there.
2-1 against reanimator
g1 I wasn't completely sure what I was playing against, and I snared a pentad prism early. I think if I saved the snare he would have lost this game. I wasn't in danger of breech either as I believe I had clique in hand at the time, which I should've jsut cast. I applied pressure in the air, but was 1 turn too slow, as he ran through my countermagic.
g2 I have an early relic, along with path and a slow clock which managed to get there.
g3 He opened with double thoughtseize and my hand was pretty bare after. He didn't seem to have grisel/emrakul for a while though, and I managed to win pretty comfortably.
For the most part, I just felt like I drew better than my opponents. Adding geists over some of the finks might be good, but even geist is better with red to clear the path and be more aggressive.
For the deck itself, it looks pretty strong, but only seems to have decent matchups across the field. I tried a verdict from sideboard over a mindcensor main. My thinking was that you want one against the aggressive or midrange decks, and mindcensor is bad against those. However, verdict is dead against a lot of decks. I feel like 2 mindcensors main is probably right in the current metagame, with jund/junk being the main tier1 deck that it is pretty bad against. I also felt like the 2 fetchlands were out of place. Two + the number of basics isn't really enough to play around blood moon. Having 0 glacial fortresses just seems odd also. The ability to sometimes nerf DRS or goyf is more relevant in my opinion. Mystic gate is pretty bad also.
My sideboard was slightly different, but I wish I had Sperling's. The one thing is that he had a lot of cards for eggs, which isn't really a deck right now, so I wonder if some things could change. 3 stony silence is a lot, and I feel like tron is the only deck where you want all 3. Although I could be wrong about that. Maybe affinity?
4 Restoration Angel
2 Vendilion Clique
2 Blade Splicer
2 Kitchen Finks
2 Wall of Omens
4 Snapcaster Mage
Spells
1 Detention Sphere
4 Path to Exile
4 Mana Leak
4 Spell Snare
3 Cryptic Command
3 Shadow of Doubt
4 Misty Rainforest
1 Marsh Flats
2 Hallowed Fountain
5 Island
1 Plains
4 Seachrome Coast
3 Celestial Colonnade
1 Moorland Haunt
4 Tectonic Edge
3 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Ratchet Bomb
2 Negate
1 Supreme Verdict
1 Wrath of God
2 Leyline of Sanctity
Rd 1 - UR Storm - Lose 2-1
He was at 2 life in the first game when he used double Grapeshot to kill me. I'd been able to use Spell Snare to fizzle rituals early, and Vendilion Clique and Restoration Angel allowed me to put two copies of Past in Flames on the bottom of his library. They also provided the beats, but were a turn too slow.
I sided out Path to Exile, Detention Sphere and Wall of Omens and brought in Leyline, Negate, Rest in Peace and a Surgical Extraction. In game two, Kitchen Finks and counter magic got there for me. In game three, he used Echoing Truth to bounce my Rest in Peace, then stormed with Empty the Warrens for 10 goblins. My Finks and blink shenanigans didn't do enough, and I lost a match that I felt I probably should've won.
Rd 2 - Goblins - Win 2-0
He played a turn one Goblin Guide, swinging for two and putting a land into my hand. He played a turn two Goblin Guide, swinging for four and putting two lands into my hand -- and I played two copies of Path to Exile. I never missed a land drop, and Restoration Angel and Celestial Colonnade won the game in short order.
I sided out the Shadow of Doubts and sided in the wrath effects, and Spell Snare, Snapcaster Mage bought time until eventually Celestial Colonnade beats got there. I never felt as though the outcome was in doubt, but he did use a timely Combust on my Restoration Angel to slow me down.
Rd 3 - Kiki Pod - Lose 2-0
Game one took about 35 minutes and was a back and forth affair. I stabilized and had enough copes of Snapcaster Mage and Path to Exile to keep him from going off until he was able to Pod his mana dorks into Scavenging Ooze and Voice of Resurgence on the same turn. I scooped in order to attempt to draw the round.
Game two had me at 20 life with the help of Kitchen Finks when he hit the combo -- I had taken him to 8 before he was able to Pod into his own Kitchen Finks. His Phyrexian Metamorph as a copy of my Vendilion Clique took the removal out of my hand that I needed in order to prevent him from Restoration Angel/Kiki-Jiki insanity.
