Hey guys, it's been a while as I still can't properly continue testing due to the magic online issue.. (Macbook <3)
anyway, here's an updated list that I have tested in a few matches already.. got to say it's close to perfect to me as it fits my playstyle very well now and I am pretty happy with it.
Maindeck Grim Lavamancer: Lavamancer is an allstar. I always liked the card but he has become mvp and 'must remove' target frequently enough to finally put him back where he belongs, into the maindeck. The meta is very weak to him and by adding Thought Scour (which is working out great for me!) he's even more dangerous.
Desolate Lighthouse has been pretty good, glad that I added it. It's not 'new' just wanted to give a short feedback about it
I cut the caverns because I rarely to never used the abbility. Halimar Depths as a 1-off (NOT MORE! No way!) has been surprisingly good though especially with Thought Scour.
Cryptic Command is back in the deck for the 4th remand. I was worried for some time that it may be too expensive but its versatility, power level and unique (combination of) effects make it a staple for me. I'd not recommend more than one though..
Sideboard: 2 Wurmcoil Engine. - Well, I always wanted to play this beasty card (just look at the wonderful artwork!) and a few ppl frequently kept me away from doing it. As I moved the Lavamancers to the maindeck and therefore had 2 slots to spent, I decided to give a sh** on the negative opinions towards this addition and do what I always do - test on my own. So far I have been proven more than right. I drew Wurmcoils in 3 games vs Jund where it immediately won twice and would've won the 3rd as well but I decided to just go for the combo instead.
Don't worry too much about the mana. With 8 Cantrips (11-12 if you count in remands and Cryptic), 4 Snapcasters and plenty of removal / tempo plays to buy time, there's more than enough time to drop this alternative game ender and just win with it, even if everything else goes against you.
I'd bring Wurmcoils in vs all 'fair' matchups without Path. So consider it playable (m/b just 1 copy in certain matchups) vs Jund and Pod decks (not sure what to do with it against the really aggressive decks).
_____
Unfortunately Dismember and Vendilion Clique had to leave, don't get me wrong, I still like both these cards, but the 2 Lavamancers simply outperform them and add a lot of consistensy to the deck while the former cards bear the risk of being situational
Up until next time!
i didnt start playing twin until i started reading ur posts. was wondering how u would sideboard in each match up. thx!
I shift the side around a lot, but I like the main a fair bit.
Hmm... I was skeptical of both snapcaster and thoughtscour, but the combination of both of those plus lavamancer I could see myself liking. I don't think I'd run thought scour without BOTH lavamancer and snapcaster, and I don't think I would run snapcaster without thought scour, but all three sounds good.
How do the spell pierces go for you? I guess part of the reason I don't like them is that they combo better with instant-speed cantrip of thought scour rather than sleight of hand (which I'm still using), so that you can actually leave up turn-one pierce without losing the option of drawing. But even so, it still seems like they become dead quickly.
My list is a lot like Kekekekeke's. I just added Thought Scour and moved Grim Lavamancer to the main deck. I think it is pretty awesome. Tons of fun to play.
I am so happy people are testing new things with this deck and talking about it. It has really revived my interest in Modern.
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Now Playing Modern RUBW Affinity BGR Midrange UWR Control RG Titan Shift RW Burn GW Bogles G Tron
How do the spell pierces go for you? I guess part of the reason I don't like them is that they combo better with instant-speed cantrip of thought scour rather than sleight of hand (which I'm still using), so that you can actually leave up turn-one pierce without losing the option of drawing. But even so, it still seems like they become dead quickly.
The spot that Spell Pierce is fighting for is the 1-cmc counter slot (it was originally a Dispel). It's not great in all matchups, but it beats a lot of fast starts by countering Cranial Plating, Seething Song, Birthing Pod, etc. Also it's decent at protecting a T5 combo win and can be pretty insane with Snapcaster.
I see that you had almost the same list as before, but with an extra Cryptic Command and above all some Wurmcoils in the SB. Are they worth it? Then I wonder, why no Batterskull? It's true that it doesn't divide in 2 pieces, but comes along a turn earlier, is even bette defensively (vigilance), you can equip it to some Pestermite, bounce it to get another Germ...
On another different topic, I've been trying 3 Geists of Saint Traft maindeck and this could be the real thing... they are ridiculous because they attack the game from a completely different angle (all that removal that the opponent packs becomes useless) and mostly because it sinergizes so, so well with the Pestermites & Exarchs.
