I think that the problem with the UWR archetype is that it's not as good as controlling then winning with a Kiki combo as UWR midrange and also not as good as the UR lists as resolving a twin to win the game.
With that in mind, I've got a deck that doesn't really belong here but still contains the twin package.
This deck isn't really focused on the combo at all, it just contains it to attack from a different axis while they're scared of getting burned or attacked to death by Geist, Resto and Snapcaster Mage.
If we're looking at your deck I'd add another Snapcaster Mage, they're all stars with the amount of spells you use, and take out an electrolyze for it.
Having a Keranos in the main or the board is a great as it's a super powerful card that lets you either bolt every turn or gain you card advantage. I would also add a Wrath instead of a Verdict in your side since the no regen clause is often times more important than the can't be countered.
It's a little closer to a 'standard' twin list, but it's got the same theme as yours: Come at them hard with geist/burn, and force them to choose between fending off your attack and dying to the combo or holding up combo counters and dying to geist. Being able to use mites/exarchs to tap down blockers for geist AND threaten to combo out seems pretty sweet.
I'm just getting into the twin world so I don't have much by way of actual results to talk about, but I'm pretty excited about the variety of 'twin' decks out there
I've seen that list before, don't quite like it though. It's a lot heavier on the being a twin deck than what I want.
The deck feels a great bunch deal more like a twin deck that sometimes has a geist for you to deal with rather than a geist/midrange deck that sometimes wins through combo and also forces you to keep mana open to respect the possibility that I could combo.
Yeah, there are quite a few ways you can go about the twin lists and especially with all the fuss about the Ascendancy decks, twin is a great choice against those decks. Although, GBx decks which are also good against them are real good against twin
Hey Guys, I currently play the #TEAMGEIST deck that is floating around (the one that Scotty Mac from LegitMTG plays). I have been considering bringing in the twin combo to the deck, most likely in the sideboard as a way to transform between games to throw off my opponents. (I'm imagining beating down/ burning out an opponent game 1, then all of a sudden when they are tapped out in game 2, feeling relatively safe, I drop pestermite end of turn into splinter twin.)
I just took a look at the manadeprived article posted a few comments up and it looks like something along the lines of what I am thinking of.
What I wanted to ask is, do you think it is worth losing a few specific hate sideboard cards in order to make room for the combo pieces in the deck? My decklist is in the link in my sig if anyone wants to see what my current situation is.
If you don't think it is possible to do the transformative sideboard plan, what cards are candidates to remove if I wanted to shift into a control-combo deck from my current midrange strategy.
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Legacy : WUGBBant DeathbladeBGUW
Modern : RGTitanshiftGR / UGWKnightfallWGU
Has anyone tested out Treasure Cruise or Dig Through Time? I've been considering running 2 Dig Through Time instead of my Snapcasters, since I usually just flash then in as blockers more than 50% of the time. I figured DTT was better than TC since it lets you dig for combo pieces, possibly doing that and flashing in an Exarch or Restoration Angel as well, depending on how much mana you have open.
Wall of Omens is fantastic, there's almost no reason not to play 3-4 of them. Not only are they a great blocker, but they're great card advantage and you can blink them with Resto. I've even put a Splinter Twin on one when I needed to dig for combo pieces.
If anyone still reads this thread, I have made a new list that was testing pretty decently against a couple of my friends decks last night. I think it can still use tuning though. My idea here is based on John Wasson's list that can be seen here: http://manadeprived.com/nonbo-upside/
I am looking for a place for 2x either Anger of the Gods, Pyroclasm or Volcanic Fallout and 2x Stony Silence in my sideboards, but I am having trouble deciding what to cut. I have a feeling that there is some areas that I cam trim down and some cards that I probably included because I am biased towards liking them.
I'm thinking of maybe cutting the Kiki-jikis and Resto Angels for 2x red sweeper and 2x stony silence since I feel like I won't really gain all that much from siding them in to go all-in on the combo.