I felt good about the matchup, and made him work hard to secure the win. I only brought in one copy of Stony Silence (which he removed with Qasali Pridemage), plus Wrath and Supreme Verdict. Scavenging Ooze is just too good, though, especially in a deck that can make as much mana as Pod does.
Rd 4 - UWR Planeswalkers - Win 2-0
When I resolved Vendilion Clique in game one, he revealed his hand of 2x Elspeth, 1x Chandra, 1x Tamiyo, 1 Helix and 1x Dissipate. Thankfully, my hand had 2x Snapcaster and 2x Mana Leak, so I was able to keep the super friends from resolving long enough to win with Clique and Colonnade. Game two was over quickly, as he couldn't power through my counters.
Rd 5 - UWR Control - Lose 2-1
A friend of mine had proxied this deck for playtesting, and I beat it consistently. Against another player's version of the World Championship deck, though, I didn't get there. I took game one by playing "Stone Rain, draw a card" on his fetch (Shadow of Doubt), and never missing a land drop of my own. Game two, he resolved a Geist of Saint Traft when I only had a Spell Snare in hand and I was finished. He resolved more Cryptic Commands than I did, and the Geist and his Angel burned through my life total.
Game three, it was Sphinx's Revelation that did me in. We had gone to turns when he was able to resolve Revelation with X=3 to draw into enough burn to end it.
Changes?
I have a playset of Geists that I don't run in this deck, because it feels like I wouldn't be able to clear a path for him without Bolt and Helix.
I didn't draw a Blade Splicer all night, and the graveyard decks that I expected to see (Melira Pod and Living End) didn't show up, nuking my sideboard. There was Tron and I'm sure Affinity, so at least the Stony Silence could've been useful with the right pairings.
I think I might want one less Spell Snare main, and maybe one less Shadow of Doubt in exchange for Supreme Verdict and a bomb (Baneslayer or Wurmcoil?). I was never unhappy to see Shadow of Doubt, but I could leave the third copy in the board for the more search-heavy matchups.
Ratchet Bomb was there for Bogle, Tokens and maybe Affinity, but I don't know how prevalent those decks will be. Any suggestions on a better sideboard?
Is having just the four paths enough removal for you? Also, make sure you don't use them too early on or some decks will capitalize on the mana gain too much.
Yeah, it felt good.
Against a red deck, I figure once their threats are gone and they've spit their hands, I can counter whatever they have left. In the Pod matchup, I held Path the whole game in order to combat the combo.
Snap lets you re-use Path, so it feels like you have more copies. Cryptic can tap/bounce, too. I could try Vapor Snag, but I'm not sure I'd be any better off. And paying four life for Dismember is a no go for me.
4 Snapcaster Mage
3 Kitchen Finks
2 Restoration Angel
1 Batterskull
3 Cryptic Command
3 Mana Leak
3 Spell Snare
4 Path to Exile
2 Azorious Charm
2 Shadow of Doubt
1 Remand
1 Supreme Verdict
1 Wrath of God
2 Sphinx's Revelation
4 Seachrome Coast
2 Hallowed Fountain
2 Glacial Fortress
2 Mystic Gate
5 Island
3 Plains
3 Tectonic Edge
1 Ghost Quarter
1 Hallowed Burial
1 Batterskull
1 Disenchant
1 Negate
1 Emrakul, the Aeons Torn (I had an 0-6 record vs mill before putting it SB)
2 Dispel
2 Engineered Explosives
2 Stony Silence
2 Surgical Extraction
2 Celestial Purge
Any advice/ideas are appreciated!
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
I would rather use unsummon in case I need to bounce my own creature and not lose life off it as 1 pint is usually a joke to the opp.
Decks I play and stuff.
Legacy Burn
Modern Mono U Tron
3 Restoration Angel
4 Snapcaster Mage
2 Vendilion Clique
1 Batterskull
1 Sword of War and Peace
3 Cryptic Command
3 Mana Leak
2 Spell Snare
2 Remand
4 Path to Exile
1 Dismember
2 Shadow of Doubt
2 Sphinx's Revelation
4 Celestial Colonnade
4 Seachrome Coast
4 Tectonic Edge
3 Hallowed Fountain
2 Mystic Gate
1 Calciform Pools
5 Island
2 Plains
3 Negate
2 Disenchant
2 Surgical Extraction
2 Celestial Purge
1 Batterskull
1 Linvala, Keeper of Silence
1 Emrakul, the Aeon's Torn
1 Engineered Explosives
1 Ghost Quarter
1 Wrath of God
Going forward I'd like to change the *** to either a Terminus or Hallowed Burial because of my losses half were to pod decks.