I've already won so many games just by tapping their single blocker EOT and getting a free hit with the Geist, it's awesome. And because it kills in just 3 hits the meta has a really, really hard time dealing with him
I think I'm gravitating towards a couple Sleight of Hands again. Since I've cut them, I've done decently a few times, but it seems like I've had terrible losing streaks since that change, and I can only blame so many losses on bad luck. Maybe it was just a bad streak, but I just won the first 8-man I played after bringing them back, so perhaps they are important.
I see that you had almost the same list as before, but with an extra Cryptic Command and above all some Wurmcoils in the SB. Are they worth it? Then I wonder, why no Batterskull? It's true that it doesn't divide in 2 pieces, but comes along a turn earlier, is even bette defensively (vigilance), you can equip it to some Pestermite, bounce it to get another Germ...
The big thing about Wurmcoil is Jund needs more than one card to deal with it and be able to attack.
Last night I faced an opponent running Splinter Twin who used Thought Scour instead of Sleight of Hand. It caught me off-guard since he used it to mill me and I wound up using a removal on his Lavamancer instead of holding it back for an upcoming Pestermite.
But he also never found Splinter Twin or Kiki-Jiki during the game and I feel like he would have if he had Sleight of Hand. Is there a reason why some decks have started to use it?
Before the loss I won two mirror matches (by experience and due to superior sideboarding. I take out 3 Twins and 2 Dispel which feels right)
Won against UW Hatebears, Kiki Pod and Scapeshift.
I think I'd actually disagree with siding out the dispels in the mirror. The opponent will have some combination of Bolts, Charms, and Cryptics, and you'll want to protect your clock/win a counterwar. I generally side out something like 2 Deceivers, 3 Twins, and maybe a Remand and/or Thought Scour for 2 Spellskites, 2 Flame slashes, 2 Negates, and maybe an Ancient Grudge.
Still like the deck a lot although ppl now know exactly what I am doing.
Kinda missed Pyroclasm and playing 2 is probably correct.. m/b cut a negate and a surgical or the likes for it.. not sure though..
Negate is important against storm and the mirror. Pyroclasm is great vs. UWR, but not really anything other big decks. How were Vendilion Clique and Desolate Lighthouse?
Last night I faced an opponent running Splinter Twin who used Thought Scour instead of Sleight of Hand. It caught me off-guard since he used it to mill me and I wound up using a removal on his Lavamancer instead of holding it back for an upcoming Pestermite.
But he also never found Splinter Twin or Kiki-Jiki during the game and I feel like he would have if he had Sleight of Hand. Is there a reason why some decks have started to use it?
Thought Scour is basically what makes Lavamancer playable. It also helps a lot with Snapcaster Mage, and being an instant means a lot when you have Remands/Bolts. As far as them milling you, it probably means they want information, they have something they want to keep on top (from Serum Visions), they want mess up something you've left on top, or they're misplaying.
Dispel counters nothing important aside from Cryptic Command and having the Remand for a spell flashbacked by Snapcaster Mage is just so much Value, I'd never take 'em out. I had a lot of twin mirrors where my opponents were sitting on absolutely useless dispels..
With the list above I took out: -1 Deceiver Exarch, -3 Splinter Twin, -2 Dispel for +1 Dismember, +1 Combust, +2 Spellskite +1 Ancient Grudge +1/2 Surgical Extraction (not sure if I want 1 or 2 of 'em postboard.. it's definitely a powerful spell... took a bolt out for the second and I believe that's correct) - I never actually felt in need of Negate in the mirror.. interessting that you bring it there though
I only run 1 dispel in the first place, but it counters Bolt, Cryptic, Remand, Dispel, Izzet Charm, and the occasional Spell Snare. Negates are important because most people still try to combo-win postboard, and you can't rely on removal if they have Spellskite out.
I'll need to try out Clique and Lighthouse. Lighthouse might just be better than my second Halimar Depths.
Anyone want this primer? Apparently the OP has gotten himself banned.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
I love my pyroclasms, I bring them in against Jund, both pod variants, Bogle when I'm on the play, affinity, tokens, and soul sisters. They are okay vs some RB burn variants with deathrites and lavamancers.