Has anyone else experimented with a decklist like this? My main change from the standard UWR Twin list is the addition of Geist and removal of wall of omens. I want Geist to be a primary win condition as well, and the Pestermites/Exarchs can help tap down blockers to get in for damage with him.
Look like a good list more of a UR deck splashing white. Do you guys think that this deck could win again this Treasure Cruise heavy format? I was thinking of running 2 digs and 2 electrolyzes cause there good right now, but what should i take out?
Hi Guys!
I tested the following list this weekend in my LGS against ur Delver.
My record is 7-2 without sideboard.I believe with the sideboard the match gets better.
I really appreciate this list.
3 Snapcaster mage
1 Village bell ringer
4 Deceiver exarch
1 Vendilion clique
3 Serum visions
3 Spell snare
1 Dispell
4 Lightning bolt
3 Lightning helix
3 Path to exile
3 Remand
2 Electrolyze
3 Dig through time
4 Splinter twin
This will be the first time playing Modern on paper. I'm bringing Tim Rivera's list to GP Baltimore to jam in some side events because I have a strong feeling I'm gonna scrub out of the main event. I'll let you guys know how that works out. If it weren't for DRS's banning I'd be jamming Jund no doubts about it, Jund doesn't feel anything like it's Legacy counterpart so I have less incentive to do so.
Nice list! I was working on something similar yesterday trying to add DTT to Geist-Twin as the card is so powerful. Came to the conclusion that 2 is probably the best number here cause we're not fueling the graveyard insanely fast.
Creature: I went -1 Exarch +1 Snapcaster. Open to discussion but I found Snap more versatile in general.
Spells: -1 Path (sent to the sideboard), -1 Spell Pierce. +2 Dispel, +1 Electrolyze.
And -1 Splinter Twin! Having 2 in your hand in the early game is really clunky and with the addition of DTT I'm very happy with 3.
Lands: 24 is a good number. Colonnades are great. Some small differences but nothing huge. I prefer Fooded Strand over Arid Mesa as it fetches basic Island.
Nice list! I was working on something similar yesterday trying to add DTT to Geist-Twin as the card is so powerful. Came to the conclusion that 2 is probably the best number here cause we're not fueling the graveyard insanely fast.
Creature: I went -1 Exarch +1 Snapcaster. Open to discussion but I found Snap more versatile in general.
Spells: -1 Path (sent to the sideboard), -1 Spell Pierce. +2 Dispel, +1 Electrolyze.
And -1 Splinter Twin! Having 2 in your hand in the early game is really clunky and with the addition of DTT I'm very happy with 3.
Lands: 24 is a good number. Colonnades are great. Some small differences but nothing huge. I prefer Fooded Strand over Arid Mesa as it fetches basic Island.
Thanks for sparking the discussion on Geist-Twin!
I can see either the Snap or the Exarch. The Combo Creatures help force through Geist attacks by tapping a blocker, and also threaten the combo next turn thus restricting your opponents' lines of play, but the Snap has a lot more versatility and can simply remove the creature rather than tap it if you have a Bolt or Path in grave.
I was considering cutting to 3 Twin, so I might go through with that. I'm unsure about cutting a Path though, because I always want to have more 1-drop removal spells in my hand against Burn/Delver/Fatestitcher Ascendency, which are all 3 very popular right now.
I find myself wanting Mountains and Plains often early, so the Mesa are nice. The Strand is better against Blood Moon, though. There's arguments for both, I might test each more.
Dispel is a great card, and I have 1 in the side, but Pierce is more versatile and I'm not super worried about the long game since I'm theoretically hoping to close games out.
Might cut a Twin for an Electrolyze or a single mainboard Dispel, though.
Yes, Blood Moon is the reason why we should favor Strand over Mesa.
As for Spell Pierce I find it weird alongside Path and the games can in fact drag on and when they do, Dispel is the better protection for the combo kill. I like Pierce in the sideboard though...
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I think that the problem with the UWR archetype is that it's not as good as controlling then winning with a Kiki combo as UWR midrange and also not as good as the UR lists as resolving a twin to win the game.