Round 1- Scapeshift
Game 1 I drop Resto into play EoT turn 4 and 2 Shadow of Doubt plus flashing 1 back ensures he cant go off in time.
Game 2 he curves out perfectly and I can't get there in time, Scapeshift for GG.
Game 3 he untaps with 7 lands and a Prismatic omen on board. Rather than playing the Scapeshift I later find out he has in his hand he runs out a Valakut. I respond to the trigger by Tec Edging the Valakut and using Surgical Extraction to ensure that shenanigans doesnt happen. He succumbs to Resto/Finks beats a few turns later.
1-0
Round 2- Splinter Twin
Game 1 I have a god hand against him when he tries to combo off. I am able to Path twice and Dismember leading to a quick game 2.
Game 2 I counter the first Deceiver Exarch and use Surgical Extration to take half his combo. When he attempts a Pestermite a few turns later I have Path to bait the Dispel and am able to Dismember it to put it in the GY. Snap + Surgical Extraction gets the concession.
2-0
Round 3- GB Midrange
Game 1 he hits me with 2 IoK and has Liliana and Garruk out. Kitchen Finks and Resto are able to dig me out of it though and I eke out a win.
Game 2 I am just able to race and get there.
3-0
Round 4- UB Mill
This is a terrible match up for me. My clock isn't fast enough and he mills me quite easily game 1.
Game 2+3 I bring in Emrakul and just counter anything that can stop him from being exiled.
4-0
Round 5- UR Fae (Alexander Hayne)
I was pretty nervous playing against a player of his caliber but he was very friendly and we got to BS through most of the match. All 3 games were very close but him being stuck on land game 2 helped me pull out another win.
5-0
Round 6- Kiki Pod
Game 1 I tap out and he goes up the chain and combo's me.
Game 2 I am able to stabilize off a Supreme Verdict and race.
Game 3 I made a misplay from not realizing I could tap Calciform pools and activate it with the mana. I had the chance to Wrath but thought I wasn't able to because of the color constraints...won't happen again. Got punished for it.
5-1
Round 7- Storm
Game 1 I pressure him but on his last turn he is able to flashback Past in Flames and I die.
Game 2 I get some early pressure and force him to go off but he can’t get to lethal grapeshot territory and Empty the Warrens for 16 Goblins. I am able to Cryptic (Tap/Draw) 2 turns in a row and swing for lethal.
Game 3 I Shadow of Doubt his fetch and he doesn’t see another blue source til turn 4-5.
6-1
Round 8- Melira Pod
We split games 1 and 2 both with pretty decisive wins. Game 3 comes down to me wrathing his board but leaving behind a Voice token. He untaps, plays DRS, and activates Gavony Township for exact lethal.
6-2
Round 9- Esper Walkers
Game 1 takes nearly 40 minutes but comes down to me landing a Resto EoT and putting a SoWaP on it.
Game 2 goes to time and my opponent can’t kill me in the final 5 turns.
7-2
DAY 2
Round 10- Affinity
Game 1 he gets too fast of a start and I can’t keep up.
Game 2 I counter 2 Overseer’s and 1 Cranial Plating which really slowed his assault. A Verdict into Batterskull, into Batterskull proved too much for him to keep up with.
Game 3 I never see white mana and get killed with 2 Island and 2 Tectonic Edge on the battlefield. In hindsight it was a bad keep but I had Wrath, Disenchant, and Engineered Explosives in hand.
7-3
Round 11- Melira Pod
I was never in these 2 games. Early in game 1 I played Snapcaster and forgot to declare Dismember as the target, when I tried to cast it he called me on it and I went on tilt.
7-4
Round 12- Kiki Pod
This was a really fun match and the guy I played was very friendly. Game 1 he doesn’t hit a pod and overextends into a Supreme Verdict. Game 2 however I tap out and he makes quick work of climbing his pod tree into a Kiki/Conscripts combo. Game 3 I destroy his pod and Wrath handles his creatures. From there we raced and I won.
8-4
Round 13- GR Tron
He crushes me game 1 with a naturally drawn Tron and turn 3 Karn. I bring in Surgical, Negate, and Ghost Quarter. Game 2 I am able to Surgical Extraction his Powerplant, Karns, and Mindslavers. I pathed all 3 Wurmcoil leaving only the lone Emrakul as a win con. When I destroyed his Eye of Ugin he scooped. Game 3 goes to time and I am able to drop a Snapcaster in EoT for exactly lethal on turn 4.