Negates are good against scapeshift (they can usually recast a lethal scapeshift through remand and pay for mana leak, so if you have one counter in hand you'd really want it to be negate, unless it's cryptic of course), storm, eggs (which isn't really a deck right now), not terrible against tron (better than mana leak at least), and not terrible in the mirror though I don't think I have room to bring them in (I usually want remands and mana-leaks instead)
I don't think dispels are that amazing in the mirror since basically all it's doing is protecting your combo, and not having any value at stopping the opponent from their game-plan. It kinda depends on what you're against - if opponent plays remands and cryptics, you want dispels. Countering remand and cryptic at 1 mana is sweet. They are good at winning counter-wars because they only cost 1. I think having 2 dispels is fine, but if you play more than 2 in your 75, you don't want more in the mirror.
Also lighthouse is awesome, even without snapcaster/lavamancer. With both of those I could see running 2, but without them probably only 1. It's not too rare to be digging for an answer to a spellskite or linvala or just plain digging for you combo while you can hold the opponent off with countermagic/tapping their stuff/blocking in the mean time, and these are exactly the situations you really want a lighthouse. I love it in the mirror especially, since (in my experience) the games rarely end on turn 4-5 because we are holding each-other off of winning by countering/removal/spellskites.
On a different note, what do people think is the correct number of kiki-jikis? There's not really room for 3 and you want at least 1, so it's either 1 or 2. Having more lets you combo through slaughter games and spellskite much more easily, and gets around enchantment hate like pod's pridemage and harmonic sliver or just general enchantment hate which has gone up since Bogle became a thing.
Definitely go for the 1-off Lighthouse! Halimar Depths is fine as a one-off (also better than expected ) but having 2, may lead to really awkard draws.. (already see myself drawing 2 and wanting to kill myself )
I'd appreciate your opinion on Clique after a test run. Definitely worth it if you ask me!
Just played 2 8-mans with Desolate Lighthouse. First one beat some discard deck, then beat Jund, then lost to Jund. Second one I lost to Jund R1 (Which was running both Torpor Orb and Night of Souls Betrayal in the sideboard). Lighthouse is playable for sure, but I'm not completely sold on it. Depths makes a lot of hands keepable (e.g. Depths, Fetchland, Serum Visions, Thought Scour, card, card). One of each is probably ideal though.
Just picked up a Clique for the daily and will try it out soon.
Another card I'm beginning to consider is Threads of Disloyalty. I dismissed it after it was terrible in a specific game, but a lot of lists only have 2 answers for it, so I'm going to try 1 in the board for a bit.
On a different note, what do people think is the correct number of kiki-jikis? There's not really room for 3 and you want at least 1, so it's either 1 or 2. Having more lets you combo through slaughter games and spellskite much more easily, and gets around enchantment hate like pod's pridemage and harmonic sliver or just general enchantment hate which has gone up since Bogle became a thing.
One feels correct, the RRR can actually be a real problem if you don't have Cascade Bluffs.
Another advantage of Kiki-Jiki which happened to me twice in the first two rounds of a daily (both against UW control) is that if your opponent taps out on their turn in a fight over your pestermite/exarch or any other counter war - or else just has nothing relevant in hand, and you have 7 lands (have to untap a land if exactly 7), you can just untap, play another pestermite and kiki-jiki to win on the very same turn.
PS. I love my dispels. I dispelled SO MANY THINGS in those two matches against UW control, including multiple cryptics.
Definitely go for the 1-off Lighthouse! Halimar Depths is fine as a one-off (also better than expected ) but having 2, may lead to really awkard draws.. (already see myself drawing 2 and wanting to kill myself )
I'd appreciate your opinion on Clique after a test run. Definitely worth it if you ask me!
Well.. I probably don't need to rely on Negates postboard b/c I side in a lot of removal and therefore usually have the right answers if they try to combo.
Had a pretty run-bad night. 0-2 dropped the daily, (losing to Burn and BW tokens), then 1-1'd and 0-1'd some 8-mans, being destroyed by burn.
What I ran:
Thoughts:
Cutting down to 1 dispel main was a mistake, especially considering burn is a deck.
4 Bolts is probably worse than 3; the real value is nearly always in the 2nd Snapcasted bolt.
All the matchups I want Ancient Grudge in I also want Blood Moon. The green splash isn't free, and while artifact removal may be important, I'm not feeling Grudge. Maybe like shatterstorm?
Vendilion Clique is good. Not absurd, but worth the slot.