With that in mind, I've got a deck that doesn't really belong here but still contains the twin package.
4 Restoration Angel
4 Snapcaster Mage
3 Wall of Omens
4 Deceiver Exarch
3 Geist of Saint Traft
1 Keranos, God of Storms
Spells
4 Remand
4 Lightning Bolt
4 Path to Exile
3 Lightning Helix
3 Splinter Twin
Land
3 Arid Mesa
3 Scalding Tarn
2 Island
1 Mountain
1 Plains
4 Celestial Colonnade
2 Sulfur Falls
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
1 Cascade Bluffs
1 Desolate Lighthouse
1 Ghost Quarter
2 Negate
2 Engineered Explosives
1 Counterflux
2 Anger of the Gods
3 Swan Song
1 Celestial Purge
1 Wrath of God
1 Keranos, God of Storms
2 Wear // Tear
This deck isn't really focused on the combo at all, it just contains it to attack from a different axis while they're scared of getting burned or attacked to death by Geist, Resto and Snapcaster Mage.
If we're looking at your deck I'd add another Snapcaster Mage, they're all stars with the amount of spells you use, and take out an electrolyze for it.
Having a Keranos in the main or the board is a great as it's a super powerful card that lets you either bolt every turn or gain you card advantage. I would also add a Wrath instead of a Verdict in your side since the no regen clause is often times more important than the can't be countered.
It's a little closer to a 'standard' twin list, but it's got the same theme as yours: Come at them hard with geist/burn, and force them to choose between fending off your attack and dying to the combo or holding up combo counters and dying to geist. Being able to use mites/exarchs to tap down blockers for geist AND threaten to combo out seems pretty sweet.
I'm just getting into the twin world so I don't have much by way of actual results to talk about, but I'm pretty excited about the variety of 'twin' decks out there
The deck feels a great bunch deal more like a twin deck that sometimes has a geist for you to deal with rather than a geist/midrange deck that sometimes wins through combo and also forces you to keep mana open to respect the possibility that I could combo.
Yeah, there are quite a few ways you can go about the twin lists and especially with all the fuss about the Ascendancy decks, twin is a great choice against those decks. Although, GBx decks which are also good against them are real good against twin
I just took a look at the manadeprived article posted a few comments up and it looks like something along the lines of what I am thinking of.
What I wanted to ask is, do you think it is worth losing a few specific hate sideboard cards in order to make room for the combo pieces in the deck? My decklist is in the link in my sig if anyone wants to see what my current situation is.
If you don't think it is possible to do the transformative sideboard plan, what cards are candidates to remove if I wanted to shift into a control-combo deck from my current midrange strategy.
Modern : RGTitanshiftGR / UGWKnightfallWGU
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
Modern : RGTitanshiftGR / UGWKnightfallWGU
I am looking for a place for 2x either Anger of the Gods, Pyroclasm or Volcanic Fallout and 2x Stony Silence in my sideboards, but I am having trouble deciding what to cut. I have a feeling that there is some areas that I cam trim down and some cards that I probably included because I am biased towards liking them.
I'm thinking of maybe cutting the Kiki-jikis and Resto Angels for 2x red sweeper and 2x stony silence since I feel like I won't really gain all that much from siding them in to go all-in on the combo.
Has anyone else experimented with a decklist like this? My main change from the standard UWR Twin list is the addition of Geist and removal of wall of omens. I want Geist to be a primary win condition as well, and the Pestermites/Exarchs can help tap down blockers to get in for damage with him.