9-4
Round 14- Splinter Twin
Game 1 he boomerangs my Celestial Colonnade turn 2 and combos me shortly after. Game 2 his hand is stacked with counters (3 Dispel and 1 Remand + Exarch and Twin). I try to kill the Exarch but to no luck.
9-5
Round 15- WUR Control
This is a rather swingy match up usually. Some games I can get ahead on the board and pressure them into making mistakes, other times I watch them throw 6 burn spells and a Colonnade at my face and counter everything I do. Unfortunately I was on tilt and punted this game. After a mull to 5 game 1 I get too far behind when he resolves a Sphinx’s Revelation for 3.
Game 2 was a long back and forth game but he won the Colonnade war. “Am I really going to win this because I drew more Colonnades than you?” He asked a few turns before he killed me.
9-6
Overall 9-6 (137th/1460)
It was my first day 2 showing so I’m happy but I do feel if I had played a little tighter I could’ve made money. Going forward I plan on dropping my 2 Remand for 1 more Vendilion Clique and 1 more Spell Snare. The all-star this weekend was Surgical Extraction because it hit so hard and no one saw it coming. I wouldn’t mind dropping Engineered Explosives because it seemed rather meh all weekend.
If you have and questions/ideas let me know. I don’t feel this list is optimal but for the meta I expected it was pretty decent.
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
I saw alot of UWR decks around the room and the control mirror was one of my only shaky matchups. I was on the fence between LaS and WaP but I think SoWaP's interaction with Sphinx's Revelation was what really put me over. I'd like to test with SoLaS more though.
I've honestly debated dropping Batterskull for another Finks. There is so many games where someone will dump too many resources into a Finks just to have another come down (or reset with a Resto). Even if it eats a Path I'm happy because I'm closer to Colonnade mana, Closer to a big Revelation, or the next Resto will survive.
XXXX
Modern
URTwinRU R.I.P.
EDH
WUGRoon of the Hidden RealmWUG
3x Augur of Bolas
2x Snapcaster Mage
3x Restoration Angel
Instants/Sorceries
2x Serum Visions
4x Inquisition of Kozilek
2x Remand
2x Mana Leak
3x Repeal
2x Path to Exile
2x Disfigure
1x Go for the Throat
2x Supreme Verdict
4x Esper Charm
2x Devour Flesh
1x Smother
3x Tectonic Edge
2x Watery Grave
1x Godless Shrine
2x Hallowed Fountain
2x Darkslick Shores
4x Marsh Flats
3x Creeping Tar Pit
1x Celestial Colonnade
1x Snow-Covered Island
1x Snow-Covered Plains
1x Snow-Covered Swamp
2x Glacial Fortress
1x Drowned Catacomb
1x Misty Rainforest
2x Countersquall
2x Dispel
2x Timely Reinforcements
1x Kitchen Finks
1x Devour Flesh
2x Stony Silence
1x Condemn
1x Shadow of Doubt
1x Supreme Verdict
1x Grafdigger's Cage
1x Relic of Progenitus
I like playing 2x serum visions as a way to fix your upcoming draws. It's surprisingly relevant when digging for wraths or answers, and also helps you hit land-drops consistently with only 25 lands.
Augur of Bolas is way stronger than wall of omens (i've tried both), but has the caveat of not running too many creatures. It works out well in a more control oriented variant since you don't want to play tons of creatures anyway.
Repeal has always overperformed, and also is really strong when you topdeck discard effects like inquisition of kozilek, where you can bounce one of their permanents and then force them to discard it.
Black gives access to removal that doesn't ramp your opponent (path is awful at dealing with deathrites and confidants), Esper Charm (perfect card for any draw-go deck), and hand disruption. Creeping Tar-pit of course is a strong card as well. I've found my matchups against the field are pretty even with a lot of room for play, and I feel I have a definitive leg up on other blue decks due to the presence of Inquisition of Kozilek, which is really powerful against decks like UR tempo, or UWR control.
Believe it or not, I've had zero problems with my mana even with playing 3x Tectonic Edge. The main thing is you really can't play Cryptic Command because of this, but I haven't really missed not having cryptic in here, and I get to play a slew of much more efficient cards as a result. Tectonic Edge has been more valuable than a cryptic would be most of the time anyway, so it's not too bad of an issue.