On the fence with lighthouse. I won a game with it, but then lost a game where my 6 was a 1-lander of Lighthouse and 2 or 3 cantrips, and I mulliganed it and ended at 3. Would have been a pretty easy keep if Lighthouse was Depths.
Echoing truth is really good when you're not sure whether they have Torpor Orbs/Spellskites. Should definitely be a 2-of.
I love my pyroclasms, I bring them in against Jund, both pod variants, Bogle when I'm on the play, affinity, tokens, and soul sisters. They are okay vs some RB burn variants with deathrites and lavamancers.
Something of an addendum to this: A bit after posting this, I bought thought scours and snapcasters and switched to a version with those and lavamancers main (very similar to the lists posted here recently), and now I'm finding my sideboard pretty awkward. My lovely pyroclasms now kill my own lavamancer and snapcasters, but I want them in the same matchups that I want lavamancers. I might be cutting at least one if not both of the pyroclasms, making up for it with the extra bolts I now fit in and can snap-cast. But anyway, if you aren't playing lavamancer and snapcaster, pyroclasms are still awesome.
Also, my relics of progenitus suck because I have scours over sleights, and snaps and lavamancers all suck with it. I used to be bringing it in for Jund, but I'm not sure I can anymore since I need the card-advantage from snapcaster and the removal from lavamancer to combat Jund's usual card-advantage tools. Outside of Jund it seems like I want graveyard hate and lavamancers in different matchups (except MAYBE storm, but lavamancer there is a bit of a stretch.) Is it maybe worth replacing the relics with Tormod's crypt? It's great for storm, living end, and the mono-black infect+discard deck (it uses runchanter's pikes and raven's crimes). They are not as good against deathrite or goyf specifically in the jund matchup, but I'm wondering if it's worth the ability to keep our graveyard to deal with the rest of jund's cards.
EDIT: What do people think of Into the Roil and/or Repeal? It's probably a lot more common that you'll want to draw a card off of Into the Roil rather than bouncing two things with Echoing truth, and Repeal can be okay even when you aren't using it to bounce a specific hate card like Torpor Orb, just when you need to not die and draw a card.
By the way, how do you consistently beat Jund?? I mean yeah I know it's the deck to beat, but I still feel so underpowered against a "decent" Jund draw... turn 1 rip one piece of my combo with thoughtseize, turn 2 confidant which I somehow dont have a lightning bolt for, turn 3 Liliana (no remand, yeah pretty bad keep from my part), turn 4 bloodbraid gg.
Some of the matches are not even close, and any creature I play gets instantly killed
Any tips besides SB Wurmcoils and better mulligans?
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More like this now:
4 Scalding Tarn
2 Misty Rainforest
2 Halimar Depths
3 Steam Vents
1 Breeding Pool
2 Cascade Bluffs
2 Sulfur Falls
2 Mountain
5 Island
Creatures:
4 Pestermite
4 Deceiver Exarch
1 Kiki-Jiki, the Mirror Breaker
4 Snapcaster Mage
2 Grim Lavamancer
4 Splinter Twin
4 Serum Visions
4 Thought Scour
4 Lightning Bolt
3 Remand
2 Spell Pierce
1 Dispel
2 Blood Moon
2 Negate
2 Spellskite
1 Grim Lavamancer
1 Ancient Grudge
2 Flame Slash
2 Relic of Progenitus
1 Wurmcoil Engine
2 Echoing Truth
I shift the side around a lot, but I like the main a fair bit.
i didnt start playing twin until i started reading ur posts. was wondering how u would sideboard in each match up. thx!
Hmm... I was skeptical of both snapcaster and thoughtscour, but the combination of both of those plus lavamancer I could see myself liking. I don't think I'd run thought scour without BOTH lavamancer and snapcaster, and I don't think I would run snapcaster without thought scour, but all three sounds good.
How do the spell pierces go for you? I guess part of the reason I don't like them is that they combo better with instant-speed cantrip of thought scour rather than sleight of hand (which I'm still using), so that you can actually leave up turn-one pierce without losing the option of drawing. But even so, it still seems like they become dead quickly.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
I am so happy people are testing new things with this deck and talking about it. It has really revived my interest in Modern.
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
Why?