3x Deceiver Exarch
3x Geist of Saint Traft
3x Pestermite
3x Snapcaster Mage
Sorcery (4)
4x Serum Visions
Enchantment (4)
4x Splinter Twin
Instant (16)
2x Dig Through Time
2x Dispel
4x Lightning Bolt
4x Path to Exile
4x Remand
4x Celestial Colonnade
1x Clifftop Retreat
1x Eiganjo Castle
4x Flooded Strand
2x Ghost Quarter
1x Hallowed Fountain
2x Island
1x Mountain
1x Plains
2x Sacred Foundry
2x Scalding Tarn
2x Steam Vents
1x Sulfur Falls
Modern : RGTitanshiftGR / UGWKnightfallWGU
1 village bell ringer
4 deceiver exarch
1 vendilion clique
4 serum visions
2 spell snare
4 lightning bolt
3 lightning helix
3 path to exile
4 remand
1 shadow of doubt
2 electrolyze
2 dig through time
4 splinter twin
3 scalding tarn
3 flooded strand
3 steam vents
2 hallowed fountain
1 sacred foundry
1 sulfur falls
1 cascade bluffs
1 desolate lighthouse
2 island
1 mountain
1 plains
I tested the following list this weekend in my LGS against ur Delver.
My record is 7-2 without sideboard.I believe with the sideboard the match gets better.
I really appreciate this list.
3 Snapcaster mage
1 Village bell ringer
4 Deceiver exarch
1 Vendilion clique
3 Serum visions
3 Spell snare
1 Dispell
4 Lightning bolt
3 Lightning helix
3 Path to exile
3 Remand
2 Electrolyze
3 Dig through time
4 Splinter twin
4 scalding tarn
4 flooded strand
3 steam vents
2 hallowed fountain
1 sacred foundry
2 sulfur falls
1 desolate lighthouse
3 island
1 mountain
1 plains
I feel like burn is big and I need to fit the 4th helix in. Pulse of the fields is really good in the side.
R/W Devotion
Mono-R Devotion
Legacy
Burn
Punishing Jund
4 Geist of Saint Traft
4 Pestermite
3 Deceiver Exarch
2 Snapcaster Mage
1 Vendillion Clique
Spells
4 Path to Exile
4 Lightning Bolt
4 Serum Visions
3 Remand
2 Dig Through Time
1 Spell Pierce
4 Splinter Twin
Land
4 Celestial Colonnade
4 Scalding Tarn
4 Arid Mesa
3 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
1 Eiganjo Castle
3 Island
1 Plains
1 Mountain
Sideboard changes a lot more than mainboard.
Creature: I went -1 Exarch +1 Snapcaster. Open to discussion but I found Snap more versatile in general.
Spells: -1 Path (sent to the sideboard), -1 Spell Pierce. +2 Dispel, +1 Electrolyze.
And -1 Splinter Twin! Having 2 in your hand in the early game is really clunky and with the addition of DTT I'm very happy with 3.
Lands: 24 is a good number. Colonnades are great. Some small differences but nothing huge. I prefer Fooded Strand over Arid Mesa as it fetches basic Island.
Thanks for sparking the discussion on Geist-Twin!
I can see either the Snap or the Exarch. The Combo Creatures help force through Geist attacks by tapping a blocker, and also threaten the combo next turn thus restricting your opponents' lines of play, but the Snap has a lot more versatility and can simply remove the creature rather than tap it if you have a Bolt or Path in grave.
I was considering cutting to 3 Twin, so I might go through with that. I'm unsure about cutting a Path though, because I always want to have more 1-drop removal spells in my hand against Burn/Delver/Fatestitcher Ascendency, which are all 3 very popular right now.
I find myself wanting Mountains and Plains often early, so the Mesa are nice. The Strand is better against Blood Moon, though. There's arguments for both, I might test each more.
Dispel is a great card, and I have 1 in the side, but Pierce is more versatile and I'm not super worried about the long game since I'm theoretically hoping to close games out.
Might cut a Twin for an Electrolyze or a single mainboard Dispel, though.
As for my current board:
4 Leyline of Sanctity
2 Spellskite
2 Wear // Tear
2 Engineered Explosives
2 Combust
1 Keranos
1 Batterskull
1 Dispel
As for Spell Pierce I find it weird alongside Path and the games can in fact drag on and when they do, Dispel is the better protection for the combo kill. I like Pierce in the sideboard though...