The spot that Spell Pierce is fighting for is the 1-cmc counter slot (it was originally a Dispel). It's not great in all matchups, but it beats a lot of fast starts by countering Cranial Plating, Seething Song, Birthing Pod, etc. Also it's decent at protecting a T5 combo win and can be pretty insane with Snapcaster.
I see that you had almost the same list as before, but with an extra Cryptic Command and above all some Wurmcoils in the SB. Are they worth it? Then I wonder, why no Batterskull? It's true that it doesn't divide in 2 pieces, but comes along a turn earlier, is even bette defensively (vigilance), you can equip it to some Pestermite, bounce it to get another Germ...
On another different topic, I've been trying 3 Geists of Saint Traft maindeck and this could be the real thing... they are ridiculous because they attack the game from a completely different angle (all that removal that the opponent packs becomes useless) and mostly because it sinergizes so, so well with the Pestermites & Exarchs.
I've already won so many games just by tapping their single blocker EOT and getting a free hit with the Geist, it's awesome. And because it kills in just 3 hits the meta has a really, really hard time dealing with him
The big thing about Wurmcoil is Jund needs more than one card to deal with it and be able to attack.
But he also never found Splinter Twin or Kiki-Jiki during the game and I feel like he would have if he had Sleight of Hand. Is there a reason why some decks have started to use it?
I think I'd actually disagree with siding out the dispels in the mirror. The opponent will have some combination of Bolts, Charms, and Cryptics, and you'll want to protect your clock/win a counterwar. I generally side out something like 2 Deceivers, 3 Twins, and maybe a Remand and/or Thought Scour for 2 Spellskites, 2 Flame slashes, 2 Negates, and maybe an Ancient Grudge.
Negate is important against storm and the mirror. Pyroclasm is great vs. UWR, but not really anything other big decks. How were Vendilion Clique and Desolate Lighthouse?
Thought Scour is basically what makes Lavamancer playable. It also helps a lot with Snapcaster Mage, and being an instant means a lot when you have Remands/Bolts. As far as them milling you, it probably means they want information, they have something they want to keep on top (from Serum Visions), they want mess up something you've left on top, or they're misplaying.
I only run 1 dispel in the first place, but it counters Bolt, Cryptic, Remand, Dispel, Izzet Charm, and the occasional Spell Snare. Negates are important because most people still try to combo-win postboard, and you can't rely on removal if they have Spellskite out.
I'll need to try out Clique and Lighthouse. Lighthouse might just be better than my second Halimar Depths.
Negates are good against scapeshift (they can usually recast a lethal scapeshift through remand and pay for mana leak, so if you have one counter in hand you'd really want it to be negate, unless it's cryptic of course), storm, eggs (which isn't really a deck right now), not terrible against tron (better than mana leak at least), and not terrible in the mirror though I don't think I have room to bring them in (I usually want remands and mana-leaks instead)
I don't think dispels are that amazing in the mirror since basically all it's doing is protecting your combo, and not having any value at stopping the opponent from their game-plan. It kinda depends on what you're against - if opponent plays remands and cryptics, you want dispels. Countering remand and cryptic at 1 mana is sweet. They are good at winning counter-wars because they only cost 1. I think having 2 dispels is fine, but if you play more than 2 in your 75, you don't want more in the mirror.
Also lighthouse is awesome, even without snapcaster/lavamancer. With both of those I could see running 2, but without them probably only 1. It's not too rare to be digging for an answer to a spellskite or linvala or just plain digging for you combo while you can hold the opponent off with countermagic/tapping their stuff/blocking in the mean time, and these are exactly the situations you really want a lighthouse. I love it in the mirror especially, since (in my experience) the games rarely end on turn 4-5 because we are holding each-other off of winning by countering/removal/spellskites.
On a different note, what do people think is the correct number of kiki-jikis? There's not really room for 3 and you want at least 1, so it's either 1 or 2. Having more lets you combo through slaughter games and spellskite much more easily, and gets around enchantment hate like pod's pridemage and harmonic sliver or just general enchantment hate which has gone up since Bogle became a thing.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
Just played 2 8-mans with Desolate Lighthouse. First one beat some discard deck, then beat Jund, then lost to Jund. Second one I lost to Jund R1 (Which was running both Torpor Orb and Night of Souls Betrayal in the sideboard). Lighthouse is playable for sure, but I'm not completely sold on it. Depths makes a lot of hands keepable (e.g. Depths, Fetchland, Serum Visions, Thought Scour, card, card). One of each is probably ideal though.
Just picked up a Clique for the daily and will try it out soon.
Another card I'm beginning to consider is Threads of Disloyalty. I dismissed it after it was terrible in a specific game, but a lot of lists only have 2 answers for it, so I'm going to try 1 in the board for a bit.
I haven't seen them being played at all really, not sure why.
One feels correct, the RRR can actually be a real problem if you don't have Cascade Bluffs.
PS. I love my dispels. I dispelled SO MANY THINGS in those two matches against UW control, including multiple cryptics.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
Had a pretty run-bad night. 0-2 dropped the daily, (losing to Burn and BW tokens), then 1-1'd and 0-1'd some 8-mans, being destroyed by burn.
What I ran:
Don't run this list!
5 Island
2 Mountain
4 Scalding Tarn
2 Misty Rainforest
2 Sulfur Falls
2 Cascade Bluffs
1 Halimar Depths
1 Desolate Lighthouse
3 Steam Vents
1 Breeding Pool
Creatures
4 Snapcaster Mage
2 Grim Lavamancer
1 Vendilion Clique
3 Pestermite
3 Deceiver Exarch
1 Kiki-Jiki, the Mirror Breaker
3 Remand
1 Dispel
1 Spell Snare
4 Splinter Twin
4 Lightning Bolt
4 Serum Visions
2 Sleight of Hand
4 Thought Scour
2 Blood Moon
2 Ancient Grudge
2 Threads of Disloyalty
2 Negate
2 Relic of Progenitus
2 Flame Slash
1 Echoing Truth
1 Grim Lavamancer
1 Wurmcoil Engine
Thoughts:
Cutting down to 1 dispel main was a mistake, especially considering burn is a deck.
4 Bolts is probably worse than 3; the real value is nearly always in the 2nd Snapcasted bolt.
All the matchups I want Ancient Grudge in I also want Blood Moon. The green splash isn't free, and while artifact removal may be important, I'm not feeling Grudge. Maybe like shatterstorm?
Vendilion Clique is good. Not absurd, but worth the slot.
On the fence with lighthouse. I won a game with it, but then lost a game where my 6 was a 1-lander of Lighthouse and 2 or 3 cantrips, and I mulliganed it and ended at 3. Would have been a pretty easy keep if Lighthouse was Depths.
Echoing truth is really good when you're not sure whether they have Torpor Orbs/Spellskites. Should definitely be a 2-of.
Something of an addendum to this: A bit after posting this, I bought thought scours and snapcasters and switched to a version with those and lavamancers main (very similar to the lists posted here recently), and now I'm finding my sideboard pretty awkward. My lovely pyroclasms now kill my own lavamancer and snapcasters, but I want them in the same matchups that I want lavamancers. I might be cutting at least one if not both of the pyroclasms, making up for it with the extra bolts I now fit in and can snap-cast. But anyway, if you aren't playing lavamancer and snapcaster, pyroclasms are still awesome.
Also, my relics of progenitus suck because I have scours over sleights, and snaps and lavamancers all suck with it. I used to be bringing it in for Jund, but I'm not sure I can anymore since I need the card-advantage from snapcaster and the removal from lavamancer to combat Jund's usual card-advantage tools. Outside of Jund it seems like I want graveyard hate and lavamancers in different matchups (except MAYBE storm, but lavamancer there is a bit of a stretch.) Is it maybe worth replacing the relics with Tormod's crypt? It's great for storm, living end, and the mono-black infect+discard deck (it uses runchanter's pikes and raven's crimes). They are not as good against deathrite or goyf specifically in the jund matchup, but I'm wondering if it's worth the ability to keep our graveyard to deal with the rest of jund's cards.
EDIT: What do people think of Into the Roil and/or Repeal? It's probably a lot more common that you'll want to draw a card off of Into the Roil rather than bouncing two things with Echoing truth, and Repeal can be okay even when you aren't using it to bounce a specific hate card like Torpor Orb, just when you need to not die and draw a card.
My decks:
-Modern UWR gifts control
-Modern Mono-G aggro elves
-Azami, Lady of Scrolls EDH
-Glissa the Traitor EDH
-Modern UWR Counterbalance Control
-Modern UW enchantment control: primer, on tapped out
-Modern regular UWR control
Some of the matches are not even close, and any creature I play gets instantly killed
Any tips besides SB Wurmcoils and better mulligans?